In the beginning of the 2010s, these technologies presented themselves in the form of SocialNetworkingPlatforms (SNPs). SNPs, such as for example Facebook and Twitter, are internet-based platforms with advanced technological features on which users can connect with other users from all over the globe (Wink, 2010). SNPs are suited to be service channels because they offer free instant messaging features that enable direct computer-mediated communication in a private setting. And because SNPs are already being utilized on a daily basis by a vast majority of the Dutch population (Emerce, 2017, February 16), it is convenient for citizens to acquire service via SNPs. Thus, governmental agencies decided to deploy SNPs and their instant messaging features as service channels. As of today, 99% of the Dutch municipalities are present on one or more SNP (Baldewsingh, 2017, August 29; Socialmediameetlat, 2016, October 6).
Abstract: - Technology has evolved drastically over the past few years and one part of computers and technology is socialnetworkingplatforms which give people the opportunity to connect and interact easily. The usage of socialnetworkingplatforms is increasing daily as an educational system on various levels. The aim of this paper is to examine the role of social media in as e-learning educational tool. The article also determine and explores the similarities, features and differences that learning management systems and social media provide to serve as e-learning tool in online education. Moreover it examines students and lecturers' attitudes towards sharing their ideas and knowledge on social networks as online learning platforms.
There are various methods to detect sentiment automatically, usually based on a combination of natural language processing and machine learning. Yet most of these methods require human input in the form of dictionaries and evaluation sets. Leveraging the wisdom of the crowds by engaging users in online games addresses the scarcity of human resources to tackle such tasks. Crucial to the success of this approach are effective strategies to attract Internet users and achieve a critical mass of players. Dep- loying games with a purpose with socialnetworkingplatforms like Facebook (www.facebook.com) enables developers not only to harness the functionality of the platform’s API, but also to tap into a large online community with a proven affinity towards Web 2.0 applications. Other benefits include the possibility to identify players via their Facebook ID, and the availability of built-in viral notification systems to increases the visibility of the application among the users of the network.
SocialNetworkingPlatforms (SNPs)  are popularly used to share daily lives, contents, keep in touch with friends and share thoughts and information. Thus sharing of data includes images, text, audio and video formats. According to a survey by Facebook  statistics average user creates 90 pieces of content each month, whereas more than 30 billion pieces of content (posts, web links, news stories, blog, notes, photo albums, etc.) are shared each month. Content filtering usually works by specifying character strings. Such strings if matched then indicate undesirable content that is to be screened out. Content is usually screened for pornographic content and sometimes also for aggression- or resentment- oriented content. Opponents of content filtering programs point out that it is not difficult to unintentionally exclude desirable content. However, the goal of these proposals is mainly to provide users a classification method to avert useless data. In SNPs, information filtering can also be used for a distinct, more susceptible, intention. This is owing to the actuality that in SNPs there is the possibility of posting or commenting other posts on precise private/public areas, called as general walls. Information filtering can therefore be used to give users the capability to repeatedly manage the messages written on their own walls, by filtering out unwanted messages. Such key SNP services are not used now. Certainly, today SNPs provide very little sustain to avert unnecessary, abuse messages on walls of users. For instance, Facebook allows users to state who is allowed to put in messages into their walls (i.e., defined groups of friends, public friends, or friends of friends). However, no content-based favorites are maintained and thus it is not likely to prevent undesired messages, such as political or vulgar ones, irrespective of the user who posts such messages. Providing this service is not only a matter of using previously defined web content , ,  mining techniques for a different application, it also requires to design ad-hoc classification strategies. This is because wall messages are constituted by short text for which traditional classification methods have serious limitations since short texts do not provide sufficient word occurrences.
