21 Nisan 2013 Pazar

Social Network Popularity Around The World

Where are they the most popular?

The social networks we included in this survey were MySpace , Facebook , Hi5 , Friendster , LinkedIn , Orkut , Last.fm , LiveJournal , Xanga , Bebo , Imeem and Twitter .

Popularity by country (how we got the data)


Google Insights for Search makes this quite easy for you. For a search term (for example “MySpace”), it will highlight the regions where that search term is the most popular. Google calls this “regional interest”.

This “regional interest” should give a good indication of which regions (in this case countries) a social network is most popular in.

Google also provides a nice heat map of the results. We have included the heapmaps for all the social networks below.

Some interesting observations before we get started


While we were collecting the data we noted several interesting, and often surprising, pieces of information. Here are some of the more interesting tidbits:

  • Facebook is most popular in Turkey and Canada.
  • Friendster and Imeem are most popular in the Philippines.
  • LinkedIn is most popular in India.
  • Twitter is most popular in Japan.
  • LiveJournal is more popular in Russia than it is in the United States.
  • Orkut is more popular in Iran (10th country popularity-wise) than it is in the United States.
  • MySpace is the only social network which is most popular in the United States.
  • MySpace, LinkedIn, LiveJournal, Xanga, and Twitter are the only social networks in this survey which have the United States in their top five countries, popularity-wise. That is just five out of twelve.

If you needed confirmation that social networks are global affairs, that should do it.

There has been quite a Facebook craze here in Sweden (where Pingdom is based) the last year or so, but Sweden didn’t even break the top 10 when it comes to “regional interest” for Facebook, as Google puts it.

This would indicate that the popularity of Facebook is quite “wide”, geographically speaking, which is something that you can tell when analyzing the data closer. To allow you to easily do this analysis for each social network, we have included a link to Google’s search statistics for each of the social networks.

20 Nisan 2013 Cumartesi

uygulama1


Aşağıdaki cümlelerde boş bırakılan yerlere “SABİT DİSK, ANAKART, RAM, İŞLEMCİ” kelimelerinden uygun olanlar ile doldurunuz.
1.Bilgisayarda bilgiler kalıcı olarak …………………………….saklanır.
2.Bilgisayarda işlemlerin yapıldığı birim …………………………dir.
3.Bilgisayarda o anda kullanılan bilgilerin geçici olarak tutulduğu birim ……………dir.
4.Bilgisayarda tüm donanımların bağlantısını sağlayan ……………………………..dir.

 

13 Nisan 2013 Cumartesi

Online Communities

CONSEQUENCES OF ONLINE COMMUNITIES

Positive Effects

Benefi ts to Members

personalized

Not surprisingly, most studies of online communities report that information benefi ts are important to their members (e.g., Baym 1999 ; Lakhani and von Hippel 2003 ;

Wasko and Faraj 2000 . What is noteworthy is the form that the information takes. It is not the disembodied, depersonalized information that can be found in databases or offi cial documents, which are themselves easily accessible on the Web. Instead, it is often profoundly information. Its form and content are personal—personal experiences and thoughts—whether they take the form of
refl ections published on blogs, profi les on social network sites, or posts on discussion sites. Likewise, its audience is personal. Questions or requests for comment do not look like database queries: They are framed for human understanding and response. (A discourse analysis of Usenet
groups found that almost all questions included a specifi  reference to readers; the few that did not were much less likely to receive replies; Galegher et al. 1998 .) Replies typically address the person or situation engendering the request and are based on the replier’s own situation or experience. In consumer communities, personalized information can increase members’ pleasure in using or experiencing the product or property. Personalized information can increase members’ pleasure or competence in practicing their (a)vocation. It can also challenge one’s assumptions and beliefs (e.g., Kendall 2002 ). Members derive more than information benefi ts from online communities, however. Some also derive the social and emotional benefi ts that can come from interacting with other people: getting to know them, building relationships, making friends, having fun (e.g., Baym 1999 ;
Butler et al. 2007 ; Cummings, Sproull, and Kiesler 2002 ; Kendall 2002 ; Quan y Hasse et al. 2002 ; Rheingold, 2000 ). Of course social benefi ts are the primary benefi t of social networking sites. Occasionally these social benefi ts are strong enough that they lead some members to organize ancillary face-to-face group activities, such as parties, rallies, show and tell, reunions, or meetings at conferences or shows. Members of medical and emotional condition communities may derive actual health benefi ts from their participation in addition to information and socio-emotional benefi ts. The evidentiary base for these benefi ts is small, but it comes from carefully designed studies that use either random assignment or statistical procedures to control for other factors that could infl uence health status. Reported benefi ts for active participants include shorter hospital stays (Gray et al. 2000 ), a decrease in pain and disability (Lorig et al. 2002 ), greater support seeking (Mickelson
1997 ), a decrease in social isolation (Galegher et al. 1998 ), and an increase in self-effi cacy and psychological wellbeing (Cummings et al. 2002 ; Mackenna and Bargh 1998 ). Membership benefi ts do not accrue equally to all members of online communities. Passive members—those who only read messages—may derive the least benefi t. This observation is consonant with research on groups and communities in the offl ine world that fi nds that the most active participants derive the most benefi t and satisfaction from their participation (e.g., Callero, Howard, and Piliavin 1987 ; Omoto and Snyder 1995 ). Most studies of online communities investigate only active participants because
they use the e-mail addresses of posters to identify their research population; they have no way of identifying or systematically studying people who never post but only read. The few studies that have investigated passive members systematically fi nd that they report mostly information benefi ts; their total level of benefi ts is lower than that for more active participants; they are more likely to drop
out (Butler et al. 2007 ; Cummings et al. 2002 ; Nonnecke and Preece 2000 ). Among active participants, people who participate more extensively report having a greater sense of online
community (Kavanaugh 2003 ; Quan y Hasse et al. 2002 ). More frequent seekers of information report receiving more helpful replies than less frequent seekers (Lakhani and von Hippel 2003 ). More frequent providers of information report greater social benefi ts, pleasure in helping
others, and pleasure in advancing the cause of the community
(Butler et al. 2007 ).

