Emerging Social Computing Techniques: Volume 3
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About this ebook
Matthew N.O. Sadiku
Matthew N. O. Sadiku is a professor emeritus at Prairie View A & M University, Prairie View, Texas. Before joining Prairie View, he taught at Florida Atlantic University, Boca Raton and Temple University, Philadelphia. He is the author of over 900 professional articles and over 90 books including Secrets of Successful Marriages, How to Discover God’s Will for Your Life, and commentaries on all the books of the New Testament Bible. His books are used worldwide, and some of them have been translated into Korean, Chinese, Italian, French, Portuguese, and Spanish. He can be reached via email at [email protected]. His works can be found in his autobiography, “My Life and Work” (Trafford Publishing, 2017) or his website: www.matthew-sadiku.com.
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Emerging Social Computing Techniques - Matthew N.O. Sadiku
© 2022 Matthew N. O. Sadiku. All rights reserved.
No part of this book may be reproduced, stored in a retrieval system, or
transmitted by any means without the written permission of the author.
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since publication and may no longer be valid. The views expressed in this work are solely those of the author and do not
necessarily reflect the views of the publisher, and the publisher hereby disclaims any responsibility for them.
Any people depicted in stock imagery provided by Getty Images are models,
and such images are being used for illustrative purposes only.
Certain stock imagery © Getty Images.
Library of Congress Control Number: 2022912364
ISBN: 978-1-6655-6420-5 (sc)
ISBN: 978-1-6655-6418-2 (hc)
ISBN: 978-1-6655-6419-9 (e)
Published by AuthorHouse 07/20/2022
22075.pngDEDICATION
To my daughter
Joyce B. Sadiku
CONTENTS
Chapter 1Social Computing
1.1 Introduction
1.2 Social Computing Concept
1.3 Social Networks
1.4 Social Computing Platforms
1.5 Social Computing Technologies
1.6 Applications
1.7 Benefits
1.8 Challenges
1.9 Conclusion
References
Chapter 2Crowd Computing
2.1 Introduction
2.2 Concept Of Crowd Computing
2.3 Characteristics Of Crowd Computing
2.4 Crowd Computing And Crowd Sourcing
2.5 Applications
2.6 Benefits
2.7 Challenges
2.8 Conclusion
References
Chapter 3Business Computing
3.1 Introduction
3.2 Concept Of Business Computing
3.3 History Of Business Computing
3.4 Use Of Cloud Computing
3.5 Applications
3.6 Benefits And Challenges
3.7 Conclusion
References
Chapter 4Nomadic Computing
4.1 Introduction
4.2 Nomadicity
4.3 Concept Of Nomadic Computing
4.4 Fundamental Drivers
4.5 Applications
4.6 Benefits
4.7 Challenges
4.8 Conclusion
References
Chapter 5Enterprise Computing
5.1 Introduction
5.2 Concept Of Enterprise Computing
5.3 Enterprise Computing Appplications
5.4 Benefits And Challenges
5.5 Conclusion
References
Chapter 6Personal Computing
6.1 Introduction
6.2 History Of Personal Computers
6.3 Concept Of Personal Computing
6.4 Applications
6.5 Benefits
6.6 Challenges
6.7 Conclusion
References
Chapter 7Volunteer Computing
7.1 Introduction
7.2 History Of Volunteer Computing
7.3 Concept Of Volunteer Computing
7.5 Applications
7.5 Benefits
7.6 Challenges
7.7 Conclusion
References
Chapter 8Services Computing
8.1 Introduction
8.2 Concept Of Services Computing
8.3 Service Technologies
8.4 Service Computing Systems
8.5 Applications
8.6 Benefits
8.7 Challenges
8.8 Conclusion
References
Chapter 9Serverless Computing
9.1 Introduction
9.2 Concept Of Serverless Computing
9.3 Characteristics
9.4 Serverless Architecture
9.5 Applications
9.6 Benefits
9.7 Challenges
9.8 Conclusion
References
Chapter 10Semantic Computing
10.1 Introduction
10.2 Concept Of Semantic Computing
10.3 Architecture
10.4 Applications
10.5 Benefits And Challenges
10.6 Conclusion
References
Chapter 11Community Computing
11.1 Introduction
11.2 Concept Of Community Computing
11.3 Community Networks
11.4 Applications
11.5 Computing Community Consortium
11.6 Benefits And Challenges
11.7 Conclusion
References
Chapter 12Creative Computing
12.1 Introduction
12.2 Concept Of Creative Computing
12.3 Creative Computing Tools
12.4 Applications
12.5 Benefits
12.6 Challenges
12.7 Conclusion
References
Chapter 13Human-Centered Computing
