The purpose of this research is to examine the repercussion of social media and how it has carved the life on mother Earth. The social influence on the people is now being transmitted online. We recognize the dynamic nature of the social media and the content contribution that people are looking forward, anticipating how their decision impacts the future.
We develop a theoretical model and empirically identify social learning and network effects separately. Using unique data set from surveys we discovered that social media has benefited the world but at the same time it has many drawbacks which are still beyond our horizon.
Social media is the new “LINGUA-DE-FRANCA” of the world. Technology has evolved the way of life which is used to be in the past. “FAR”, “DISTANT” are now just mere words. Nobody is far even if he is sitting at the other end of the globe.
With the advent of social media the spectrum of people has widened, one can virtually reach to anyone at anytime they want with mere accessories. Not just socially, business activities such as marketing, promotion, meetings, are carried through social media. But as it is said that even too much of sugar is injurious to health in same way social media is harmful to the society.
2.1 Literature Review
Social media are computer-mediated technologies that facilitate the creation and sharing of information, ideas, career interests and other forms of expression via virtual communities and networks. User generated content, such as text posts or comments, digital photos or videos, and data generated through all online interactions, are the lifeblood of social media.
Users usually access social media services through web-based technologies on desktop computers and laptops or download services that offer social media features to their mobile devices (such as smart phones and tablets). When you associate with these services, users can create highly interactive platforms through which individuals, communities, and organizations can share, create, discuss, and modify user generated content or pre-made content published online. Introduce significant and pervasive changes to business communication, organizations, communities and individuals.
Social media changes the way people communicate and the larger organizations. These changes are the essence of the emerging technology research. Social media differs from paper-based media (such as magazines and newspapers) or traditional electronic media, such as television broadcasts in many ways, including media, quality, achievement, frequency, interaction, availability, wisdom and sustainability.
Social networks work in a dialogic transmission system (many sources for many recipients). This is in contrast to traditional media operating under a monologue transmission model (a source of many receivers) such as newspapers distributed to many subscribers or a radio station that broadcasts the same programs in a whole city. Some of the most popular social networking sites are: Baidu Tieba, Facebook (and Facebook Messenger), Google+, Instagram, LinkedIn, Pinterest, Reddit, Snapchat, Tumblr, Twitter, Viber, WhatsApp, and YouTube. These social networking sites have more than 100,000,000 registered users.
The term social media is usually used to describe social networking sites such as:
Facebook – an online social networking site that allows users to create their personal profiles, share photos and videos, and communicate with other users
Twitter – an internet service that allows users to post “tweets” for their followers to see updates in real-time
LinkedIn – a networking website for the business community that allows users to create professional profiles, post resumes, and communicate with other professionals and job-seekers.
Pinterest – an online community that allows users to display photos of items found on the web by “pinning” them and sharing ideas with others.
Snapchat – an app for mobile devices that allows users to send and share photos of them doing their daily activities.
3.1) HOW SOCIAL MEDIA IS DIFFERENT FROM OTHER MEDIA:
In a social media context, content or websites that are “viral” (or which “go viral”) are those with a greater likelihood that users will reshape content posted (by another user) to their social network, leading to further sharing.
For example, Twitter’s re tweet button, Pinterest’s pin function, Facebook’s share option or Tumbler’s weblog function.
Businesses have a particular interest in viral marketing tactics because such a campaign can achieve widespread advertising coverage (particularly if the “viral” reposting itself makes the news) for a fraction of the cost of a traditional marketing campaign (e.g., billboard ads, television commercials, magazine ads, etc.).
Mobile social media refers to the use of social media on mobile devices such as smart phones and tablet computers. This is a group of mobile marketing applications that allow the creation, exchange and circulation of user-generated content.
They differ from traditional social media by incorporating new factors such as the current location of the user (location-sensitivity) or the time delay between sending and receiving messages (time-sensitivity).