Virtual Community

A virtual community is a social network of individuals who interact through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. One of the most pervasive types of virtual community operate under social networking services consisting of various online communities.

The term virtual community is attributed to the book of the same title by Howard Rheingold, published in 1993. The book's discussion ranges from Rheingold's adventures on The WELL, computer-mediated communication and social groups and information science. Technologies cited include Usenet, MUDs (Multi-User Dungeon) and their derivatives MUSHes and MOOs, Internet Relay Chat (IRC), chat rooms and electronic mailing lists. Rheingold also points out the potential benefits for personal psychological well-being, as well as for society at large, of belonging to a virtual community.

Virtual communities all encourage interaction, sometimes focusing around a particular interest or just to communicate. Some virtual communities do both. Community members are allowed to interact over a shared passion through various means: message boards, chat rooms, social networking sites, or virtual worlds.

Purpose of virtual communities



A PLATO V terminal in 1981 displaying RankTrek application.

Virtual communities are used for a variety of social and professional groups; interaction between community members vary from personal to purely formal. For example, an email distribution list operates on an informational level.

Internet-based virtual communities


The explosive diffusion of the Internet since the mid-1990s fostered the proliferation of virtual communities in the form of social networking services and online communities. Virtual communities may synthesize Web 2.0 technologies with the community, and therefore have been described as Community 2.0, although strong community bonds have been forged online since the early 1970s on timeshare systems like PLATO and later on USENET. Online communities depend upon social interaction and exchange between users online. This interaction emphasizes the reciprocity element of the unwritten social contract between community members.

Impacts of virtual communities


On health


Concerns with a virtual community's tendency to promote less socializing include: verbal aggression and inhibitions, promotion of suicide and issues with privacy. However, studies regarding the health effects of these communities did not show any negative effects. There was a high drop-out rate of participants in the study. The health-related effects are not clear because of the lack of thoroughness and the variation in studies done on the subject.

Rather, recent studies have looked into development of health related communities and their impact on those already suffering health issues. These forms of social networks allow for open conversation between individuals who are going through similar experiences, whether themselves or in their family. Such sites have in fact grown in popularity, so much so that now many health care providers are forming groups for their patients, even providing areas where questions may be directed to doctors. These sites prove especially useful when related to rare medical conditions. People with rare or debilitating disorders may not be able to access support groups in their physical community, thus online communities act as primary means for such support. It can serve as an outlet of support by connecting with others who truly understand the disease, as well as more practical support, such as receiving help adjusting to life with the disease.[9] Involvement in social communities of similar health interests has created a means for patients to further develop a better understanding and behavior towards treatment and health practices.[10][11] Patient use such outlets on more occurrences, but the extent to which these practices have on health as a result of use are still being studied.

Studies on health networks have mostly been conducted on groups which typically suffer the most from extreme forms of diseases, for example cancer patients, HIV patients, or other life threatening diseases. It is general knowledge that one participates in online communities to interact with society and develop relationships.[12] Individuals who suffer from severe illnesses are unable to do in a public sense; it could be a risk to their health to leave a secure environment. Thus, they have turned to the internet. A study conducted by Haven B. Battles and Lori S. Wiener on the effects of networks on children suffering from incurable diseases reveal a positive correlation in enhancing children’s behaviors and overall moods.[13] Their behavior and mood not only changed, but they were more willing to go to treatment after having these interactions.[14]

In addition to communities which focus strictly on information relating to illness and disease, there are also those which focus on specific health based conditions such as fertility issues. Some studies have indicated that virtual communities can provide a valuable benefit to its users. Online communities focused in health were shown to offer a unique form of emotional support that differed from event based realities and informational support networks. There is a growing amount of material being presented about how online communities affect the health of its users. It appears that the creation of communities have a positive impact on those who are ill or in need of medical information.[15]

On civic participation


New forms of civic engagement and citizenship have emerged from the rise of social networking sites. Networking sites acts as a medium for expression and discourse about issues in specific user communities. Online content sharing sites have made it easy for youth to not only express themselves and their ideas through digital media, but also connect with large networked communities. Within these spaces, young people are pushing the boundaries of traditional forms of engagement such as voting and joining political organizations and creating their own ways to discuss, connect, and act in their communities.[16]

Types of virtual communities


Internet message boards




An Internet forum powered by phpBB

An online message board is a forum where people can discuss thoughts or ideas on various topics. Online message centers allow users to choose which thread, or board of discussion, users would like to read or contribute to. A user will start a discussion by making a post on a thread. Other users who choose to respond can follow the discussion by adding their own post to that thread. Message boards are not conversation based because user responses do not have to take place right away. Whenever the user revisits the message board, he/she can make a response. Unlike a conversation, message boards do not have an instantaneous response and require that users actively go to the site to check for responses.

Anyone can register to participate in an online message board. A message board is unique because people can choose to participate and be a part of the virtual community, even if they choose not to contribute their thoughts and ideas. Registered users can simply view the various threads or contribute if they choose to. Message boards can also accommodate an almost infinite number of users, while the number of users who can be accommodated by a single chat room is limited at least in practice.

