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Social Interface
Social interface is a concept from social science (particularly, media ecology (Marshall McLuhan) and sociology of technology). It can be approached from a theoretical or a practical perspective. As a concept of social interface theory, social interface is defined by Norman Long (1989, 2001). In 2001 his revised definition was: In other words, interfaces are the areas in which social friction can be experienced and where diffusion of new technology is leading to structural discontinuities (which can be both positive or negative), the interface is where they will occur. Long continues to say that: Identifying these interfaces and analyzing their effects shows how they are changed by everyday life, and how in return everyday life is changed by the interfaces. As practical concept of social interface design, social interface is seen in the studies of human-computer interaction (in particular, its computer interface aspect). The basic thesis is that where a computer interface ...
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Social Science
Social science is one of the branches of science, devoted to the study of societies and the relationships among individuals within those societies. The term was formerly used to refer to the field of sociology, the original "science of society", established in the 19th century. In addition to sociology, it now encompasses a wide array of academic disciplines, including anthropology, archaeology, economics, human geography, linguistics, management science, communication science and political science. Positivist social scientists use methods resembling those of the natural sciences as tools for understanding society, and so define science in its stricter modern sense. Interpretivist social scientists, by contrast, may use social critique or symbolic interpretation rather than constructing empirically falsifiable theories, and thus treat science in its broader sense. In modern academic practice, researchers are often eclectic, using multiple methodologies (for instance, by ...
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Interactivity
Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks. Multiple views on interactivity exist. In the "contingency view" of interactivity, there are three levels: #Not interactive, when a message is not related to previous messages. #Reactive, when a message is related only to one immediately previous message. #Interactive, when a message is related to a number of previous messages and to the relationship between them. One body of research has ...
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Anthropomorphic
Anthropomorphism is the attribution of human traits, emotions, or intentions to non-human entities. It is considered to be an innate tendency of human psychology. Personification is the related attribution of human form and characteristics to abstract concepts such as nations, emotions, and natural forces, such as seasons and weather. Both have ancient roots as storytelling and artistic devices, and most cultures have traditional fables with anthropomorphized animals as characters. People have also routinely attributed human emotions and behavioral traits to wild as well as domesticated animals. Etymology Anthropomorphism and anthropomorphization derive from the verb form ''anthropomorphize'', itself derived from the Greek ''ánthrōpos'' (, "human") and ''morphē'' (, "form"). It is first attested in 1753, originally in reference to the heresy of applying a human form to the Christian God.''Oxford English Dictionary'', 1st ed. "anthropomorphism, ''n.''" Oxford University P ...
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Facial Expression
A facial expression is one or more motions or positions of the muscles beneath the skin of the face. According to one set of controversial theories, these movements convey the emotional state of an individual to observers. Facial expressions are a form of nonverbal communication. They are a primary means of conveying social information between humans, but they also occur in most other mammals and some other animal species. (For a discussion of the controversies on these claims, see Fridlund and Russell & Fernandez Dols.) Humans can adopt a facial expression voluntarily or involuntarily, and the neural mechanisms responsible for controlling the expression differ in each case. Voluntary facial expressions are often socially conditioned and follow a cortical route in the brain. Conversely, involuntary facial expressions are believed to be innate and follow a subcortical route in the brain. Facial recognition can be an emotional experience for the brain and the amygdala is highly invo ...
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Microsoft Agent
Microsoft Agent was a technology developed by Microsoft which employed animated characters, text-to-speech engines, and speech recognition software to enhance interaction with computer users. Thus it was an example of an embodied agent. It came preinstalled as part of Windows 98 through Windows Vista. It was not included with Windows 7 but can be downloaded from Microsoft. It was completely discontinued in Windows 8. Microsoft Agent functionality was exposed as an ActiveX control that can be used by web pages. The theory behind this software came from work on social interfaces by Clifford Nass and Byron Reeves at Stanford's Center for the Study of Language and Information. Version history Interactive character technology was first introduced in Microsoft Bob, which used an early version of Agent technology internally referred to as "Microsoft Actor." It was the code used in the initial version of the Office Assistant in Office 97. Microsoft Agent was subsequently created by Ta ...
