Community of Production

Author(s):  
Francesco Amoretti

There is no universal agreement regarding the meaning of the term “social software.” Clay Shirky, in his classic speech “A Group is its Own Worst Enemy,” defined social software as “software that supports group interaction” (Shirky, 2003). In this speech, this scholar of digital culture also observed that this was a “fundamentally unsatisfying definition in many ways, because it doesn’t point to a specific class of technology.” The example offered by Shirky, illustrating the difficulties of this definition, was electronic mail, an instrument that could be used in order to build social groups on the Net, but also to implement traditional forms of communication such as broadcasting, or noncommunicative acts such as spamming. In his effort to underline the social dimension of this phenomenon, rather than its purely technological aspects, Shirky decided to maintain his original proposal, and this enables scholars engaged in the analysis of virtual communities to maintain a broad definition of social software. Heterogeneous technologies, such as instant messaging, peer-to-peer, and even online multigaming have been brought under the same conceptual umbrella of social software, exposing this to a real risk of inflation. In a debate mainly based on the Web, journalists and experts of the new media have come to define social software as software that enables group interaction, without specifying user behaviour in detail. This approach has achieved popularity at the same pace as the broader epistemological interest in so-called emergent systems, those that, from basic rules develop complex behaviours not foreseen by the source code (Johnson, 2002). This definition may be more useful in preserving the specific character of social software, on the condition that we specify this carefully. If we include emergent behaviour, regardless of which Web technologies enter into our definition of social software, we will once again arrive at a definition that includes both everything and nothing. Emergence is not to be sought in the completed product, that may be unanticipated but is at least well-defined at the end of the productive cycle, but rather resides in the relationship between the product, understood as a contingent event, and the whole process of its production and reproduction. A peculiar characteristic of social software is that, while allowing a high level of social interaction on the basis of few rules, it enables the immediate re-elaboration of products in further collective cycles of production. In other words, social software is a means of production whose product is intrinsically a factor of production. Combining hardware structures and algorithmic routines with the labour of its users, a social software platform operates as a means of production of knowledge goods, and cognitive capital constitutes the input as well as the output of the process. If a hardware-software system is a means of production of digital goods, social software represents the means by which those products are automatically reintroduced into indefinitely-reiterated productive cycles. This specification allows us to narrow down the area of social software to particular kinds of programmes (excluding, by definition, instant messaging, peer-topeer, e-mail, multiplayer video games, etc.) and to focus the analysis on generative interaction processes that distinguish social software from general network software. Moreover, following this definition, it is possible to operate a deeper analysis of this phenomenon, introducing topics such as the property of hosting servers, the elaboration of rules and routines that consent reiterated cycle of production, and the relationships between actors within productive processes.

2009 ◽  
pp. 102-108
Author(s):  
Francesco Amoretti ◽  
Mauro Santaniello

There is no universal agreement regarding the meaning of the term “social software.” Clay Shirky, in his classic speech “A Group is its Own Worst Enemy,” defined social software as “software that supports group interaction” (Shirky, 2003). In this speech, this scholar of digital culture also observed that this was a “fundamentally unsatisfying definition in many ways, because it doesn’t point to a specific class of technology.”


2009 ◽  
Vol 37 (1/2) ◽  
pp. 43-81
Author(s):  
Patrizia Calefato

This paper focuses on the semiotic foundations of sociolinguistics. Starting from the definition of “sociolinguistics” given by the philosopher Adam Schaff, the paper examines in particular the notion of “critical sociolinguistics” as theorized by the Italian semiotician Ferruccio Rossi-Landi. The basis of the social dimension of language are to be found in what Rossi-Landi calls “social reproduction” which regards both verbal and non-verbal signs. Saussure’s notion of langue can be considered in this way, with reference not only to his Course of General Linguistics, but also to his Harvard Manuscripts.The paper goes on trying also to understand Roland Barthes’s provocative definition of semiology as a part of linguistics (and not vice-versa) as well as developing the notion of communication-production in this perspective. Some articles of Roman Jakobson of the sixties allow us to reflect in a manner which we now call “socio-semiotic” on the processes of transformation of the “organic” signs into signs of a new type, which articulate the relationship between organic and instrumental. In this sense, socio-linguistics is intended as being sociosemiotics, without prejudice to the fact that the reference area must be human, since semiotics also has the prerogative of referring to the world of non-human vital signs.Socio-linguistics as socio-semiotics assumes the role of a “frontier” science, in the dual sense that it is not only on the border between science of language and the anthropological and social sciences, but also that it can be constructed in a movement of continual “crossing frontiers” and of “contamination” between languages and disciplinary environments.


2021 ◽  
Vol 278 ◽  
pp. 03019
Author(s):  
Irina Levitskaya ◽  
Martin Straka

The digital transformation of economic and social sectors is conditioned by the need for a critical reflection of the cultural processes taking place in modern society under the influence of transition to sustainable development. The latter is accompanied with decreasing of waste and pollution, expanding of lean production, settling the new nonmaterial industries. Therefore, it is critically important to form special cultural conditions for industry digitalization – not for increasing use of natural resources, but for decreasing harmful influence on environment. The purpose of this article is an analytical review of the theory and methodology of the analysis of digital culture in the historical and sociocultural perspective. The analysis of modern theories of digital culture and approaches to the analysis of its formation, historical and cultural reconstruction of the formation of digital culture, the definition of the conceptual apparatus of digital culture research and information processes is carried out from a methodological position, according to which cultural research is based on the principles of historicism and functionality, priority of sustainable development values.