Internet users' urges to talk to and reach out to strangers online opposes real-life encounters where people are hesitant and often unwilling to step in to help strangers. Studies have shown that people are more likely to intervene if they are the only one in the situation. With Internet message boards, a user sitting at his or her computer is the only one present in their online experience, which might have to do with why they are more willing to reach out. Another possible reason for this is that people can withdraw from a situation much easier online. They can simply click exit or log off, whereas they would have to find a physical exit and deal with the repercussions of trying to leave a situation in real life. The lack of status that is presented with an online identity also might encourage people because if you choose to keep it private, there is no label of gender, age, ethnicity or lifestyle associated with yourself.[17]

Online chat rooms




An example of an IRC chat session on Xaric, a text-based client. Shown are two IRC channels and a private conversation.

Shortly after the rise of interest in message boards and forums, people started to want a way of communicating with their "communities" in real time. The downside to message boards was that people would have to wait until another user replied to their posting, which, with people all around the world in different time frames, could take awhile. The development of online chat rooms allowed people to talk to whoever was online at the same time they were. This way, messages were sent and online users could immediately respond back.

The original development by CompuServe CB hosted forty channels in which users could talk to one another in real time. The idea of forty different channels led to the idea of chat rooms that were specific to different topics. Users could choose to join an already existent chat room they found interesting, or start a new "room" if they found nothing to their liking. Real time chatting was also brought into virtual games, where people could play against one another and also talk to one another through text. Now, chat rooms can be found on all sorts of topics, so that people can talk with others who share similar interests. Chat rooms are now provided by Internet Relay Chat (IRC) and other individual websites such as Yahoo, MSN, and AOL.

Chat room users communicate through text based messaging. Most chat room providers are similar and include an input box, a message window, and a participant list. The input box is where users can type their text based message to be sent to the providing server. The server will then transmit the message to the computers of anyone in the chat room so that it can be displayed in the message window. The message window allows the conversation to be tracked and usually places a time stamp once the message is posted. There is usually a list of the users who are currently in the room, so that people can see who is in their virtual community.

Users can communicate as if they are speaking to one another in real life. This "like reality" attribute makes it easy for users to form a virtual community, because chat rooms allow users to get to know one another as if they were meeting in real life. The individual "room" feature also makes it more likely that the people within a chat room share a similar interest; an interest that allows them to bond with one another and be willing to form a friendship.[18][19]

Virtual worlds




Scene from Second Life, a party in Hyrule.

Virtual worlds are the most interactive of all virtual community forms. In this type of virtual community, people are connected by living as an avatar in a computer-based world. Users create their own avatar character (from choosing the avatar's outfits to designing the avatar's house) and control their character's life and interactions with other characters in the 3-D virtual world. It is similar to a computer game, however there is no objective for the players. A virtual world simply gives users the opportunity to build and operate a fantasy life in the virtual realm. Characters within the world can talk to one another and have almost the same interactions people would have in reality. For example, characters can socialize with one another and hold intimate relationships online.

This type of virtual community allows for people to not only hold conversations with others in real time, but also to engage and interact with others. The avatars that users create are like humans. Users can choose to make avatars like themselves, or take on an entirely different personality than them. When characters interact with other characters, they can get to know one another not only through text based talking, but also by virtual experience(such as having avatars go on a date in the virtual world). A chat room form of a virtual community may give real time conversations, but people can only talk to one another. In a virtual world, characters can do activities together, just like friends could do in reality. Communities in virtual worlds are most similar to real life communities because the characters are physically in the same place, even if the users who are operating the characters are not. It is close to reality, except that the characters are digital.[20]Second Life is one of the most popular virtual worlds on the Internet.

Another use for virtual worlds has been in business communications. Benefits from virtual world technology such as photo realistic avatars and positional sound create an atmosphere for participants that provides a less fatiguing sense of presence. Enterprise controls that allow the meeting host to dictate the permissions of the attendees such as who can speak, or who can move about allow the host to control the meeting environment. Several companies are creating business based virtual worlds including Second Life. These business based worlds have stricter controls and allow functionality such as muting individual participants, desktop sharing, and/or access lists to provide a highly interactive and controlled virtual world to a specific business or group. Business based virtual worlds also may provide various enterprise features such as Single Sign on with third party providers, or Content Encryption.

Social network services




Facebook on the Ad-tech 2010

Social networking services are the most prominent type of virtual community. They are either a website or software platform that focuses on creating and maintaining relationships. Facebook, Twitter, and Myspace are all virtual communities. With these sites, one often creates a profile or account, and adds friends or follow friends. This allows people to connect and look for support using the social networking service as a gathering place. These websites often allow for people to keep up to date with their friends and acquaintances’ activities without making much of an effort.[21] On Facebook, for example, one can upload photos and videos, chat, make friends, reconnect with old ones, and join groups or causes.[22] All of these functions encourage people to form a community, large or small, on the Internet.

Specialized Information Communities




Screenshot of Stack Overflow as of December 2011

Participatory Culture plays a large role in online and virtual communities. In Participatory Culture, users feel that their contributions are important and that by contributing, they are forming meaningful connections with other users. The differences between being a producer of content on the website and being a consumer on the website become blurred and overlap. According to Henry Jenkins "Members believe their contributions matter and feel some degree of social connection with one another "(Jenkins, et al. 2005). The exchange and consumption of information requires a degree of "digital literacy," such that users are able to "archive, annotate, appropriate, transform and recirculate media content" (Jenkins). Specialized information communities centralizes a specific group of users who are all interested in the same topic. For example, TasteofHome.com is a specialized information community that focuses on baking and cooking. The users contribute and consumer information relating to their hobby and additionally participate in further specialized groups and forums. Specialized Information Communities are a place where people with similar interests can discuss and share their experiences and interests.

