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The Information Resonance in Social System. Monograph

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CHAPTER 8. RESONANCE PROCESSES IN INTERNET 131
possibility of designing a specific set of social roles, which are grouped into social set. M. Castells wrote, "The Internet is fabric of our lives. If information technology is the present day equivalent of electricity in the industrial era, in our age the Internet could be likened to both the electrical grid, and the electric engine because of its ability to distribute the power of information throughout the entire realm of human activity" [6].
The rapid growth of the Internet entails a qualitative change in the composition of the users and their online activity. Consequently, there were several "network": "generation of creators", "generation of consumers" and "connected" generation [7]. Today, the Internet is a space that unites people, erasing social boundaries, compression of space and time. The Internet space is a special social space in which there are stable relations, relationships, special language, norms, values. The Internet is the technology, features which determine the specificity of the resulting social space in it. I assume that in the Internet environment is transformed offline space. Condition of such transformation becomes habitulization techniques and technologies.
The phenomenon of habitualization, is described in detail in phenomenological sociology (A. Schutz, T. Lukman, P. Berger, H. Garfinkel, E. Goffman, etc.). Phenomenological approach helps to understand how objects, actions, and ideas are becoming an integral part of social reality. Habitualization means, first and foremost, moving the focus from process some activity at its result [8]. Habitualization is only possible if the action or phenomenon is repeated regularly, requiring the same regularly reproduce the relevant practice. It involves the rutinization action, relationships and practices — giving them a set of symbolic explanations and meanings, associating with complexes of situational contexts. Actors begin to perceive these phenomena as part of the world [9].
Habitulization technologies occurs at two levels: individual and generational. People who master any technology in adulthood, after socialization can use it quite successfully and efficiently. They remember the experience of alternative means
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in circumstances where this technology was not a necessary part of relevant practices. This generation is adapting new technologies to its tasks and functions to achieve certain goals. People were acquiring technology in the process of socialization, perceive them as part of everyday life, and related
technologies and standards activities perceived as only possible.
According to M.Castells, “The information technology revolution half-consciously diffused through the material culture of our societies the libertarian spirit that flourished in the 1960s’ movements” [10]. However, as soon as information technology spread and were adopted by different countries, cultures and organizations with multiple mixed purposes, “they exploded in all kinds of application and uses that fed back into technological innovation, accelerating the speed, broadening the scope of technological change, and diversifying its sources”[11]. This feedback takes place in the mode of mutual
reinforcement of parties-resonance mode. It is an information mode resonance and became the cause of a new culture and new communities.
"Generation of creators" (1970-1980) is the first stage in the formation of a network of socio-communicative space. It is associated with the fields of academic, educational and research communications, however, even in the absence of the Internet. By the time the first websites in the network already has formed its own culture, a key point of which was the principle of freedom of information. The principle of freedom of information have unlimited free access to informational resources, dissemination of information, freedom of speech, of expression. Another feature of the first phase is to focus on process activities, ethically neutral towards the result [12]. You can select the following values of Web culture formed already in the first stage: 1) value of openness and freedom of information, non-commercial content (excluding payment for services of Internet service providers); 2) forming the status of participants, communities on the basis of technical,
CHAPTER 8. RESONANCE PROCESSES IN INTERNET 133
informational or communicative competence; 3) decentralized nature and the lack of stable multilevel social hierarchy, forming perceptions about her based on text messages; 4) culture discussions and consultations with representatives of the Internet community as "collective intelligence"; 5) creating impressions and formation of reputation based on information of the contribution of the participants and the results of their activities in the network [13].
The next generation is a generation of consumers (1990th), has already been associated with the emergence and spread of the Internet. At this stage, you set new conditions for the development of a network of computer space, such as massification, promotion, commercialization and visualization. A variety of social groups and their increase has led to social differentiation and formation of various types of activity and exchange relations in the network. At this stage, there are two main groups: users-creators and users-consumers. Users is a creator of technology developers (scientists, programmers, hackers). They have special education and competencies and are often (but not necessarily) engaged in science or education, as well as in the profile companies. Users-users is a very broad population groups using the network as a tool for information retrieval, leisure time activities, learning, socializing, shopping, etc. [14]. An important prerequisite for the formation of the Internet as a public space popular communication and information retrieval to information visualization. New value generation "users": "streaming", focus on what is happening here and now, anonymity, identity games, designing, testing and change virtual network masks in public space; the freedom to disseminate information, regardless of its content and quality [15].
In recent years, mass distribution acquire communicative technologies related to the phenomenon of "augmented reality" [16]. The term "augmented reality" was introduced in the 1990­ies IT discourse. Under augmented reality "means any case where real environment complemented by virtual objects" [17].
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The communicative environment, creates opportunities for information and additional action through virtual capabilities.
The emergence of "connected" Generation in 2000th due to the fact that the network computer technology all seep into deeper social activities and practices. The network turns to channel particular perception of reality. The concept of Web 2.0 declares fact new qualitative transformation of the Internet. Web 2.0 is a new principle of social organization communications. The Internet singularity is a deeper penetration of the online and offline worlds, which dramatically speeds up the development of science, business, society and self-realization. Social computing has emerged – the growing trend towards the use of social Web applications that combine the power of public relations and power of computer communications [18].
Web 2.0 technologies provide users with options: 1) publish individual and authentic information (blogs and social media);
2) carry out on-line monitoring update selected resources, both personal and informational (RSS and Friend tape); 3) receive free multimedia and text content on the terms of participation in its further dissemination (peer-to-peer networks); 4) to participate in the creation of the collective knowledge base (wiki-technology); 5) optimizing information retrieval based on previous searches (Google, etc.) [19]. Thus the transition from
the values of individual intelligence to the values of collective intelligence.