13.1 Introduction
13.2 Concept Of Human-Centered Computing
13.3 Human-Centered Systems
13.4 Applications
13.5 Benefits And Challenges
13.6 Conclusion
References
Chapter 14Humanities Computing
14.1 Introduction
14.2 Concept Of Humanities Computing
14.3 Historical Background
14.4 Humanities Computing As Digital Humanities
14.5 Applications
14.6 Benefits And Challenges
14.7 Conclusion
References
Chapter 15Behavior Computing
15.1 Introduction
15.2 Concept Of Behavior Computing
15.3 Emotion And Behavior
15.4 Applications
15.5 Benefits And Challenges
15.6 Conclusion
References
Chapter 16Global Computing
16.1 Introduction
16.2 Concept Of Global Computing
16.3 Global Computing Requirements
16.4 Global Computer
16.5 Proposed Global Computers
16.6 Benefits
16.7 Challenges
16.8 Conclusion
References
Chapter 17Wearable Computing
17.1 Introduction
17.2 Concept Of Wearable Computers
17.3 Forms Of Wearable Computers
17.4 Applications
17.5 Advantages And Disadvantages
17.6 Benefits
17.7 Challenges
17.8 Conclusion
References
Chapter 18Cooperative Computing
18.1 Introduction
18.2 Concept Of Cooperative Computing
18.3 Smart Messages
18.4 Applications
18.5 Benefits And Challenges
18.6 Conclusion
References
Chapter 19Transparent Computing
19.1 Introduction
19.2 Concept Of Transparent Computing
19.3 Implementing Transparent Computing
19.4 Transparent Computing Program
19.5 Applications
19.6 Benefits And Challenges
19.7 Conclusion
References
Chapter 20Urban Computing
20.1 Introduction
20.2 Concept Of Urban Computing
20.3 Urban Computing Framework
20.4 Urban Themes
20.4 Applications
20.5 Benefits And Challenges
20.6 Conclusion
References
Chapter 21Smart Computing
21.1 Introduction
21.2 Smart Computing Concept
21.3 Smart Computing Systems
21.4 Applications
21.5 Benefits And Challenges
21.6 Conclusion
References
PREFACE
One may regard the whole history of computer science as a record of continuous attempts to discover, study, and implement computing ideas. Computing technology greatly affects nearly every aspect of our modern life including education, entertainment, transportation, communication, economy, medicine, engineering, and science. The history of computing is one of punctuated equilibrium, bringing new and unexpected changes. Mainframes gave birth to minicomputers, which gave birth to workstations, which gave birth to personal computers, which gave birth to smartphones. Modern scientific computing is approaching the point where novel computational algorithms will become indispensable tools.
Although computation was present long before computers were invented, the realization occurred only in the last decade. By the 1980s, computation became so important that it was utterly indispensable in several fields. Computation has become a third leg of science, joining theory and experiment. Thus, computation has been evolving gradually and is now regarded as science. The computer is the tool, while computation is the principle.
We are in the era of computing. Computing is experiencing its most exciting moments in history, permeating nearly all areas of human activities. Computing is any activity that involves using computers. It is any goal-oriented activity requiring the use of computers. It includes designing and building hardware and software systems for a wide range of purposes. It has resulted in deep changes in infrastructures and development practices of computing. It is a critically important, integral component of modern life.
Advancement in technology has led to several computing schemes such as cloud computing, grid computing, green computing, DNA computing, self-aware computing, global computing, etc. No single book can comprehensively cover the breadth of computing technologies available to the scientists and engineers. To the best of the author’s knowledge, this is the first time a book will cover all these computing techniques. As far as the author is aware, there are more than 140 computing techniques and this book covers the most important 70 of them. Each chapter acts as a tutorial that introduces readers to an important aspect of computing. The book is more or less an encyclopedia on computing. It covers both the old and the emerging types of computing. The old techniques provide useful information for the new techniques.
