Online Virtual Communities as a New Form of Social Relations

Author(s):  
Almudena Moreno Mínguez ◽  
Carolina Suárez Hernán

The generalization of the new information technologies has favored the transformation of social structures and the way of relating to others. In this changing process, the logic of the social relationships is characterized by the fragility and the temporality of the communicative systems reciprocity which are established “online” in a new cybernetic culture. “Virtual communities” are created in which the interaction systems established by individuals exceed the traditional categories of time and space. In this manner the individuals create online social webs where they connect and disconnect themselves based on their needs or wishes. The new online communication technologies favor the rigid norms of the “solid society” that dilute in flexible referential contexts and reversible in the context of the “global and liquid society” to which the sociologists Bauman or Beck have referred to. Therefore the objective that the authors propose in this chapter is to try new theoretic tools, from the paradigms of the new sociology of technology, which let them analyze the new relational and cultural processes which are being generated in the cultural context of the information global society, as a consequence of the new communication technologies scope. Definitely the authors propose to analyze the meaning of concepts such as “virtual community”, “cyber culture”, or “contacted individualism”, as well as the meaning and extent of some of the new social and individual behaviors which are maintained in the Net society.

2010 ◽  
pp. 2226-2238
Author(s):  
Almudena Moreno Mínguez ◽  
Carolina Suárez Hernán

The generalization of the new information technologies has favored the transformation of social structures and the way of relating to others. In this changing process, the logic of the social relationships is characterized by the fragility and the temporality of the communicative systems reciprocity which are established “online” in a new cybernetic culture. “Virtual communities” are created in which the interaction systems established by individuals exceed the traditional categories of time and space. In this manner the individuals create online social webs where they connect and disconnect themselves based on their needs or wishes. The new online communication technologies favor the rigid norms of the “solid society” that dilute in flexible referential contexts and reversible in the context of the “global and liquid society” to which the sociologists Bauman or Beck have referred to. Therefore the objective that the authors propose in this chapter is to try new theoretic tools, from the paradigms of the new sociology of technology, which let them analyze the new relational and cultural processes which are being generated in the cultural context of the information global society, as a consequence of the new communication technologies scope. Definitely the authors propose to analyze the meaning of concepts such as “virtual community”, “cyber culture”, or “contacted individualism”, as well as the meaning and extent of some of the new social and individual behaviors which are maintained in the Net society.


Author(s):  
Obododimma Oha

This paper discusses the pursuit of humanistic interests by Netizens, with particular reference to discourse in chat groups located in Whole Earth 'Lectronic Link (WELL), a virtual community founded by Stewart Brand and Larry Brilliant in 1985. It explores how language becomes a vital tool in building, reinventing, and promoting sense of community and creative freedom. It also examines the ways that conflicts are prevented and/or managed in the cyber conversations, and the struggles to live electronically with Netiquette. The quest to cater for human interests through the use of language in cyber conversations implies that there is a limit to freedom exercised by Netizens. Virtual communities like the WELL, configured as "a word palace", present useful data on patterns of behaviour that the New Information and Communication Technologies, especially the Internet, have generated, and which contemporary discourse scholarship cannot afford to overlook. A "word palace" poses a great challenge to human identity and mediations of such identities, relationships, and goals; it simulates and communicates power and power struggles, even when it appears to either minimize or transform such power to cooperation. Thus the WELL Netizen builds power through discourse and language that cater for "WELLbeing".


2019 ◽  
pp. 75-88
Author(s):  
Yutao Han ◽  
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◽  
Ibrahim M. EL-Hasnony ◽  
...  

The advancements of information technologies and wireless networks have created open online communication channels. Inappropriately, trolls have abused the technologies to impose cyberattacks and threats. Automated cybersecurity solutions are essential to avoid the threats and security issues in social media. This paper presents an efficient dragonfly algorithm (DFA) with gated recurrent unit (GRU) for cybersecurity in social networking. The proposed DFA-GRU model aims to determine the social networking data into neural statements or insult (cyberbullying) statements. Besides, the DFA-GRU model primarily undergoes preprocessing to get rid of unwanted data and TF-IDF vectorizer is used. In addition, the GRU model is employed for the classification process in which the hyperparameters are optimally adjusted by the use of DFA, and thereby the overall classification results get improved. The performance validation of the DFA-GRU model is carried out using benchmark dataset and the results are examined under varying aspects. The experimental outcome highlighted the enhanced performance of the DFA-GRU model interms of distinct measures.