MOBILE SOCIAL MEDIA CAN BE DIFFERING IN FOUR TYPES
Exchange of messages with relevance mostly for one specific location at one specific point in time (e.g. Facebook Places What’s app; Foursquare)
Space-locators (only location sensitive): Exchange of messages, with relevance for one specific location, which are tagged to a certain place and read later by others (e.g. Yelp; Type, Tumblr, Fish brain)
Quick-timers (only time sensitive): Transfer of traditional social media applications to mobile devices to increase immediacy (e.g. posting Twitter messages or Facebook status updates)
Slow-timers (neither location, nor time sensitive): Transfer of traditional social media applications to mobile devices (e.g. watching a YouTube video or reading/editing a Wikipedia article)
a) MOBILE RESEARCH
Mobile social media applications offer data about offline consumer movements at a level of detail heretofore limited to online companies.
Any firm can know the exact time at which a customer entered one of its outlets, as well as know the social media comments made during the visit.
Mobile social media communication takes two forms: company-to-consumer (in which a company may establish a connection to a consumer based on its location and provide reviews about locations nearby) and user-generated content.
Businesses may refer to social media as consumer-generated media (CGM).
A common thread running through all definitions of social media is a blending of technology and social interaction for the co-creation of value for the business or organization that is using it.
People obtain valuable information, education, news, and other data from electronic and print media.
Social media are distinct from industrial or traditional media such as newspapers, magazines, television, and film as they are comparatively inexpensive and accessible (at least once a person has already acquired Internet access and a computer).
4.1) Beneficial effects
No matter if you are searching for a former college roommate, your first grade teacher, or an international friend, no easier or faster way to make a connection exists than social media. Although Facebook, Twitter, LinkedIn and Pinterest are probably the most well-known social networking communities, new websites are popping up regularly that let people connect and interact over the Web.
With each of these sites, individuals can make new friends, build business connections or simply extend their personal base by connecting and interacting with friends of friends -which can have a multiplying effect.
These connections can help with a variety of things such as:
Finding romance, seeking a new job, locating assistance, getting and giving product and service referrals, receiving support from like-minded individuals, Making or receiving career or personal advice, sharing political beliefs & accessing news in real time
In many ways, these social communities are the virtual equivalent of church socials where family and friends gather to exchange news and get updates.
Even the age-old custom of connecting with pen pals has been upgraded as private messages can be sent over social media.
When it comes to getting information, few methods are faster than social media
Commonality of Interest
When you opt to participate in a social network community, you can pick and choose individuals whose likes and dislikes are similar to yours and build your network around those commonalities.
For instance, if you are a chess aficionado, a book lover or have a particular political leaning, you can find and interact with those who share your interest.
It can also be a great way to share tips and ideas. Sites like Pinterest have been very successful due to the ease in which a person can learn – and share – information about hobbies, crafts, cooking, gardening and other do-it-yourself activities.
By pinning and sharing, you can attract like-minded individuals into your circle.
Real-Time Information Sharing
Many social networking sites incorporate an instant messaging feature, which lets people exchange information in real-time via a chat.
This is a great feature for teachers to use to facilitate classroom discussions because it lets them utilize the vast store of information available on the Web.
This can be a great time saver for the teacher – since students no longer need to visit a library to conduct research- and it can be a great way to engage distracted learners.
School is not the only setting where this type of real-time information sharing can be beneficial.
Social networking can provide a tool for managers to utilize in team meetings, for conference organizers to use to update attendees and for business people to use as a means of interacting with clients or prospects.
Some leaders are going so far as to include Tweets or other social media updates during presentations. This approach can make events more interactive and help the presenter reach a larger audience.
Whether you are non-profit organization that needs to get the word out about an upcoming fundraiser or a business owner marketing a new product or service, there’s no better way than social media to get your message in front of millions of people 24/7.
Although social media can be used to spread a company’s message for free, fee-based advertising options are also available.
One of the best aspects of social networking is the ability to deliver your content only to those users with the most potential interest in your product or service.
Each social platform offers an array of tools that enable a business to deliver specific content to a very specific target group.
This approach can maximize targeted reach while minimizing waste.