In this paper, a new knowledge-intensive and content- based #tag recommendation approach for socialnetworkingplatforms was introduced. The proposed system was evaluated on the tweets2011 dataset. The evaluation results suggest that the proposed system demonstrates robust results in terms of recall and precision values. In addition, it is capable of assigning appropriate #tags to messages without #tags and can recommend suitable #tags even when little content is available in messages. This is due to the integration of multiple knowledge sources into the components of the proposed system. This system does not rely solely on the content of the messages, but also identifies latent semantic features and structures using the structured knowledge and exploit all available information about messages to recommend accurate #tags. Moreover, the evaluation of content enrichment module suggests that the proposed method coupled with enrichment module results in higher performance. When little information is available about the content, the enrichment module allows the system to identify related information or semantic structures. The significance of this module lies in the fact that the majority of messages contain little information. Therefore, a mechanism is needed to extend the system understanding of context. The results support the assumption that content enrichment play a pivotal role in optimal performance of the proposed method. The evaluation of representation module indicates the superiority of proposed method compared with vector space models. The robustness of the representation model in modelling the extracted features, enriched contents and semantics is the strength of this model. It presents the system with wide range of information and enables the system to make an informed decision. In addition, the proposed hybrid and multi-layer semantic similarity module exhibits higher accuracy and precision compared with other similarity measures. The multi-layered nature of this module guarantees that system can detect commonalities and differences in all types of extracted features and semantic structures between messages. In other words, it guarantees that all available information about messages are effectively contributing in calculating the similarity between messages. Moreover, similarity methods that exploit semantics-based, information content-based and structural-based features to draw comparison between messages exhibit better
1. SocialNetworking Platform: several of the popular online socialnetworking sites have free internet API's to permit third-party developers and websites to implement their own services, which might utilize and combination user data and activities in OSNs. on top of designrepresents a typical architecture of current socialnetworkingplatforms, wherever TPAs square measure designed in accordance with API's and might access user information through API's. Typically, these applications square measure integrated in associate OSN web site however admit their own external server for running the appliance. The Facebook Platform and Google’s OpenSocial square measure 2 of the leading forces within the business of socialnetworkingplatforms. The Facebook Platform may be a proprietary computer code atmosphere for launching TPAs in Facebook. The core of Facebook Platform is that the Graph API, that forms the first method of retrieving and posting information in Facebook. It permits developers to deﬁne objects and actions within the social graph, and to form new instances of objects and actions. Google’s Open Social is associate open supply cross- platform rival to the Facebook Platform for building social applications. It deﬁnes a typical API for applications across multiple websites, through that OSNs will grant applications access to the social graph also as electronic messaging service and update feeds. Its greatest blessings over Facebook Platform is its ability inside the context of multiple OSN.
To maintain their position of authority in the rapidly growing online environments, the dominant bloc (socio-economic powers, as represented by groups such as venture capitalists) needed to react to and even absorb some of the aspects of the once marginalized sub-cultures who devel- oped the proto-virtual social networks which fed into more recent versions of SNS. As social net- working becomes more mainstream, moving from hobbyist/subcultural BBS to multi-platform, multi- media SNS that attract the attentions of some of the largest software and internet corporations on the planet, Gramsci’s notion of cultural hegemony becomes even more relevant. Cultural hegem- ony explains how even the most marginal of subcultures (who is unfamiliar with the stereotypical computer nerd, bathed in the light of a monitor as they sit alone in a dark basement?) can be ab- sorbed into the dominant socio-economic model if there is profit in it for the ruling elites. In Jodi Dean’s analysis, it forms part of an entire new kind of capitalism she terms ‘communicative capital- ism’: “the materialisation of ideals of inclusion and participation in information, entertainment, and communication technologies in ways that capture resistance and intensify global capitalism” (Dean, 2009: p. 2). Like punk, sanitized and repackaged for the masses, socialnetworking has been ap- propriated from the DIY, hacker, and geek subcultures, cleared of its need for coding ability or technological sophistication (measures by which, in part, these subcultures defined themselves) and resold. A recent survey suggests that the average social gamer, sitting at her computer con- nected to the internet, playing, among other games, Farmville, is a 43 year old woman (Robyn, 2010).
