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Social Networking

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Social Networking Innovation and Research Presentation     Personal Background Lab for Social Media Current Research My Research      Online Advertising Social Networking Classroom Innovation Grant National Science Foundation Grant Questions for Your Research My Research Background      Graphical User Interfaces Social Interface 1992-Computer-Mediated Communication Virtual Communities 2002-Lab for Social Media Lab for Social Media      Rochester Institute of Technology Started by Elizabeth Lawley Joint Lab between IT, Business & Liberal Arts Partnerships with Microsoft Funded by the National Science Foundation Lab for Social Media       Projects include: Social games From Web to Print Online Learning Research Advertising & Business All of my research is under the Lab Social Networks  Web-based services that allow individuals to    Construct a public profile within a bounded system Articulate a list of other users with whom they share a connection View and traverse their list of connections and those made by others in the system Current Social Media Research  Journal of Computer-Mediated Communication         Definitions and History-Boyd & Ellison Mobile Social Networks-Humphreys Differencess between Users & Non-Users-Hargittai Social Network Profiles-Liu Signaling Theory-Donath Korean Social Networks-Kim & Yun Black Social Networks-Byrne Social Networking on YouTube- Lange Current Social Media Research  First Monday  Privacy Paradox-Barnes  Dynamics of Web-based Social Networks-Golbeck  Uses & Gradifications of Facebook-Bumgarner Social Networking Research   Includes Second Life Research is being conducted now Second Life    A 3-D virtual world entirely built and owned by its residents. It has its own economy People interact with avatars Second Life Research    Marketing Educators Librarians Libraries in Second Life      Who’s on Third in Second Life? From Library 2.0 to Library 3-D Onlinemag.net Info Archipelago-Second Life Library Medical Library University Libraries Historical Role-Play Challenges for Second Life Librarians     Effective online communication (chat + voice) Comfortable using and trouble shooting technology Face constant change Patience is need for delivering library services in a virtual world. What does Second Life Have to do with Advertising?   A transition into my research Currently teaching an Online Advertising Course Using Second Life Social Networking Advertising (SNADS)       Advertising is integral to Social Networking Surveyed almost 500 students Attitudes-Toward Advertising Students are skeptical about online ads Gender is neutral Price is key to successful ads Social Networking Classroom MyCourses Client s LibrarySupport Industry Experts FaceBook Classroom Academic Research Blogs Student Research Grants Online Learning Social Networking Classroom MyCourses Client s LibrarySupport Industry Experts Classroom FaceBook Classroom Academic Research Blogs Student Research Grants Online Learning Second Life Second Life in the Classroom • Industry Experts • Group Meetings • Guest Speakers • Case Study-Clients Second Life in the Classroom • Personal Branding • Blogging • Creating Ads • Working with Clients Innovation Grant In addition to personal identity, marketers and advertisers are also flocking to Second Life to sell real and virtual products. This new environment provides an opportunity to explore both the individual and advertising brand.  Innovation Grant • How similar is the way people brand themselves to traditional advertising?  Has culture today become a commercial culture in which the individual is a product, just like a bar of soap?  What type of ethical behavior occurs in a virtual world? Innovation Creates New Opportunities     Second Life Work simulations Prepare for work YouTube Videos Innovation Adds Challenges    Misbehavior Adult Content Unknown factors National Science Foundation Grant  Theoretical and Applied Approaches to Teaching Social Computing in STEM Education Grant Goals    Introduce the discipline of social media and social computing to students Preparation of students for careers in this new industry segment Tracking of the formation of social networks within three different learning environments What are we really doing?    Comparing three different course management systems. We are examining how online groups work Research data on online learning Research Methods    Programmed computers to capture data Examine discussion logs Administer surveys Original Questions   How can the new technologies extend the classroom? Will students seek out experts and outside help beyond the classroom with using these new tools? How is the classroom a social environment?     How can librarians become more involved with the socially networked classroom? How can the classroom use their expertise? How can we extend current research efforts into the area of library science? How do these technologies change the role of librarians?

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