Increased News Cycle Speed
Undoubtedly, social networking has revolutionized the speed of the news cycle.
Most news organizations now rely on social media sites to collect and share information. Social media – especially Twitter – is steadily becoming a mainstream source for breaking news.
Today an individual can know, in real time, what is happening throughout the world.
This has led to the development of a nearly instantaneous news cycle as everything from terrorist attacks to local car crashes get shared on social media, quickly alerting their intended audience of the event.
Part of the increase in the speed of news can be attributed to smart phones.
The percentage of individuals accessing social media via their phone or mobile device continues to rise.
A 2014 Pew Center study states that 40 percent of smart phone users access social media from their phones – and 28 percent do it on a daily basis.
A joke among friends is one thing but a joke with the world at-large is much different. When potentially offensive content is posted online, the amount of feedback can be excessive and is often brutal. This is particularly true with highly opinionated subjects like politics and religion. This backlash can also have a long-term impact on a person’s future, especially in a world that has fallen prey to over-sharing. Even high school students are learning that comments they post on social media can influence whether a college approves their application for admission. In an age where selfish are the norm, the over-sharing may even be altering our worldview by creating a more narcistic mindset.
Crimes against Children
Use of social networks may expose individuals to other forms of harassment or even inappropriate contact. This can be especially true for teens and younger children. Unless parents diligently filter the Web content their family views, children could be exposed to pornography or other inappropriate content. Besides unleashing age-inappropriate content, the digital age also gave birth to a social phenomenon – cyber bullying.
The information you post on the Internet is available to almost anyone who is clever enough to access it. Most thieves need just a few vital pieces of personal information to make your life a nightmare. If they successfully steal your identity, it could cost you dearly.
Youth has got addicted to social media, hours just goofing around, switching from site to site just to pass their time which indeed is unproductive.
Corporate Invasion of Privacy
Social networking invites major corporations to invade your privacy and sell your personal information. Last year, Facebook earned an estimated $16 billion in ad revenue. That’s not bad for a free site. As every coin has two sides even the booming concept of social media is not spared with drawbacks, but we fail to measure the adverse effects of social media because we are too busy in enjoying the brighter side of the shield. The main victims of this known stranger are the teenagers/youth who are unaware of the dark side of this gorgeous looking sight. Beautiful mind still blossoming under the shadows of their parents, get attracted to the catchy thing which social media offers.
4.3) Some factors which will throw some light on the dark side of social media:
It’s like VENUS FLYTRAP
The research held by the professors of cyber research center U.S conclude that “it may be plausible to speak specifically of ‘Facebook Addiction Disorder’…because addiction criteria, such as neglect of personal life, mental preoccupation, escapism, mood modifying experiences, tolerance and concealing the addictive behavior, appear to be present in some people who use [social networks] excessively.”
It imposes more sadness, less well-being
Rather than enhancing well-being, as frequent interactions with supportive ‘offline’ social networks powerfully do, the current findings demonstrate that interacting with Facebook may predict the opposite result for young adults—it may undermine it. It turned out that the more time people spent on these sites, the more socially isolated they perceived themselves to be and perceived social isolation is one of the worst things for us, mentally and physically.
It leads to unhealthy comparison
We fall into the trap of comparing ourselves to others as we scroll through our feeds, and make judgments about how we measure up feeling that we’re either better or worse off than our friends. It turned out that both types of comparisons made people feel worse, which is surprising, since in real life, only upward comparisons (feeling another person has it better than you) makes people feel bad.
We get caught in the delusion of thinking it will help
Part of the unhealthy cycle is that we keep coming back to social media, even though it doesn’t make us feel very good. Like a drug, we think getting a fix will help, but it actually makes us feel worse, which comes down to an error in our ability to predict our own response.
Breach of privacy
A data breach is an incident in which sensitive, protected or confidential data has potentially been viewed, stolen or used by an individual unauthorized to do so.
Data breaches may involve personal health information (PHI), personally identifiable information (PII), trade secrets or intellectual property.