Research into security and privacy is a constant and essential part of keeping the Facebook community safe and user friendly. Young audience and users are often described as prone to live “open digital lives.” Active topics of research including usability, penetration testing, and spam-prevention, detecting and responding to new online threats will positively make Facebook a vulnerable place of socialnetworking.
which they look at effective ways to gain a more detailed understanding of their social media fanbase. Nike has been putting more marketing muscle behind its digital initiatives, for instance by taking social media marketing in-house, claiming that online channels are more valuable to its business strategy than traditional advertising. (Joseph 2013.) 3.5 Social Media: The New Mindset In order to gain a better position in the transition from traditional marketing approach to social media marketing, marketers will have to, firstly, change their marketing mindset. Social media platforms has radically changed the approach of segmentation in implanting marketing strategy, instead of easily identified demographics, such as age, gender, or income are relatively less important, it groups people by what they do, think, like, and dislike, and more importantly by their behaviors, also known as behavioral targeting. (Weber 2009.) Many marketing experts (Drury 2008; Mayfield 2008; Weber 2009; Weinberg2009) have always emphasized that since marketing via social media is rather about receiving and exchanging perceptions and ideas, which makes social media marketing no longer one dimensional but a two-way process
Rhoades, Irani, Telg & Meyers (2008) The frequent usage of socialnetworking sites like Facebook® and MySpace® offer a unique new teaching opportunity to instructors. Because many students are familiar with these programs and the technology involved, instructors can utilize the communication tools in these programs to engage students in a manner comfortable and enjoyable to them. Instructors can utilize these resources to prompt out-of- class discussions and post announcements for students. These technologies offer students a real world example to draw from during discussions on information credibility and online resources. Emerging sites like wikis and socialnetworking sites like Second Life are being explored by educators and may also offer new avenues to take the classroom outside of the classroom.
The study is to analysis the socialnetworking sites and its impact on personal and social life. In this report, data gathered from questionnaires, interviews, literature reviews and analysts’ reports are used to compare and discuss the contribution of socialnetworking sites. Data analysis method is analyzing the questionnaire data of socialnetworking sites. This report is divided into 6 chapters. Chapter one introduces the topic. It briefly describes the subject of our thesis and finally summaries the contents of each chapter. It gives a general description of socialnetworking sites Face book, LinkedIn, MySpace, Twitter and orkut etc. also include the objectives. Chapter two review previous works in the field of socialnetworking sites Chapter third describes the problem formulation of the study. In this chapter describe the need of the study of socialnetworking sites. Chapter forth describes the research methodology. In the research methodology both primary and secondary data have been used. For the primary data, a structured questionnaire consisting of close- ended questions to extract the view points of the respondents has been used. For the secondary data, the data have been extracted from different magazines, journals, newspapers and websites. Chapter fifth discusses data interpretation. In this chapter responses are collected through survey method and then analysis it. Our work is concluded in chapter sixth with a suggestion for further work.
