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Fig. 1.1 Social media panorama
From a counter perspective, the prominence of social media has revolutionized the
way people share and access information, resulting in the social trend in multimedia
data generation and consumption. For example, Facebook reportedly sees 350million
photos uploaded daily as of November 2013; 100h of video are uploaded to YouTube
every minute, resulting in an estimate of more than 2 billion videos totally by the
end of 2013. Moreover, social media gives birth to many new types of multimedia,
e.g., image tweet, audio picture, geo-tagged video, etc. This significantly extends the
scope and application areas of multimedia.
The multimedia data generated and consumed under social media circumstances
is referred to as social multimedia. The term of “social multimedia” is first defined by
Mor Naaman as “An online source of multimedia resources that fosters an environ-
ment of significant individual participation and that promotes community curation,
discussion and re-use of content” [ 21 ]. As illustrated in Fig. 1.2 , social multimedia
can be simply interpreted as the hybrid of social media and multimedia, with three
identified basic elements as content, user, and interactions. Two important notes here
are: (1) User actively participates in the generation as well as consumption processes,
impacted by the participatory Web 2.0; (2) Interaction is a generalized term and
consists of user-user relations, content-content similarities, and user-content social
interactions. According to this definition and interpretation, we can see that social
multimedia enjoys the advantages of both direct rich sensory simulation and efficient
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