2008 ◽  
pp. 8-14
Author(s):  
Catherine M. Ridings

The rise of the Internet has spawned the prolific use of the adjective “virtual.” Both the popular press and scholarly researchers have written about virtual work, virtual teams, virtual organizations, and virtual groups. But perhaps one of the most interesting phenomena to come to the forefront has been that of virtual communities. Many definitions of this term have been proposed and the term has been used in many different ways. This article will examine some of the most popular definitions and guidelines to understand what truly constitutes a virtual community. To define a virtual community, one needs to first examine the two words separately, particularly the sociological definition of “community.” The German sociologist Ferdinand Tonnies, in his 1887 book, made the distinction between two basic types of social groups: Gemeinschaft (community) and Gesellschaft (society). The former was often exemplified by the family or neighborhood (Tonnies, 1957). Sociology literature also often refers to the definition given by George Hillery, who reviewed 94 different definitions in academic studies. Three elements were common to the definitions, namely that community (1) was based on geographic areas, (2) included social interaction among people, and (3) had common ties such as social life, norms, means, or ends (Hillery, 1955). Thus the term community typically connotes a group of people within some geographic boundary, such as a neighborhood, or perhaps smaller subsection of a larger city. Further specification might have defined a community as a group of people within the geographic boundary with a common interest, such as the Jewish community of Brooklyn or the physician community of London. Therefore, members of the community were drawn together by both local proximity and common interest, even if the interest was in the geographic area itself. The term virtual, precipitated by the advent of information technology, and specifically, the Internet, means without a physical place as a home (Handy, 1995), or that which is electronic or enabled by technology (Lee, Vogel, & Limayem, 2003). Information technology therefore has expanded the means by which the social interaction in communities can be accomplished. While for most of human existence interaction was strictly limited to the face-to-face medium, social interaction can now be accomplished virtually, thus eliminating the necessity of being physically close enough to communicate. This type of communication is called computer-mediated communication (CMC). Combining the two terms together, thus, would mean eliminating the geographic requirements and allowing that the social interaction would occur virtually, that is, via information technology, among people with common ties. In fact, people have been coming together in virtual communities on the Internet for over 25 years. Usenet newsgroups, started in 1979, are widely regarded as the first virtual communities on the Internet (M. A. Smith, 1999), and The Well (www.well.com), started in 1985, is often referred to as an early exemplar of virtual community (Rheingold, 1993). Virtual communities may be part of a long-term shift away from geographic ties to common interest ties (Wellman & Gulia, 1999b). Formal definitions and understandings of the term virtual community still remain problematic, however (Lee et al., 2003). Perhaps the most cited definition is that of Howard Rheingold, a prominent author, consultant, and member of The Well: Social aggregations that emerge from the Net when enough people carry on those public discussions long enough, with sufficient human feeling, to form webs of personal relationships in cyberspace. (Rheingold, 1993, p. 5) Common to many of the definitions is the presence of shared interests or goals (Dennis, Pootheri, & Natarajan, 1998; Figallo, 1998; Kilsheimer, 1997). With the advent of information technology, locating/contacting others outside the local community has become relatively easy, especially when one seeks others who have a unique or uncommon interest. It may be that technology makes it easier for communities to form. For example, it may be difficult for someone interested in traditional bowhunting to locate others with the same inclinations by popping into the local tavern or socializing at a church function. However, a simple search in Google reveals a vibrant community centered around such an interest (www.bowsite.com/). There are virtual communities for nearly every interest that comes to mind, from medical afflictions (e.g., breast cancer, Parkinson’s, Down’s syndrome) to hobbies (e.g., coin collecting, wine, saltwater aquariums) to professions (e.g., nursing, law, finance). Implicit with the notion of community is some permanence among members and frequency of visits by members (A. D. Smith, 1999). Virtual communities must have a sense of long-term interaction (Erickson, 1997), not a place where people go only occasionally or where there are always different people. It is not uncommon for people to develop strong attachments to virtual communities, visiting them often enough to be described as “addicted” (Hiltz, 1984; Hiltz & Wellman, 1997). The members often feel part of a larger social whole within a web of relationships with others (Figallo, 1998). Indeed, many researchers have considered virtual communities as social networks (Hiltz & Wellman, 1997; Wellman, 1996; Wellman & Gulia, 1999a). Ridings et al. (2002) offer a comprehensive definition that incorporates the afore-mentioned concepts: Groups of people with common interests and practices that communicate regularly and for some duration in an organized way over the Internet through a common location or mechanism. (p. 273)