Howard Rheingold's study


Howard Rheingold's Virtual Community could be compared with Mark Granovetter’s ground-breaking "strength of weak ties" article published twenty years earlier in the American Journal of Sociology. Rheingold translated, practiced and published Granovetter’s conjectures about strong and weak ties in the online world. His comment on the first page even illustrates the social networks in the virtual society: "My seven year old daughter knows that her father congregates with a family of invisible friends who seem to gather in his computer. Sometimes he talks to them, even if nobody else can see them. And she knows that these invisible friends sometimes show up in the flesh, materializing from the next block or the other side of the world." (page 1). Indeed, in his revised version of Virtual Community, Rheingold goes so far to say that had he read Barry Wellman's work earlier, he would have called his book "online social networks".

Rheingold's definition contains the terms "social aggregation and personal relationships" (pp3). Lipnack & Stamps (1997) and Mowshowitz (1997) point out how virtual communities can work across space, time and organizational boundaries; Lipnack & Stamps (1997) mention a common purpose; and Lee, Eom, Jung and Kim (2004) introduce "desocialization" which means that there is less frequent interaction with humans in traditional settings, e.g. an increase in virtual socialization. Calhoun (1991) presents a dystopia argument, asserting the impersonality of virtual networks. He argues that IT has a negative influence on offline interaction between individuals because virtual life takes over our lives. He believes that it also creates different personalities in people which can cause frictions in offline and online communities and groups and in personal contacts. (Wellman & Haythornthwaite, 2002). Recently, Mitch Parsell (2008) has suggested that virtual communities, particularly those that leverage Web 2.0 resources, can be pernicious by leading to attitude polarization, increased prejudices and enabling sick individuals to deliberately indulge in their diseases.[23]

Advantages of Internet communities


Internet communities offer the advantage of instant information exchange that is not possible in a real-life community. This interaction allows people to engage in many activities from their home, such as: shopping, paying bills, and searching for specific information. Users of online communities also have access to thousands of specific discussion groups where they can form specialized relationships and access information in such categories as: politics, technical assistance, social activities, health (see above) and recreational pleasures. Virtual communities provide an ideal medium for these types of relationships because information can easily be posted and response times can be very fast. Another benefit is that these types of communities can give users a feeling of membership and belonging. Users can give and receive support, and it is simple and cheap to use.[24]

Economically, virtual communities can be commercially successful, making money through membership fees, subscriptions, usage fees, and advertising commission. Consumers generally feel very comfortable making transactions online provided that the seller has a good reputation throughout the community. Virtual communities also provide the advantage of disintermediation in commercial transactions, which eliminates vendors and connects buyers directly to suppliers. Disintermediation eliminates pricey mark-ups and allows for a more direct line of contact between the consumer and the manufacturer.[25]

Disadvantages of Internet communities


While instant communication means fast access, it also means that information is posted without being reviewed for correctness. It is difficult to choose reliable sources because there is no editor who reviews each post and makes sure it is up to a certain degree of quality. Everything comes from the writer with no filter in between.[26]

In theory, online identities can be kept anonymous which enables people to use the virtual community for fantasy role playing as in the case of Second Life's use of avatars. Some professionals urge caution with users who use online communities because predators also frequent these communities looking for victims who are vulnerable to online identity theft or online predators

The Brief History of Social Media


 
 
Social media are Internet sites where people interact freely, sharing and discussing information about each other and their lives, using a multimedia mix of personal words, pictures, videos and audio.

At these Web sites, individuals and groups create and exchange content and engage in person-to-person conversations.

They appear in many forms including blogs and microblogs, forums and message boards, social networks, wikis, virtual worlds, social bookmarking, tagging and news, writing communities, digital storytelling and scrapbooking, and data, content, image and video sharing, podcast portals, and collective intelligence.

There are lots of well-known sites such as Facebook, LinkedIn, MySpace, Twitter, YouTube, Flickr, WordPress, Blogger, Typepad, LiveJournal, Wikipedia, Wetpaint, Wikidot, Second Life, Del.icio.us, Digg, Reddit, Lulu and many others.
FlickrSecond LifeLinkedInMySpaceWordpressYouTubeFacebookTwitter
 
 
 
 
1948 - The first computer was made.

1971 - standing side by side, the first e-mail was sent between two computers.

1978 - BBS (Bulletin Board System), which is called the exchange of data with other users on modems, telephone lines was due.

1978 - The first copy of the USENET through Web browsers appeared.

1994 - The Web's first social networking site GeoCities found. The concept of the category of one of the 6 cities in the characteristic oluşturmalarıydı their own web sites. (Hollywood, Wallstreet, etc.)

1995 - Theglobe.com users publish their own content and also providing the on-line experience in fields of interest to communicate with people who gave the freedom of customization.

1997 - AOL Instant Messenger is launched.

* Instant messaging began to gain popularity.

1997 - Sixdegrees.com offered the opportunity to create profiles and friends lists.

2000 - The first social networking sites for years, fueled by the growth of the Internet, including (. Com) bubble burst web entrepreneurs was sent to work.

2002 - Real friends can connect to each other, which Friendster was launched. Only the first 3 months, reached 3 million users. (Average 126 Internet users at the same time)

2003 - An internet marketing company, Friendster, Myspace clone, which will be brought to the market. The first version of Myspace was prepared in just 10 days.