Undecided whether depression causes social media addiction or social media addiction cause depression but both scenarios are equally probable.
While using social media we get to see unwanted ads which may be not appropriate for some audience. Which lead us to unauthorized sites and privacy breach?
Banner ads, Behaviors ads, Demographic ads which INFLUENCE OF ADVERTISEMENTS ON BUYING.
Verdict to a Poll
22% of teenagers log on to their favorite social media site more than 10 times a day.
More than half of adolescents log on to a social media site more than once a day.
Seventy-five percent of teenagers now own cell phones.
People don’t speak to their parents on the phone so much any longer – they like statuses, share articles with each other and chat about trifles of the day.
War of Ideas
Through Social Media Now ISIS is using social media to expand its war far beyond its borders.
Uploading videos on YouTube, passing violated images through Instagram & influencing teenagers through Twitter and Facebook, creating WhatsApp Group are now the recent activities done by them.
It is up to each user to use social sites wisely to enhance their professional and social life, and exercise caution to ensure they do not fall victim to online dangers. In the end, if you can keep your own life centered in reality and use social networking as a small part of it, you should be just fine. For those who can’t, it might be time to turn off the computer for a bit and go for a walk.
5. Analysis and Methodology
As we have selected the topic social media and discuss the points of it. For that we have done one survey to how people are using it in right way or just to spend the time or to be entertained by others. We included some question in that survey to know that which social media people are preferring more, if they are feeling safe, how many hour’s they are spending on it and for what reason they are using the social media.
Here is the link of that form https://docs.google.com/forms/d/e/1FAIpQLScDRQrl2TICqLgnGhZi7zDGmvBIBXjNp80TAZRRgYSvlPAtyw/viewform?usp=sf_link
Where you can also fill the details and give use your view point towards social media.
We have got almost above 100+ responses of this survey. We has send this survey form to all the age group, so we can know that which age group is more involve to use the social media.
In this survey we have got 53.8% male responses and 46.2% female responses, so we can see that not equal amount of female are there but they are also involve to social media more compare to male.
According to the age group we have got more responses of the age groups between 21-25 which is 53.8%, then 25% of 16-20 age groups, 12.5% of 26-30, 5.8% of 31-40 and last 2.9% of 10-15 age groups.
We also got the data that 54.8% of people are spending 1-2 hours for social media, but there 33.7% of people are spending 3-4 hours, 6.7% people are there who are spending 5-6 hours and 4.8% are there who are spending 6-7 hours.
We have also asked that for what reason they are using social media, we get the responses that over 66.3% are using it to watching video, over 57.7% are using it for searching the stuff, 52.9% are using it for online chatting purpose, 37.5% for online shopping, 16.3% for other reasons.
People are using different social media for its purpose, so we have also collected the data of it.
80.8% are using What’sApp, 63.5% of YouTube, 58.7% of Instagram, 51.9% of Facebook, 22.1% of Hike ad 2.9% of Twitter.
We had also asked that do you feel that social media is useful and safe, we got not that much of good responses but we got 67% of yes that they feel that it is useful & safe but over 33% people not feel that social media is useful & safe.
But we have also added one question that if they are aware about froad, data leak & privacy breach.
Over 45.9% people know about data leak, 55.1% know about froad & 66.3% people know about privacy breach.
Then we have to know that is people are preferred to link adhaar card or any other document on social media we got 92.2% people said no & 7.8% said yes. At last we ask people that if they can survive 1 day or 1 week without social media, over 77.9% said yes and 22.1% said no.
AR & VR
The research on Augmented Reality and Virtual Reality is one of the most important in current Information technology field, these two technologies have been applied in various filed such as education, medical treatment, construction, military affairs, entertainment and the research on technical level is improving at the same time, while the research on evaluation of these two technologies and putting forward based on the user experience Is quite unwonted.
We all like watching 3D movies as it make us feel as if we’re one of the characters in the movie. With the advent of augmented and virtual reality you can experience all those eternal feel with the help of your smart phone. AR & VR are the need of the hour, who could have thought that one could be in the game while playing or could actually feel how it is to be the player not just from outside the box.