audiences. Some, like aSmallWorld and BeautifulPeople, intentionally restrict access to appear selective and elite. Others—activity- centered sites like Couchsurfing, identity-driven sites like BlackPlanet, and affiliation-focused sites like MyChurch—are limited by their target demographic and thus tend to be smaller. Finally, anyone who wishes to create a niche social network site can do so on Ning, a platform and hosting service that encourages users to create their own SNSs. Currently, there are no reliable data regarding how many people use SNSs, although marketing research indicates that SNSs are growing in popularity worldwide (comScore, 2007). This growth has prompted many corporations to invest time and money in creating, purchasing, promoting, and advertising SNSs. At the same time, other companies are blocking their employees from accessing the sites. Additionally, the U.S. military banned soldiers from accessing MySpace (Frosch, 2007) and the Canadian government prohibited employees from Facebook (Benzie, 2007), while the U.S. Congress has proposed legislation to ban youth from accessing SNSs in schools and libraries (H.R. 5319, 2006; S. 49, 2007). The rise of SNSs indicates a shift in the organization of online communities. While websites dedicated to communities of interest still exist and prosper, SNSs are primarily organized around people, not interests. Early public online communities such as Usenet and public discussion forums were structured by topics or according to topical hierarchies, but social network sites are structured as personal (or "egocentric") networks, with the individual at the center of their own community. This more accurately mirrors unmediated social structures, where "the world is composed of networks, not groups" (Wellman, 1988, p. 37). The introduction of SNS features has introduced a new organizational framework for
Recently, hackers had started taking advantage of the popularity of this third-party apps platform and deploying malicious applications. Malicious apps could provide a lucrative business for hackers, given the popularity of OSNs(Online Social Networking’s), with the leading the way with 900M active users. There was many ways that hackers can benefit from a malicious app: (a) the app could reach large numbers of users and their friends to spread spam, (b) the app could obtain users’ personal information such as email address, home town, and gender, and (c) the app is “re-produce" by making other malicious apps popular. To make matters worse, the deployment of malicious apps are simplified by ready-to-use toolkits starting at $25. In other words, there was motive and opportunity, and as a result, there were many malicious apps spreading on every day.
Commodification, consumerism, and the power of rich elites are the field of enquiry of cultural and political theorists. One such theorist whose writings have had a profound affect on our understand- ing of power in society is the early 20th century Italian thinker, Antonio Gramsci, who “recognised that social power is not a simple matter of domination on the one hand and subordination or resis- tance on the other” (Jones, 2006). Gramsci thus re-evaluated traditional Marxist understandings of modern capitalist societies by arguing that rather than being determined by underlying economic necessities, culture and politics formed a web of relations with the economy in which there is a continual shift of emphasis and influence. For this process he coined the term hegemony. In his Prison Notebooks Gramsci defines social hegemony as “The ‘spontaneous’ consent given by the great masses of the population to the general direction imposed on social life by the dominant fun- damental group; this consent is ‘historically’ caused by the prestige (and consequent confidence) which the dominant group enjoys because of its position and function in the world of production” (Gramsci, 2007, p. 12). Importantly, as Jones points out in his study of Gramsci’s work, “the main- tenance of that consent is dependent upon an incessant repositioning of the relationship between rulers and ruled” (Jones, 2006, p. 3). Insidiously, a dominant bloc, in order to maintain its domi- nance, must be able to “reach into the minds and lives of its subordinates, exercising its power as what appears to be a free expression of their own interests and desires” (Jones, 2006, p. 4). In Gramsci’s own words: “the fact of hegemony presupposes that account be taken of the interests and the tendencies of the groups over which hegemony is to be exercised, and that a certain com- promise equilibrium should be formed – in other words, that the leading group should make sacri- fices of an economic-corporate kind” (Gramsci, 2007, p. 161).
There are many social networks in the market today with the most popular one around the world being Facebook. Other examples for social networks include MySpace, Sabakuch, LinkedIn, Twitter etc. The conception of MySpace opened the internet users to vast opportunities of self- expression which include wide control over a user’s profile content . Facebook started as a local social network made for the students of Harvard . Facebook was built on the idea that all our information could be shared and the user is allowed to register, and then proceed with the login process to perform specific tasks such as messaging, posting images etc . Sabakuch.com is another social network which is an encompassment of three aspects of popular web browsing needs i.e., SocialNetworking, Entertainment and Learning with just one login. After registering with Sabakuch.com users can have their own user profile which further gives them an access to three different sections on a single dashboard. These are referred to as zones and used for separate interests such as work, family and friends. They provide with the separate interface for the different groups. On Twitter, online users can post their tweets about what they have in mind . These social networks have shaped the concept of Connectify.