* In the following years revealed other similar social networking sites. (Tribe.net, LinkedIn, Classmates.com, Jaiku, Netlog ...)

2004 - First established in order to ensure communication between the United States ünivesite students turned out to Facebook. First introduced at Harvard University became a member of facebook, only the first month, more than half of 19 500 students.

2006 - Launch of Twitter.

* In 2010, world cup football match took place between Japan and Denmark Twitter users "second" posted a tweet to 3283.

2008 - Facebook as a social networking site Myspace leader in terms of unique visitors per month took place. Both sites are more popular than the original to Friendster.

 

After 2008, facebook, twiter users are increasing every day. young and old, everyone is using social media give active. country managers, famous people can talk comfortably. side of the page to make shopping through the ads, we can follow the pages.

The Philosophy of Social Media

Ancient philosophers believed life could be broken down into six different directions:

  1. Above, or Heaven – this reflects your dreams and hopes.
  2. Below, or Earth – this is your grounding and where you are now.
  3. Forward – where you want to be in your life.
  4. Backward – what you’ve overcome and left behind.
  5. Left – those who give you inspiration.
  6. Right – the people you trust most (both right and left are interchangeable – they’re basically your “armies”).

Whether you’re religious, philosophical or not, they’re pretty straightforward and common-sense beliefs that stand tall today. You can use these directions in so many ways.

So how would they fit into social media?

Above


Okay, so there’s no Heaven in social media (unless you count a night on Gary Vaynerchuk’s wine recommendations!), but there are ways to connect the Hope factor.

What do you hope to get out of social media? The connections to new people, or a more business-led scenario? Are you hoping to increase awareness of you or your business/brand, or simply hoping to find out useful information?

Make a list of your hopes and what you want from them. This will help you choose the tools you need when it comes to your Forward direction.

Below


If you’re a new arrival to social media, it can be difficult to find that piece of social media earth to steady yourself on.

How do you become more stable? Be comfortable with yourself. Know what makes you tick and you’ll find the best earth to walk on.

Community-minded? Try Ning. Conversationalist? Try Twitter. Business savvy? Try LinkedIn. Visual person? Try Viddler. Sharing a message? Try BlogTalk Radio. Picture lover? Try Flickr. Avid reader? Try Alltop.

These are just some of the tools that can help you find your own personal comfort zone. Find the one(s) for your needs and build from there. This will help you with your Left and Right direction.

Eyes on social media

Forward


This is a little more clear-cut if you’ve already covered the Above direction. Knowing your hopes make it easier to know how you’re going to get there.

Do you want to be recognized as someone to go to for information? Do you want to build a presence primarily on social networks and move away from a more traditional web presence, as Skittles did?

Know what your goal is, and use the tools from your Below direction to help you get there. To make this Forward momentum even more effective, make sure you jettison everything that is behind you and don’t look back.

Backward


We all make mistakes. We want to play with everything in the toy shop and taste all the goodies in the candy store. But sooner or later, we get bored with all these toys and sick from all the candy.

When this happens, it often leads to you moving Backward as opposed to the opposite.

Jumping into social media, you probably set up accounts on almost every network. The problem with this is that it spreads you too far, and makes it difficult to cover all the ground Below you.

Don’t worry – we all do this at the start. The trick is to recognize that your time and resources are being stretched and analyze which ones are actually working for you. Choose from the pack, make them the solid ground Below you, and start to move Forward toward your end goal with your Left and Right sides.

Left


When you move in any direction, it’s usually because an idea has formed in your head and you want to act on it. Inspiration comes from many places, and the best inspiration often comes from the most Left field ideas.

There are plenty of people in social media that offer thinking, knowledge and inspiration from the Left. Listen to them and use their knowledge and build on it for your own ideas. Use your blog comments – your readers are the greatest source of inspiration in your own community. Simply put, don’t always go with the flow – genius is never the norm.

Right


The saying “right hand man” is reserved for the most trusted advisor(s). These are the people that you listen to and respect implicitly. They’re the generals that can help you conquer new worlds.

As well as trusted people, your Right hand can also be the tools from the Below direction. Use them together (along with the Left) and you can really reach your Forward destination quicker.

Establish solid relationships with the people that you trust. Be the information guide for them as much as they are for you. This will help you grow the community and together you can reach the plateau that’s currently Above you.

Use tools that have proven their trustworthiness. If you need to be in the know about your name or business, for example, you can’t go far wrong with Google Alerts, Monitter and Social Mention.

Or you want to know who’s in your neighbourhood that you can connect with and exchange views and ideas – MeetUp and Loaded Web are a couple of good resources for this.

These, and more like them, will help you connect to the future Left and Right directors.

Where You Are and Where You’re Going


While these six directions are tailored toward the social media community user, there’s no reason why you can’t transfer them to your offline community as well. All six can help you online and offline, personally and professionally.

So where are you on the path at the minute? Are you looking for direction, or can you help direct us as well? Where can you point us?

The comments are yours

Social Media Vision

It was no more than a few years ago that we had no idea where social media was going. Nevertheless, many of us intuitively knew that we should get on board to see where where it could take us.



After a fair amount of work, a great deal of trial and error, and a few embarrassing moments, I’m sure there are very few that would not agree this has been both an enjoyable and productive experience.

Is there any reason to expect we cannot keep this going?

In a nutshell, that is my vision for social media – using it to make business easier, more productive, and to have more fun doing it.

My belief is that that we will see the day when social media will make marketing so easy, efficient, and effective, that it won’t feel like marketing at all. It will simply be an enjoyable process of engaging, sharing, helping, influencing, trusting, growing, and more.