Author(s):  
Francesca Fatta

In this chapter the main issue is focused on the reconstruction of Reggio and Messina after the earthquake of 1908 has been an opportunity to address the broken and - what is much more difficult and required - the rebalancing of memory and identity of places. Between July 2013 and September 2014 two teams of researchers at the University of Reggio and the MAP CNRS Marseille have formed a partnership to test new communications systems, technology and digital culture applied to cultural and architectural heritage. The responsibilities of the MAP CNRS, directed by Prof. Livio De Luca and the field of investigation and experimentation defined by Atelier of thesis of Prof. Francesca Fatta, found an interaction system useful for the definition of design systems for a Museum of collective memory in Reggio Calabria. The digital experiments were compared with the taking of photogrammetric works recovered from the earthquake of 1908 in Reggio, three-dimensional modeling and integrated reading systems aimed at the restoration and augmented reality.


Author(s):  
Vincenzo Paolo Bagnato

In the last decades, the concept of cultural landscape, in its physical and social dimension, has been stoked by the contribution of a new interpretation of “technology,” understood as an innovative approach in the definition of new relationships between information, sustainability, and public space. It is a perspective that follows the changing cultural references of urban society, wondering which is the relationship between embodiment and location, between technological innovation and urban structure and how the digital and information revolution could influence and define the characteristics of urban aesthetics in the contemporary city. This chapter offers a key for reading these topics, starting from the analysis of the grid city's ontological space, its image between morphology and technology, between streets/buildings and infrastructure/landscapes, and finally, defining new ethical and dialogical interpretative approaches on sustainability and urban development, trying to find out the potentialities of the grid cities as complex public space systems.


2019 ◽  
Vol 11 (1) ◽  
pp. 68-82
Author(s):  
Dalia Suša Vugec

Business process management (BPM) is a holistic discipline which is focused on improving organizational performance by managing the business processes of the organization. In recent decades, it has been widely accepted and implemented across many different organizations with some success. However, there were some issues regarding the traditional approach to BPM, like the reality-model divide, etc. As a response, a new discipline, called social BPM has emerged which is based on the principles of social software. For the purpose of this article, a Delphi study has been conducted with the aim of defining the social BPM as well as to identify its main characteristics. The results are presented in this article, proposing a single definition of social BPM and the list of its characteristics.


Author(s):  
Antonio Fini

In social studies a social network is the set of relations that links people, through their interactions and familiarity of various kind. Today, however, social networking indicates a growing phenomenon, characterised by Web technologies that create and keep together groups of people on the basis of common interests. These tools (social software technologies) include for instance: blogs, podcasts, RSS feeds, social bookmarking, and offer new opportunities to promote collaboration, to assist conversations, to help in the sharing of knowledge, in work and learning contexts, both formal and informal. Although some of these tools are often used in LMSs, the main idea of this new approach is to consider the advantages coming from general purpose tools, widely available on the net, and characterised by an intrinsic vitality and spontaneity. In this context, also linked to a growing criticism of the current e-learning model, based on the extensive use of VLEs (virtual learning environments), new proposals oriented towards the definition of new models of Web spaces for personal learning (personal learning environment or virtual learning landscape) are being put forward. In these new systems the individual has a central place, in a network of resources and of social and friendly interactions that offer support on the emotional as well as on the cognitive level.


Author(s):  
H. Treiblmaier

In recent years a plethora of scholarly literature from the marketing and the information systems (IS) domain has dealt with the phenomenon of relationships. While during the pre-computer era relationships always implied a social dimension, modern technology tries to mimic this interaction process by learning about customers’ needs and addressing them individually. Interestingly, the central definition of a relationship remains vague in both marketing and IS. Finding the major constituents, therefore, could shed light on the question of whether technology actually could replace “social interactions.” In this chapter, we show how relationships are defined in scholarly literature. Subsequently, consumers define what they perceive to be the crucial attributes of a relationship in general and with an online organization. The results indicate that the notion of relationship has to be redefined for online communication and interaction and offer practical implications for designing the interaction process with online users.


Author(s):  
Eleni Berki ◽  
Mikko Jäkälä

Information and communication technology gradually transform virtual communities to active meeting places for sharing information and for supporting human actions, feelings and needs. In this chapter the authors examine the conceptual definition of virtual community as found in the traditional cyberliterature and extend it to accommodate latest cybertrends. Similar to the ways that previous social and mass media dissolved social boundaries related to time and space, cyber-communities and social software seem to also dissolve the boundaries of identity. This, in turn, questions the trust, privacy and confidentiality of interaction. The authors present a way of classifying and viewing self-presentation regarding cyber-identity management in virtual communities. It is based on the characteristics that cyber-surfers prefer to attribute to themselves and accordingly present themselves to others. In so doing, the authors coin the terms for five distinct phenomena, namely nonymity, anonymity, eponymity, pseudonymity and polynymity. They subsequently compare and contrast these terms, summarising information from their investigation, and outlining emerging questions and issues for a future research agenda.


1969 ◽  
Vol 73 (702) ◽  
pp. 461-471
Author(s):  
A. Stratton

Navigation has been defined as “the business of conducting a craft as it moves about its ways“. This broad definition of navigation encompasses the whole process of handling, steering, control, guidance and operation of the craft in a safe and economic manner. Navigation has a much longer history than aeronautics. As man first began to explore the world and to develop trade, the need for safe and predictable operation of the craft was a spur to the application of the most advanced science and technology of the day.


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