Virtual reality (VR) is an artificial, computer-generated simulation or recreation of a real life environment or situation. It immerses the user primarily by stimulating their vision and hearing.It means feeling an imaginary (virtual) world, rather than the real one. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
Augmented reality (AR) is a technology that layers interactive, virtual enhancements on top an existing reality. It is a live direct or indirect view of a physical, real-world environment whose elements are “augmented” by computer-generated or extracted real-world sensory input such as sound, video, graphics or GPS data. AR is developed into apps and used on mobile devices to blends digital components.
3. Literature Review/ Study
Increased Reality (Augmented Reality)
Increased reality is a new type of technology that adds virtual objects “reality” using a smart phone, optical device or tablet. Do not immerse yourself in a completely new world but simply alter the real world that you are.
1962: photography director Martin Hailey created SENSORAMA (simulation). Viewing bosses of combat aircraft while increased reality offers fun and interactive ways for general users to learn, experience and new images, but also offers many applications for businesses and brands.
Use the camera of your phone to enter details into what you are viewing. Change the real world and include digital images example like Pokémon go, IKEA catalogue in 2013, METAO (leading AR Company).
Spectrum of AR
Increased reality can be used in the tourism industry to enhance user experience during visits. In Bordeaux, for example, you can see the current monuments in the eighteenth century, simply downloading an application on a tablet. The Eiffel Tower also has its own increased application to see its construction.
There are more uses for increased reality in business content. In some physical stores, increased reality allows users to try out their clothes without having to go the tester some stores also use the increased reality to attract customers to a store through the mobile application. In Paris, a grocery store recently invited customers to its store Invite Pokémon GO players to capture and fight Pokémon in the store.
In a commercial site, increased reality applies to many areas. Some optics offer consumers the opportunity to try their lenses before deciding on a couple, and many decor and furniture shops (such as IKEA) allow customers to view their items in the virtual versions of their homes before buying.
In some auto models, increased reality technology is used to view information on the windshield. This display mode provides information on speed, obstacles, road width, and traffic.
Advantages of Augmented Reality
An online shopping barrier is that products are not always represented properly, often due to the limited availability of photos. With increased reality, you can view it an object in its “true” form before making a purchase.
Increased reality is a data aggregation system that provides cultural information, security, and benefits to save time. The technology provides more information in real time in a defined location or in a specific environment without the user I have to look for it.
Privacy people do not know how much of their personal information is accessible to complete the strangers.
Spam and security
Social vs. Real-Time vs. Solitaire and Cached
UX (user experience): AR use may be inappropriate in social situations.
Interoperability: the lack of data portability between AR environments (like Wikitude AR and the Layar AR browser).
Opening: Other people can develop their own content levels to show.
The GPS has an accuracy of up to 9 meters and does not even work at home, though
Image recognition technology improves.
Increased unauthorized advertising: advertisers and technology companies are dropping the possibilities of monetizing objects and spaces in the physical world through digital augmentation ads in real-time.
Physical danger: increased reality, as any mobile media technology is a true physical
Safety issues. If you think mobile phones are currently a distraction while driving a car, think about it an improved windshield that provides driving instruction as well as more information about yours environment may be necessary.
Future of Increased Reality
Google has exciting new plans for augmented reality
The big announcement was the Company’s Vessel Service (VPS) service, a new service that provides accurate location information in closed environments when looking for specific visual indications. VPS uses the features of Google Maps and Camera and Tango Visual Processing. It’s interesting to note that this service is not designed to help you find your way in the city or home but can be used to locate more specific locations and objects within a company.
The example presented in I / O saw VPS search for a screwdriver in a Home Improvement store in Lowe. Using live image data, VPS compares a large number of key points of visual characteristics to calculate its exact position to a few centimetres. Of course, we imagine that companies or users should upload additional data to provide addresses or perhaps previous data from other VPS users could be shared in the cloud. Anyway, Bavor says the idea is, “GPS can shut you down, and VPS can bring you to the exact element you’re looking for.”