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Software Agent
In computer science, a software agent or software AI is a computer program that acts for a user or other program in a relationship of agency, which derives from the Latin ''agere'' (to do): an agreement to act on one's behalf. Such "action on behalf of" implies the authority to decide which, if any, action is appropriate. Agents are colloquially known as ''bots'', from ''robot''. They may be embodied, as when execution is paired with a robot body, or as software such as a chatbot executing on a phone (e.g. Siri) or other computing device. Software agents may be autonomous or work together with other agents or people. Software agents interacting with people (e.g. chatbots, human-robot interaction environments) may possess human-like qualities such as natural language understanding and speech, personality or embody humanoid form (see Asimo). Related and derived concepts include ''intelligent agents'' (in particular exhibiting some aspects of artificial intelligence, such as reas ...
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Gender
Gender is the range of characteristics pertaining to femininity and masculinity and differentiating between them. Depending on the context, this may include sex-based social structures (i.e. gender roles) and gender identity. Most cultures use a gender binary, in which gender is divided into two categories, and people are considered part of one or the other (boys/men and girls/women);Kevin L. Nadal, ''The SAGE Encyclopedia of Psychology and Gender'' (2017, ), page 401: "Most cultures currently construct their societies based on the understanding of gender binary—the two gender categorizations (male and female). Such societies divide their population based on biological sex assigned to individuals at birth to begin the process of gender socialization." those who are outside these groups may fall under the umbrella term ''non-binary''. Some societies have specific genders besides "man" and "woman", such as the hijras of South Asia; these are often referred to as ''third gende ...
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Computer Interface
In computing, an interface is a shared boundary across which two or more separate components of a computer system exchange information. The exchange can be between software, computer hardware, peripheral devices, humans, and combinations of these. Some computer hardware devices, such as a touchscreen, can both send and receive data through the interface, while others such as a mouse or microphone may only provide an interface to send data to a given system. Hardware interfaces Hardware interfaces exist in many components, such as the various buses, storage devices, other I/O devices, etc. A hardware interface is described by the mechanical, electrical, and logical signals at the interface and the protocol for sequencing them (sometimes called signaling). See also: A standard interface, such as SCSI, decouples the design and introduction of computing hardware, such as I/O devices, from the design and introduction of other components of a computing system, thereby allowing ...
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Social Interface Design
Social organisms, including human(s), live collectively in interacting populations. This interaction is considered social whether they are aware of it or not, and whether the exchange is voluntary or not. Etymology The word "social" derives from the Latin word ''socii'' ("allies"). It is particularly derived from the Italian ''Socii'' states, historical allies of the Roman Republic (although they rebelled against Rome in the Social War of 91–87 BC). Social theorists In the view of Karl MarxMorrison, Ken. ''Marx, Durkheim, Weber. Formations of modern social thought'', human beings are intrinsically, necessarily and by definition social beings who, beyond being "gregarious creatures", cannot survive and meet their needs other than through social co-operation and association. Their social characteristics are therefore to a large extent an objectively given fact, stamped on them from birth and affirmed by socialization processes; and, according to Marx, in producing and reproducin ...
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Media Ecology
Media ecology theory is the study of media, technology, and communication and how they affect human environments. The theoretical concepts were proposed by Marshall McLuhan in 1964, while the term ''media ecology'' was first formally introduced by Neil Postman in 1968. Ecology in this context refers to the environment in which the medium is used – what they are and how they affect society.''Understanding Me: Lectures and Interviews,'' by Marshall McLuhan, edited by Stephanie McLuhan and David Staines, Foreword by Tom Wolfe. MIT Press, 2004, p. 271 Neil Postman states, "if in biology a 'medium' is something in which a bacterial culture grows (as in a Petri dish), in media ecology, the medium is 'a technology within which a umanculture grows.'" In other words, "Media ecology looks into the matter of how media of communication affect human perception, understanding, feeling, and value; and how our interaction with media facilitates or impedes our chances of survival. The word eco ...
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Technology Diffusion
The technology adoption lifecycle is a sociological model that describes the adoption or acceptance of a new product or innovation, according to the demographic and psychological characteristics of defined adopter groups. The process of adoption over time is typically illustrated as a classical normal distribution or "bell curve". The model indicates that the first group of people to use a new product is called "innovators", followed by "early adopters". Next come the early majority and late majority, and the last group to eventually adopt a product are called "Laggards" or "phobics." For example, a phobic may only use a cloud service when it is the only remaining method of performing a required task, but the phobic may not have an in-depth technical knowledge of how to use the service. The demographic and psychological (or "psychographic") profiles of each adoption group were originally specified by the North Central Rural Sociology Committee (Subcommittee for the Study of the D ...
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