When we get to that stage in the evolution of social media, the definition of marketing will be something entirely different than it is today. One thing is for certain, it will be defined less by what you do for your community, and more about what you do together.

1 – Social Media Will Make Marketing Easier


The capabilities of social media have enabled every small business to get their message out faster, with greater frequency, farther reach, and for a much lower cost. Granted, we’ve all had to make a concerted effort to accomplish this, however the stickiness of our social content will make future marketing communications much easier – giving us more time with our family, friends, and customers.

Not everyone enjoys marketing as much as those of us that practice it everyday. Yet, the more social media becomes seamless with everyday business communications, its use will be as common as picking up the telephone – with the by-product being the accumulation of descriptive content that readily attracts the right customers.

2 – Social Media Will Increase Productivity


One of the profound advantages of being in the social media spotlight is that you are forced to run a better business. Businesses have historically responded to customer needs and competition. However, just because you outdo the competition doesn’t mean your customers are delighted.

Social media puts more emphasis where it should be – on customer feedback. While I cannot prove this, I suspect the unhappy customers use it more than the satisfied ones. They know the social networks are powerful for the helping the squeaky wheel to get the grease.

I envision a day when we use the social networks more to express our gratitude for a job well done. Last week our flooring contractor did some outstanding work at our home. Instead of the common practice of sending a note to that effect with my payment, I said thank you on their Facebook page wall.

As this becomes a regular practice, the quality of work will rise across the board. Competition will no longer be necessary to raise productivity. We will all willingly raise the bar to earn a steady stream of favorable feedback

3 – Social Media Will Make Work Fun Again


We all choose careers where we believe we can excel. Think back to when you started your business or began working in your current position. The time flew by because you were having fun.

What happened after that? You settled in and lost the excitement that comes with new challenges. Since we were infants we instinctively took on new challenges. When we had an adoring audience cheering us on, we looked for even greater challenges.

Social media provides that audience. That’s one of the reasons bloggers keep doing what we do. It only takes a few encouraging comments for us to stay the course.

Having fun at work starts with doing what you love. A little bit of positive encouragement is the fuel that feeds that passion. You can and will get that from your social media communities.

Social media is much more than technology, it’s a neat little system that encourages favorable human behavior at all levels. We all help each other to get and stay better, and what could be more fun than that?

Anyway, that’s my vision of the future of social media.

18 Mart 2013 Pazartesi

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RESİMLERİMİ, MÜZİKLERİMİ, BELGELERİMİ SAKLADIĞIM  YERE ........................ DENİR.
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12 Mart 2013 Salı

Definition of Social Media

Social media refers to the means of interactions among people in which they create, share, and exchange information and ideas in virtual communities and networks.[1] Andreas Kaplan and Michael Haenlein define social media as "a group of Internet-based applications that build on the ideological and technological foundations of Web 2.0, and that allow the creation and exchange of user-generated content.[2] Furthermore, social media depend on mobile and web-based technologies to create highly interactive platforms via which individuals and communities share, cocreate, discuss, and modify user-generated content. It introduces substantial and pervasive changes to communication between organizations, communities and individuals.[3]
Social media differentiates from traditional/industrial media in many aspects such as quality,[4] reach, frequency, usability, immediacy and permanence.[5] There are many effects that stem from internet usage. According to Nielsen, internet users continue to spend more time with social media sites than any other type of site. At the same time, the total time spent on social media in the U.S. across PC and mobile devices increased by 37 percent to 121 billion minutes in July 2012 compared to 88 billion minutes in July 2011.[6]
Much of the criticism of social media are about its exclusiveness as most sites do not allow the transfer of information from one to another, disparity of information available, issues with trustworthiness and reliability of information presented, concentration, ownership of media content, and the meaning of interactions created by social media. However, it is also argued that social media has positive effects such as allowing the democratization of the internet[7] while also allowing individuals to advertise themselves and form friendships.[8]
Most people associate social media with positive outcomes, yet this is not always the case. Due to the increase in social media websites, there seems to be a positive correlation between the usage of such media with cyber bullying, online sexual predators and the decrease in face-to-face interactions. Likewise, media seem to be influencing kids' lives in terms of exposing them to images of alcohol, tobacco, and sexual behaviors.[9] This issue is becoming even more prominent as kids are starting to engage with such media sites at younger ages. Instead of giving a kid a toy at the dinner table to keep them quiet, parents are now resorting to IPads and other technological devices that are more advanced. Kids are thus learning how to operate technological devices at ages where they are able to become experts as infants.
Modern social media first surfaced in the early 1990s. One of the first social media sites was created in 1994, and it was called "Geocities." The concept was for users to create their own websites, characterized by one of six "cities" that were known for certain characteristics. [1

Usage of Social Media


İnternet to look at the history, everything began with the first computer in 1948.
The following development of the last 20 years with the help of computer and internet technologies, new media, social networks and much more rapid growth trend caught on and now things called computers and the internet was social networks, thus was born the concept of
social media.
Social media refer to online technologies and practices that are used to share opinions and information, promote discussion, and build relationships. They use a variety of different formats, including text, pictures, audio and video. 

Advanatges of Social Media

•Facilitates open communication, leading to enhanced information discovery and delivery.
•Allows employees to discuss ideas, post news, ask questions and share links.
•Provides an opportunity to widen business contacts.
•Targets a wide audience, making it a useful and effective recruitment tool.
•Improves business reputation and client base with minimal use of advertising.
•Expands market research, implements marketing campaigns, delivers communications and directs interested people to specific web sites.