This technology also shows some promises for people with vision problems, as they can be combined with an audio interface to provide instruction on nearby objects and obstacles. It’s important to note that Google’s VPS technology will be a key part of its new Google Lens software.
In the long term, Google sees both virtual reality and increased reality as part of what is called “immersive computing,” where devices work closer to the way we see and interact with the world. Therefore, instead of merely providing a frontal view that overlaps the real world, increased reality may end up giving us more information about our environment and presenting it in a way that naturally fits in the way they interact with the world.
Tango (formerly called Project Tango while in trial) is an expanded, developed, and expanded IT platform. Use your computer view to allow mobile devices such as smart phones and tablets to locate their position with respect to the surrounding world without using GPS or other external signals. This allows application developers to create user experiences that include inland navigation, 3D mapping, physical space measurement, environmental recognition, increased reality, and windows in a virtual world.
The software integrates three types of features:
Motion Detector: uses the visuals of the environment, combined with accelerometer and gyro data, to closely monitor the movement of the device in space.
Learning area: storing environmental data on a map that can be reused later, sharing with other Tango devices, and improving metadata such as notes, instructions or POIs.
Depth perception: distances, dimensions and surfaces in the environment together, they generate device data in “six degrees of freedom” (3 axis orientations plus 3 axis motions) and give the detail of three dimension information of the environment.
3.2) Virtual Reality:
Virtual Reality is a specialty of computer technology that reproduces an entry (real or imagined) and simulates the physical presence and user input through I appeal mainly to a vision and hearing. The virtual reality is typically typed through the use of earphones (with the Oculus Rift).
A headgear is used to transcend the user into a digital world. This is created by digital images. Within the headsets they show you different images to both eyes and this give you illusion that you are standing in a different world. They also use motion sensors on your head so that when your head moves the picture also moves accordingly.
Sometimes they also have hand gears which are co ordinate with the headgear it is completely immersive world on which you find yourself, oculus rift headset, Sony Morpheus, upcoming Google daydream, gaming, movies and education.
Spectrum of virtual reality:
It can be used in medical field to make the student
Know the dynamics of human body without skinning a real body.
It can be used in research labs to quantify the risk of research on a particular topic.
You can use the VR site based on games and for movie, so that characters can experience adventure and be in extreme conditions.
Driving schools uses VR to simulate real time experience for the student so that they can get the fell and be habituated with the real world.
Military soldiers can get familiar with the surroundings with the help of the insight provided by the VR equipment.
Advantages of Virtual Reality:
Virtual reality creates a realistic world.
It enables user to explore places.
Through Virtual Reality user can experiment with an artificial environment.
Virtual Reality makes the education more easily and comfort.
Convenience, VR can save organizations time and money, and make work more convenient.
Try and error, user doesn’t have to worry about mistakes as their mistakes will not affect the real world.
Disadvantages of Virtual Reality:
Thee equipments used in virtual reality are very expensive.
It consists of complex technology.
Cut off from real world.
Future of Virtual Reality:
Facebook recently lowered the price of its Rift headset from an original $800 to $399 for a short-term sale, ultimately settling on $499 recently. You don’t discount a product that’s selling like hotcakes, indicating that Oculus’s flagship product isn’t living up to expectations. According to Super Data, HTC Vive isn’t selling much better.
VR GEAR Unit Sale(2016-17)
Gear VR 7,82,000
PlayStation VR 3,75,000
Google Daydream 1,70,000
HTC Vive 95,000
Oculus Rift 64,000
Isn’t at all consumers friendly:
Sony Play station VR requires a console and Oculus Rift and HTV Vive require high-powered computers, which aren’t exactly items the average person has in their home today. The hardware dynamic doesn’t make VR easy to adopt, even for early adopters.
Where do we go from here?
VR is definitely an interesting technology, but hardware costs need to come down and content and quality need to improve to grow the industry. What we need is an app that would engage in our day-to-day life.
4. Analysis and Methodology
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