The book is divided into three volumes to cover all the topics. This is the third volume with 22 chapters. It presents social types of computing, which basically involve using computer for social purposes. These computing techniques include social computing, crowd computing, business computing, personal computing, cooperative computing, humanities computing, and behavior computing, nomadic computing, enterprise computing, volunteer computing, community computing, global computing, cooperative computing, and smart computing
This book is a friendly introduction to various social computing techniques. The presentation is clear, succinct, and informal, without proofs or rigorous definitions. The book provides researchers, students, and professionals a comprehensive introduction, applications, benefits, and challenges for each computing technology. The author was motivated to write this book partly due to the lack of a single source of reference on these technologies. These are monographs on some of them, but there is none that combines the computing technologies. Hence, the book will help a beginner to have an introductory knowledge about these technologies. The main objective of the author is to provide a concise treatment that is easily digestible for each computing scheme. It is hoped that the book will be useful to practicing engineers, computer scientists, and information business managers.
I would like to thank the several individuals who made this work possible. I am grateful to Dr. Pamela Obiomon, dean of the College of Engineering at Prairie View A&M University, and Dr. Kelvin Kirby, head of the Department of Electrical and Computer Engineering for their constant support and appreciation. I would like to thank Dr. Sarhan Musa, Dr. Sudarshan Nelatury, Dr. Mahamadou Temberly, Dr. Emmanual Shadare, and Adedamola Omotoso for their contributions. Special thanks to Chinyere Nwachukwu and Philip Arabome for copyediting the book.
Matthew N. O. Sadiku,
Prairie View, Texas
ABOUT THE AUTHOR
Matthew N. O. Sadiku received his B. Sc. degree in 1978 from Ahmadu Bello University, Zaria, Nigeria and his M.Sc. and Ph.D. degrees from Tennessee Technological University, Cookeville, TN in 1982 and 1984 respectively. From 1984 to 1988, he was an assistant professor at Florida Atlantic University, Boca Raton, FL where he did graduate work in computer science. From 1988 to 2000, he was at Temple University, Philadelphia, PA, where he became a full professor. From 2000 to 2002, he was with Lucent/Avaya, Holmdel, NJ as a system engineer and with Boeing Satellite Systems, Los Angeles, CA as a senior scientist. He is presently a professor emeritus of electrical and computer engineering at Prairie View A&M University, Prairie View, TX.
He is the author of over 1,000 professional papers and over 100 books including Elements of Electromagnetics
(Oxford University Press, 7th ed., 2018), Fundamentals of Electric Circuits
(McGraw-Hill, 7th ed.,2021, with C. Alexander), Computational Electromagnetics with MATLAB
(CRC Press, 4th ed., 2019), Principles of Modern Communication Systems
(Cambridge University Press, 2017, with S. O. Agbo), and Emerging Internet-based Technologies
(CRC Press, 2019). In addition to the engineering books, he has written Christian books including Secrets of Successful Marriages,
How to Discover God’s Will for Your Life,
and commentaries on all the books of the New Testament Bible. Some of his books have been translated into French, Korean, Chinese (and Chinese Long Form in Taiwan), Italian, Portuguese, and Spanish.
He was the recipient of the 2000 McGraw-Hill/Jacob Millman Award for outstanding contributions in the field of electrical engineering. He was also the recipient of Regents Professor award for 2012-2013 by the Texas A&M University System. He is a registered professional engineer and a fellow of the Institute of Electrical and Electronics Engineers (IEEE) for contributions to computational electromagnetics and engineering education.
He was the IEEE Region 2 Student Activities Committee Chairman. He was an associate editor for IEEE Transactions on Education. He is also a member of Association for Computing Machinery (ACM) and American Society of Engineering Education (ASEE). His current research interests are in the areas of computational electromagnetic, computer networks, and engineering education. His works can be found in his autobiography, My Life and Work
(Trafford Publishing, 2017) or his website: www.matthew-sadiku.com. He currently resides with his wife Janet in West Palm Beach, Florida. He can be reached via email at [email protected]
1
CHAPTER
SOCIAL COMPUTING
All people dream, but not equally. Those who dream by night, in the dusty
recesses of their mind, wake in the morning to find that it was vanity.