Copyright and social media are complexly intertwined. As has been examined throughout this paper, issues involving copyright and social media platforms have been prevalent from the time of the platforms’ development to the present day. This raises questions as to why and how. It is this paper’s argument that the public components that are so intrinsic to the function of social media are one of the driving factors behind the prevalence of copyright infringement. Strong desires to build a following, impress other users, and even profit from use of social media can result in copyright infringement, whether intentional or unintentional. Therefore, by adhering to the preventative measures outlined above and taking time to familiarize oneself with copyright law, users of social media platforms can avoid copyright infringement while continuing to build a presence and get the most out of those platforms. The potential benefits that social media platforms have to offer their users are tremendous and should not be diminished because of potential conflict with copyright laws.
The adolescence has turned into a real socialnetworking addicts getting too much involved with unknown people and being deprived from real life. Is the virtual world slowly replacing the real world? Socialnetworking websites cannot replace your real friendships. You don’t really communicate with people online as you communicate with real people whom you can see, hear, feel and touch. Change is inevitable but to what extent you allow these changes to rule your life is to be decided by us.
This paper presents a Web-based database hosting tech- nical information about pioneering ATM networkingplatforms, associated research activities engaging these platforms, and related important trials conducted in the framework of these research activities. The paper out- lines the organisation and structure of the information content in the database and discusses methods of access through the WWW interface. Besides the “static” infor- mation offered by the database, other Java-based tools provide for the on-line monitoring of the status of the ATM platforms and for manipulating data arising from technological trials on these platforms. The integration of these tools with the database, under a common WWW interface is discussed.
_____________________________________________________________________________________________________ Abstract - Social media is becoming necessity in today’s era. It plays a vital role in our daily life. No one can separate self from its influence. It’s been always interesting one to know the impact of it over the young generation of India. This paper focuses mainly over it and for that purpose I framed a structured questioner through Google form. Questions were mainly like; social media is helpful for education purpose; for privacy propose; for knowledge purpose etc. I got total 36 responses out of that 88.9% believe that social media can prove helping hand for education. Daily 55.6% spend 1 to 2 hrs on social media. 57.1% were agreed that social media affets their social life. 38.29% believe it kills the time of youth. 52.8 % had opinion that social media makes youth the intelligent. 50.2% feels social media is useful for betterment of society.
Roy & Chakraborthy (2015) 5 discussed the positive and negative impact of Social networks on education of undergraduate level students as well as on their life, depending on one’s interest to use. The study revealed that most of the students are badly affected because of safety and privacy issues and also leads to lack of focus in their studies. Lavy (2014) 4 investigated the influence of social networks on educational attainment and non-cognitive behavioral outcomes of children in school. It was observed that the presence of reciprocal friends and followers in class has a positive and significant effect on test scores and the presence of non-reciprocal friends in class has a negative effect on a student’s learning outcomes. It was also observed that various types of social networks have positive effects on non- cognitive behavioral outcomes. Bijaria & et al (2013) 1 investigated the effect of socialnetworking site on the academic achievement of students in Birjand University of Medical Sciences. The results indicate that there is a negative relation between use of socialnetworking sites and grade point average. Kalra & Manani (2013) 3 studied the effect of socialnetworking sites on academic achievement of the students with reference to their personality. Results revealed that there is no significant difference between academic achievement of users and non-users of SocialNetworking Sites (SNS). It was also found that even with personality differences among the students there is no significant difference found among extroverts and introvert students using and not using SNS with reference to their academic achievement. Jain & Gupta (2012) 2 revealed the level of awareness on the social issues and how far socialnetworking sites awakened today’s youth in expressing their views on current burning issues like corruption, human rights, girls education etc. The study shows that people are feeling free in sharing their thoughts on any issue and even youth is raising their voice against social acts like violation of human rights, corruption etc. Wang & et al (2011) 6 explored the advantages and disadvantages of students’ use of socialnetworking. The study indicated that most college students would prefer to use social media and spend many hours checking social media sites and socialnetworking is definitely affecting students’ efficiencies as well as their grades.