The most important benefit of social media in a short period of time is that you can still access a relative görüşmediğiniz years. To take advantage of this situation, however, the other party must take place in the social media.

One of the benefits of social media cesaretlendirmesidir people. I can not say what you think about talking yüzeyken worried about a hundred or so social media to reach people 's desire a relaxed mind can.

• You can now get on the bus to see a person who is far away from that person's place of residence do not need to go. Camera technology combined with social media allows people to see each other.

many bored housewives in the benefits of social media benefits. Playing on the internet or get tired of chatting ladies in their homes.

• Social media companies are no longer on. Sales and marketing professionals who target groups that social media is no longer market their products through social media.

Disadvanatges of Social Media

• Social media had a chance to meet face to face environment, although it may seem like a breath from the hissedilmemesi look through the eyes of each other in a virtual hammer are more causes.

Loves large part due to the end of social media is proved. Individuals, especially those in the friends list because of the ending of the love that leads to fights.

Your friends do not like you, but especially to share the photos that belong to you. This is an issue that could cause wear of the inner earth.

• Social media yaşatmasıdır the greatest harm to the person largely a waste of time. Jobs in social media may result in interference to take place for a long time.

• Social media can be addictive, and you may take a long time to get rid of this dependence.


•Increases the risk of people falling prey to online scams that seem genuine, resulting in data or identity theft.
•May result in negative comments from employees about the company or potential legal consequences if employees use these sites to view objectionable, illicit or offensive material.

 

History of Social Media

Social media are Internet sites where people interact freely, sharing and discussing information about each other and their lives, using a multimedia mix of personal words, pictures, videos and audio.

At these Web sites, individuals and groups create and exchange content and engage in person-to-person conversations.

They appear in many forms including blogs and microblogs, forums and message boards, social networks, wikis, virtual worlds, social bookmarking, tagging and news, writing communities, digital storytelling and scrapbooking, and data, content, image and video sharing, podcast portals, and collective intelligence.