2010 ◽  
pp. 783-801
Author(s):  
Diana Schimke ◽  
Heidrun Stoeger ◽  
Albert Ziegler

Participation and system usage is crucial for virtual communities to develop and sustain. However, many communities report very low participation rates of members. Finding and studying strategies for fostering participation in virtual communities is therefore a growing field of research and different approaches for strengthening participation in virtual communities exist – among them social visualization. While many tools for visualizing social interactions have been developed, not much empirical evidence about their actual effectiveness exists. To find out more about the effectiveness of social visualization on the participation rate (number of logins, forum posts, personal messages, and chat posts) the authors conducted an empirical study within CyberMentor – a virtual community for high school girls interested in science and technology. In their sample of N=231 girls the authors did not find a significant difference between the number of logins in the phases before and after the introduction of the visualization tool. The number of forum post, chat posts and personal messages however increased significantly after the incorporation of the visualization tool. Long-term effects were found for one-to-many communication technologies (forum, chat), but not for personal messages (one-to-one)


2010 ◽  
pp. 705-718
Author(s):  
Poline Bala

Using electronic-Bario (e-Bario) project in the Kelabit Highlands of Sarawak in East Malaysia, this chapter explores how the introduction of information communication technologies (ICT) as developmental tools have been mediated and reconfigured by webs of social relations and the intricate interplay of social, political and cultural conditions specific to different social and technical settings. One crucial factor conditioning the effects of the project has been the Kelabit’s own desire for, and expectations of, “development” and “progress.” This is a quest which ties in closely with two fundamental Kelabit concepts: doo-ness and iyuk. As a result, the social and economic effects of ICT have unfolded through countless open-ended strategic and everyday decisions made by the Kelabit themselves, who actively consume, apply and make use of objects, ideas and services in the Highlands.


Author(s):  
Rasoul Namazi

This chapter studies the influence of the Internet and new Web 2.0 technologies on the process of democratization in authoritarian regimes. The objective is to show that the new information technologies are not necessarily helpful to dissident movements and have even some negative impacts on the process of democratization. The author questions the capacity of Internet to transmit political information discusses how the new technologies contribute to the depoliticization of societies by creating passive citizens in authoritarian regimes. This chapter also shows how authoritarian regimes use new information technologies as instruments of control and repression and questions the effectiveness of the new cyber-activism by explaining the structure of the Internet and discussing the capacity of the new technologies in creating political community.


Author(s):  
Kam H. Vat

The chapter investigates an actionable context of knowledge networking, from the perspective of sustainable development which should accommodate the building of communities in cyberspace so much exemplified in today’s Internet and World Wide Web. The premise of this exploration is that members, or participants, in any community are engaged in learning that is critical to the survival and reproduction of that community. Through community participation, learners find and acquire models and have the opportunity themselves to become models and apprentices of others. This investigation provides a basis for thinking about the possibilities of a virtual community and the dynamics of its construction across a variety of computer-based contexts. The design and refinement of technology as the conduit for extending and enhancing the possibilities of virtual community building is an essential issue, but the role of the individuals as participants in such a community is as important. The idea of sustainable knowledge networking is to bring about continual learning and change for the community in need. The emergent challenge of such a mission is to de-marginalize many of the non-technical issues of building virtual communities for knowledge transfer and learning. The chapter concludes by reiterating the challenge of expositing what it means to create an appropriate context of knowledge networking through which purposeful actions can be supported with the elaboration of suitable information technologies.


Author(s):  
Demosthenes Akoumianakis

This chapter proposes and discusses the “social” experience factory (SEF). The SEF provides a general model and architecture supporting information-based product assembly by cross-organization communities of practice using interactive toolkits and practice-specific technologies. In terms of engineering ground, the SEF builds on two prevalent research tracks, namely experience-based and reuse-oriented proposals for the management of virtual assets and automated software assembly as conceived and facilitated by recent advances on software factories. Our account of the SEF focuses on functions facilitating electronic squads (i.e., cross-organization virtual community management) and workflows (i.e., practice management) which collectively define the scope of collaboration using the SEF. Further technical details on operational aspects of the SEF as deployed in the tourism sector to facilitate vacation package assembly are presented in Chapter XXI in this volume.


