Tech Innovations

Monday, December 19, 2011

iSchool Partners with Microsoft to Explore New Social Media Software

Syracuse University’s iSchool has partnered with Microsoft to explore and better understand Microsoft’s new social software, So.cl.. So.cl is a research experiment for students focused on combining web browsing, search, and social networking for the purposes of learning. The partnership will focus on how the software can be used with students who study information science, design, communication tools, and are influenced by a generation prompted by social software.

So.cl derived from Microsoft research arm, FUSE Labs. FUSE Labs works in partnership with product research teams to collaborate, develop, and deliver new social, real-time, and media-rich experiences for home and work. 

According to an iSchool news release, professor of social media, Anthony Rotolo, expressed “This is a tremendous opportunity for our students to work with emerging social media tools from our partners at Microsoft. The social media landscape is evolving at a rapid pace, and the iSchool is at the forefront of this area of study. Our students are uniquely positioned to offer innovative ideas and feedback to Microsoft researchers as they develop cutting-edge technologies, and early access to these tools allows our students to develop a forward-looking view of how social media will take shape in the years ahead.” 

For more info view the iSchool's news release

1 comment:

  1. Social media is the part of the Internet where the content is generated by users of the service rather than conventional publishers. Such content ranges in scope from short comments on blogs, status updates on social networks and 140 character "tweets", to lengthy blog posts sometimes even containing original research. In comparison to conventional academic publishing, the social media landscape is extremely varied. Although the age demographic of social media users is becoming older and more inclusive, the typical social media user is aged 18-30, spends more time online and gaming than watching television, and gains a much higher proportion of their information by searching and social recommendations than through traditional publishing channels. Social media is the backbone of their information infrastructure. This talk will address the following questions:Social Network Analysis

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