There are lots of well-known sites such as Facebook, LinkedIn, MySpace, Twitter, YouTube, Flickr, WordPress, Blogger, Typepad, LiveJournal, Wikipedia, Wetpaint, Wikidot, Second Life, Del.icio.us, Digg, Reddit, Lulu and many others.
BEFORE THE DAWN
1969  
CompuServe was the first major commercial Internet service provider for the public in the United States. Using a technology known then as dial-up, it dominated the field through the 1980s and remained a major player until the mid-1990s.
 1971 
The first email was delivered.  
1978 
Two Chicago computer hobbyists invented the bulletin board system (BBS) to inform friends of meetings, make announcements and share information through postings. It was the rudimentary beginning of a small virtual community. Trolling and flame wars began.  
1979 
Usenet was an early bulletin board that connected Duke University and the University of North Carolina.  
1984  
The Prodigy online service was introduced. Later, it grew to become the second-largest online service provider in 1990, with 465,000 subscribers compared with CompuServe's 600,000. In 1994, Prodigy pioneered sales of dial-up connections to the World Wide Web and hosting services for Web publishers. Subsequently, it was resold repeatedly and now is part of AT&T.  
1985 
The America Online (AOL) service opened.  
1989  
British engineer Tim Berners-Lee began work at CERN (European Organization for Nuclear Research, in Switzerland), on what was to become the World Wide Web.  
1992  
Tripod opened as a community online for college students and young adults.  
1993  
CERN donated the WWW technology to the world.  
Students at NCSA (National Center for Supercomputing Applications at the University of Illinois at Urbana-Champaign) displayed the first graphical browser, Mosaic, and Web pages as we know them today were born.  
More than 200 Web servers were online.  
THE DAWNING 
1994  
Beverly Hills Internet (BHI) started Geocities, which allowed users to create their own websites modeled after types of urban areas. GeoCities would cross the one million member mark by 1997. There were 38 million user Web pages on GeoCities before it was shut down for United States users in 2009. Yahoo, which opened as a major Internet search engine and index in 1994, owns GeoCities today and offers it only as a web hosting service for Japan.  
More than 1,500 Web servers were online in 1994 and people were referring to the Internet as the Information Superhighway.  
EarthLink started up as an online service provider.  
1995  
Newsweek headlines an article: The Internet? Bah! Hype alert: Why cyberspace isn't, and will never be, nirvana.   read it here »  
1997 
The Web had one million sites.  
Blogging begins.  
SixDegrees.com lets users create profiles and list friends.  
AOL Instant Messenger lets users chat.  
Blackboard is founded as an online course management system for educators and learners.  
1998  
Google opens as a major Internet search engine and index.  
1999  
Friends Reunited, remembered as the first online social network to achieve prominence, was founded in Great Britain to relocate past school pals.  
2000  
In the world of business and commerce, the dot.com bubble burst and the future online seemed bleak as the millennium turned.  
Seventy million computers were connected to the Internet.  
2001  
Wikipedia, the online encyclopedia and world's largest wiki, was started.  
Apple started selling iPods.  
2002  
Friendster, a social networking website, was opened to the public in the U.S. and grew to 3 million users in three months.  
AOL had 34 million members.  
2003  
MySpace. another social networking website, was launched as a clone of Friendster.  
Linden Lab opened the virtual world Second Life on the Internet.  
LinkedIn was started as a business-oriented social networking site for professionals.  
There were more than 3 billion Web pages.  
Apple introduced the online music service iTunes.  
2004  
Facebook, another social networking website, was started for students at Harvard College. It was referred to at the time as a college version of Friendster.  
MySpace surpassed Friendster in page views.  
Podcasting began on the Internet.  
Flickr image hosting website opened.  
Digg was founded as a social news website where people shared stories found across the Internet.  
AFTER THE DAWN 
2005  
Bebo, an acronym for Blog Early, Blog Often, was started as another social networking website.  
News Corporation, a global media company founded by Rupert Murdoch, with holdings in film, television, cable, magazines, newspapers and book publishing, purchased MySpace.  
Facebook launched a version for high school students.  
Friends Reunited, now with 15 million members, was sold to the British television company ITV.  
YouTube began storing and retrieving videos.  
There were more than 8 billion Web pages.  
2006 
MySpace was the most popular social networking site in the U.S. However, based on monthly unique visitors, Facebook would take away that lead later, in 2008.  
Twitter was launched as a social networking and microblogging site, enabling members to send and receive 140-character messages called tweets.  
Facebook membership was expanded and opened to anyone over age 13.  
Google had indexed more than 25 billion web pages, 400 million queries per day, 1.3 billion images, and more than a billion Usenet messages.  
2007  
Microsoft bought a stake in Facebook.  
Facebook initiated Facebook Platform which let third-party developers create applications (apps) for the site.  
Facebook launched its Beacon advertising system, which exposed user purchasing activity. Beacon sent data from external websites to Facebook so targeted advertisements could be presented. The civic action group MoveOn.org and many others protested it as an invasion of privacy. Beacon was shut down in 2009.  
Apple released the iPhone multimedia and Internet smartphone.
 2008 
Facebook surpassed MySpace in the total number of monthly unique visitors. Meanwhile, Facebook tried unsuccessfully to buy Twitter.
Bebo was purchased by AOL. Later, AOL would re-sell the relatively-unsuccessful social media site.  
2009 
Facebook ranked as the most-used social network worldwide with more than 200 million. The site's traffic was twice that of MySpace.  
Citizen journalists everywhere were electrified when Twitter broke a hard news story about a plane crash in the Hudson River. The New York Times later reported a user on a ferry had sent a tweet, "There's a plane in the Hudson. I'm on the ferry going to pick up the people. Crazy."  
Unfriend was the New Oxford American Dictionary word of the year.  
Microsoft's Bing joined Yahoo and Google as major search engines on the Internet.  
ITV sold the relatively-unsuccessful Friends Reunited social media site to Brightsolid Limited.  
It's estimated that a quarter of Earth's population used the Internet.  
Google saw one trillion unique URLs – after eliminating duplicate entries.  
The Internet had at least 27 billion web pages and could have had as many as 58 billion web pages. They changed so many times a day it was nearly impossible to count.  
2010 
Facebook's rapid growth moved it above 400 million users, while MySpace users declined to 57 million users, down from a peak of about 75 million.  
To compete with Facebook and Twitter, Google launched Buzz, a social networking site integrated with the company's Gmail. It was reported that in the first week, millions of Gmail users created 9 million posts.  
Apple released the iPad tablet computer with advanced multimedia and Internet capabilities.  
AOL sold the relatively-unsuccessful Bebo social media site to Criterion Capital Partners.  
The Democratic National Committee advertised for a social networks manager to oversee President Barack Obama's accounts on Facebook, Twitter and MySpace.  
It was estimated the population of Internet users was 1.97 billion. That was almost 30 percent of the global population.  
The Internet had surpassed newspapers as a primary way for Americans to get news, according to the Pew Internet and American Life Project. The Internet was the third most popular news platform, with many users looking to social media and personalized feeds for news. National and local TV stations were strong, but the Internet was ahead of national and local newspapers.  
2011 
Social media were accessible from virtually anywhere and had become an integral part of our daily lives with more than 550 million people on Facebook, 65 million tweets sent through Twitter each day, and 2 billion video views every day on YouTube. LinkedIn has 90 million professional users. 
Social media commerce was on the rise along with mobile social media via smartphones and tablet computers.  
Public sharing of so much personal information via social media sites raised concern over privacy.  
Apple introduced the Ping social network for music and integrated with iTunes.  
Both MySpace and Bebo were redesigned and updated to compete with the far more successful social networks Facebook and Twitter.  
It was estimated Internet users would double by 2015 to a global total of some four billion users, or nearly 60 percent of Earth's population.  
2012  
Ever more people are connecting to the Internet for longer periods of time. Some 2 billion people around the world use the Internet and social media, while 213 million Americans use the Internet via computers while 52 million use the Web via smartphone and 55 million use it via tablets. People also connect to the Internet via handheld music players, game consoles, Internet-enabled TVs and e-readers.  
It is estimated Internet users would double by 2015 to a global total of some four billion users, or nearly 60 percent of Earth's population.  
Social media has come of age with more people using smartphones and tables to access social networks. New sites emerge and catch on. The top ten social networks are Facebook, Blogger, Twitter, Wordpress, LinkedIn, Pinterest, Google+, Tumblr, MySpace and Wikia.  
More than half of adults 25-34 use social media at the office. Almost a third of young adults 18-24 use social media in the bathroom. All use social networks to stay connected with acquaintances, be informed and be amused.  
Advertisers look to social "likes" to enhance brand visibility.  
Facebook reached a billion users in 2012.  
YouTube has more than 800 million users each month with more than 1 trillion views per year or around 140 views for every person on Earth. Seventy percent of YouTube traffic comes from outside the U.S. YouTube is local in 43 countries and uses 60 languages. Some 72 hours of video are uploaded to YouTube every minute with more than 4 billion hours of video watched each month on YouTube.  
Apple closed the Ping social network in 2012 and improved iTunes.  
Public sharing of so much personal information via social media continues to elevate privacy concerns