Author(s):  
Catherine M. Ridings

The rise of the Internet has spawned the prolific use of the adjective “virtual.” Both the popular press and scholarly researchers have written about virtual work, virtual teams, virtual organizations, and virtual groups. But perhaps one of the most interesting phenomena to come to the forefront has been that of virtual communities. Many definitions of this term have been proposed and the term has been used in many different ways. This article will examine some of the most popular definitions and guidelines to understand what truly constitutes a virtual community. To define a virtual community, one needs to first examine the two words separately, particularly the sociological definition of “community.” The German sociologist Ferdinand Tonnies, in his 1887 book, made the distinction between two basic types of social groups: Gemeinschaft (community) and Gesellschaft (society). The former was often exemplified by the family or neighborhood (Tonnies, 1957). Sociology literature also often refers to the definition given by George Hillery, who reviewed 94 different definitions in academic studies. Three elements were common to the definitions, namely that community (1) was based on geographic areas, (2) included social interaction among people, and (3) had common ties such as social life, norms, means, or ends (Hillery, 1955). Thus the term community typically connotes a group of people within some geographic boundary, such as a neighborhood, or perhaps smaller subsection of a larger city. Further specification might have defined a community as a group of people within the geographic boundary with a common interest, such as the Jewish community of Brooklyn or the physician community of London. Therefore, members of the community were drawn together by both local proximity and common interest, even if the interest was in the geographic area itself. The term virtual, precipitated by the advent of information technology, and specifically, the Internet, means without a physical place as a home (Handy, 1995), or that which is electronic or enabled by technology (Lee, Vogel, & Limayem, 2003). Information technology therefore has expanded the means by which the social interaction in communities can be accomplished. While for most of human existence interaction was strictly limited to the face-to-face medium, social interaction can now be accomplished virtually, thus eliminating the necessity of being physically close enough to communicate. This type of communication is called computer-mediated communication (CMC). Combining the two terms together, thus, would mean eliminating the geographic requirements and allowing that the social interaction would occur virtually, that is, via information technology, among people with common ties. In fact, people have been coming together in virtual communities on the Internet for over 25 years. Usenet newsgroups, started in 1979, are widely regarded as the first virtual communities on the Internet (M. A. Smith, 1999), and The Well (www.well.com), started in 1985, is often referred to as an early exemplar of virtual community (Rheingold, 1993). Virtual communities may be part of a long-term shift away from geographic ties to common interest ties (Wellman & Gulia, 1999b). Formal definitions and understandings of the term virtual community still remain problematic, however (Lee et al., 2003). Perhaps the most cited definition is that of Howard Rheingold, a prominent author, consultant, and member of The Well: Social aggregations that emerge from the Net when enough people carry on those public discussions long enough, with sufficient human feeling, to form webs of personal relationships in cyberspace. (Rheingold, 1993, p. 5) Common to many of the definitions is the presence of shared interests or goals (Dennis, Pootheri, & Natarajan, 1998; Figallo, 1998; Kilsheimer, 1997). With the advent of information technology, locating/contacting others outside the local community has become relatively easy, especially when one seeks others who have a unique or uncommon interest. It may be that technology makes it easier for communities to form. For example, it may be difficult for someone interested in traditional bowhunting to locate others with the same inclinations by popping into the local tavern or socializing at a church function. However, a simple search in Google reveals a vibrant community centered around such an interest (www.bowsite.com/). There are virtual communities for nearly every interest that comes to mind, from medical afflictions (e.g., breast cancer, Parkinson’s, Down’s syndrome) to hobbies (e.g., coin collecting, wine, saltwater aquariums) to professions (e.g., nursing, law, finance). Implicit with the notion of community is some permanence among members and frequency of visits by members (A. D. Smith, 1999). Virtual communities must have a sense of long-term interaction (Erickson, 1997), not a place where people go only occasionally or where there are always different people. It is not uncommon for people to develop strong attachments to virtual communities, visiting them often enough to be described as “addicted” (Hiltz, 1984; Hiltz & Wellman, 1997). The members often feel part of a larger social whole within a web of relationships with others (Figallo, 1998). Indeed, many researchers have considered virtual communities as social networks (Hiltz & Wellman, 1997; Wellman, 1996; Wellman & Gulia, 1999a). Ridings et al. (2002) offer a comprehensive definition that incorporates the afore-mentioned concepts: Groups of people with common interests and practices that communicate regularly and for some duration in an organized way over the Internet through a common location or mechanism. (p. 273)


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