But the dreamers of the day are dangerous people, for
they dream their dreams with open eyes,
and make them come true.
-T. E. Lawrence
1.1 INTRODUCTION
Social computing (SoC) is basically the use of computer for social purposes. The idea of SoC is to engage users using websites to interact, using computational devices to facilitate social interactions among users. This is based on the fact that humans are social creatures; we are sensitive to the behavior of those around us and our cultural background affects our online behavior. We talk with our family, friends, and co-workers. Social interactions contribute meaning, fulfillment, and richness to our life [1].
The Internet has provoked huge changes in our daily life. In social computing, the Internet enables users to interact through several media such as blogs, Wikis, social bookmarking, instant messaging, social communities, and online business networks [2]. The idea is to use websites to enable users to interact. People are involved in social computing and are interacting in a broad spectrum of social and commercial activities.
This chapter provides an introduction to social computing. It begins with introducing social networks and SoC platforms. It covers some applications of SoC. It discusses the opportunities/benefits and the challenges that engender this emergent area. The last section concludes with some comments.
image1.jpgFigure 1.1 The infrastructure and applications of social computing [4].
1.2 SOCIAL COMPUTING CONCEPT
Social computing is an emerging computing paradigm that involves a multi-disciplinary approach in analyzing and modeling social behaviors on different platforms to produce intelligent applications. The multi-disciplinary nature includes computing, sociology, social psychology, organization theory, communication theory, and human-computer interaction.
The idea of social computing can be traced back to the 1940s in Vannevar Bush’s seminal papers. In less than three decades, three significant paradigms of social computing have emerged. These are groupware, social software, and mobile social software. Social computing can therefore be treated as a general umbrella term that includes several paradigms [3]. The infrastructure and applications of social computing are illustrated in Figure 1.1 [4].
There are three characteristics of social computing [5]:
• Connectivity: This deals with the relations among people within the group. The medium of their connection includes phone, email, instant messaging, chats, blogs, forums, social network services, etc.
• Collaboration: This deals with the ways that people can facilitate one another in a collaborative manner. There are also adversarial or competitive relations among people that can have negative, adversely effect. SoC uses computational methods and is inherently collaborative.
• Community: Communities are vehicles for users to share information about themselves. Online communities rely solely on information voluntarily shared by their members. Online communities are found in blogs, wikis, social networks, social tagging, collaborative filtering, collaborative bookmarking, podcasts, etc. Such communities become the collective source of wisdom.
Social computing is a computational approach to modeling of social interactions and social phenomena. Social computing is an active area of research which can help us understand individual and organizational behavior. Current research in social computing involves multiple disciplines such as information systems, politics, business, and technology.
SoC is closely related to economic computing, and the two share common underlying technologies. An economic system may be regarded as part of a social system and social computing technologies can facilitate the development of economic computing [6]. Social computing plays a central role in developing current and next-generation social software. It is a crucial next step, following personal computing, in computing’s evolution [7].
image2.jpgFigure 1.2 Illustration of social media [12].
1.3 SOCIAL NETWORKS
A social network is, basically, a social structure made up of social actors used to create and maintain connections among individuals. The network models connections among individuals and facilitates information exchange between them. The availability of Web 2.0 technology (which supports effective two-way communication), advances in broadband connectivity, the rapid adoption of mobile phones, and the rise of cloud computing led to the development of social networks. Social networks have expanded drastically during the last decade, and they imply interconnectedness and interdependence. Social computing networks are also characterized by their lack of governance.
1.4 SOCIAL COMPUTING PLATFORMS
Social computing platforms are different from traditional computing and content sharing. This includes social network sites, social media, social games, social bookmarking, and social knowledge sites. They have opened an exciting new dimension to the Internet and taken it to the next level. Some selected social computing platforms are [8,⁹]:
• YouTube: Over the years, YouTube has evolved into an essential part of pop culture and, put simply, is one of the best-known social software platforms. YouTube allows its users to enjoy videos or music and share it with others.
• Facebook: Facebook is another widely popular online social networking application, which allows users to share photos and videos as well as messages.
• Twitter: Twitter is best characterized as an online news and social networking service, which allows users to share and exchange messages in real time. Users send short posts, known as tweets, to share their interests.
• Peer-to-peer (P2P): These