Change in the nature of social practices, motivation, decision-making and activities, as well as in the overall Outlook and youth identity was revealed in the process of implementation of the research project "generation of Net: strategic research" [20]. The purpose of this study was identifying key characteristics, attitudes and policies, distinguishing the two generations. As a result, the following features were found Internet communication generation Net: constant calls to the network, moving from information retrieval to constant scanning, new communication strategy. Particular importance attaches to the interaction, not the rich information,
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but supporting social communication and the emotional contact, as well as negation of a rigid hierarchy, change the basic imperatives of citizenship and democracy [21]. The process of interaction with the technology of generation Net can be attributed to the typical occasion technologically deterministic assimilation. Because a new generation of users not just consuming information-it is rather a continuous process of participation, orientation, alignment, ordering, combinations of the received material.
According to M. Castells, «what characterizes the current technological revolution is not the centrality of knowledge and information, but the application of such knowledge and information to knowledge generation and information processing/communication devices, in a cumulative feedback loop between innovation and the uses of innovation» [22]. This provision explains that the use of new telecommunications technologies over the past two decades has passed through three distinct phases: automating tasks, experiments on using reconfiguration of applications The first two stages of technological innovation have progressed through learning through enjoyment. At the third stage users were trained in
technology making it, and check out, rebuilding networks and finding new areas of application. An inverse relationship
between the introduction of new technology, and exploit its new areas takes place in a new technological paradigm is much faster. Technology diffusion is infinitely increase her power as Tech Digest and overrides its users. New information technologies are tools that you need to not only use, but also to develop, so users and developers can unite in one person. So, users can take control over the technology, as in the case with the Internet. M. Castells stresses: «the is therefore a close relationship between the social processes of creating and manipulating symbols (the culture of society) and the capacity to produce and distribute goods and services (the productive forces). For the first time in history, the human mind is a direct productive force, not just a decisive element of the production
PART II. SOCIAL TRANSFORMATIONS 136
system» [23]. M. Castells makes fundamental conclusion: «new information technologies, by transforming the processes of information processing, act upon all domains of human activity, and make it possible to establish endless connections between different domains, as well as between elements and agents of such activities. A networked, deeply interdependent economy emerges that becomes increasingly able to apply its progress in technology, knowledge, and management to technology, knowledge, and management themselves. Such a virtuous circle should lead to greater productivity and efficiency, given the right conditions of equality dramatic organizational and institutional» [24].
So, new technologies and techniques demanded the execution of the new features. This encourages the emergence of new human activities to service that equipment-computers and the global Internet network. Here before us is a typical case of resonance effect: both sides - and information technology developers and users - are included in the process of saturation of information flow and its acceleration, and the improvement of technical devices and information technology. In this process resonance rise new functions to maintain the intensity of information flows in the "mode of aggravation” and functions prescribe social roles. The place has two periods of development feasibility study of the technological environment of the information society. Before the Internet such environments performed new types of equipment and technology, and related new functions and roles as social action complexes raised new techniques for information. Before the Internet, a new information technologies environment were rised, they were included in the social space and have not yet created a new kind of social space. At this time these features were made native speakers of new professions: engineers, creators of software programmers. Community, which forms the
social space of the Internet took shape later as special generation – Web generation.
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Formation of subcultures
and social multitudes of Internet space
The main social space in the table of contents are the various types of social sets. Social a lot is formed through affiliation with any subculture. Subculture values and norms that are different from generally accepted in society, shared by separate groups [25]. Criterion for classification of sets are specific subcultures. Sustainable multiple - this community. The community is the multitude of interacting in a certain way of individuals with varying degrees of internal control.
Continuing research tradition of M. Castells to explore the Internet as a particular social world ("Galaxy"), we will try to identify the specific community in the Internet and give a systematic description of role models and subcultures. We have identified the following role models of subcultures and sets in the Internet space: gamers, hackers, bloggers, anonimus (imageboard) chaots, bastards.
Gamers are ardent supporters of computer games. Computer network games for them is the ability to carry out collective action: along with other, often foreign, peers they perform tasks and defeat enemies. Socio-demographic characteristics of the "portrait" gamer "reflect their sex-ages structure, employment and social status. The sex ratio among gamers: 56 % of males and 44 % of women, the most active age – 17–22 years [26]. Psychological characteristics of the gamer: excessive irritability, short temper, emotional instability. Gamers are experiencing constant need for game, but could not fully satisfy her. They live in a virtual world, setting their own rules.
This subculture is characterized by the presence of a specific language. Slang contains parts of other gamers doesn't include solutions such as: programmers, youth slang, mat, terms of different Sciences, words from foreign languages, etc. Symbols subculture of gamers is constantly modified, absorbing different characters from other subcultures, from various religious groups and youth musical currents up symbolism of socio-political movements. The gamers have a
PART II. SOCIAL TRANSFORMATIONS 138
three-tier hierarchy statuses: lamer, gamer, cheater [27]. The three-tiered system of gaming skills: user, programmer, hacker [28]; division into clans is a community of gamers on the level of professionalism, passion to one genre of games, etc.
Blogger is a person who maintains a blog (diary). Blog­online diary entries sorted by time and on a variety of subjects [29]. Bloggers tend to identify themselves as particular social group that has its own norms and values, which, however, are universal [30]. There are several motivations: entertainment itself by maintaining a blog, maintaining relationships with people, which could not be contacted in any other way, as well as the ability to express emotions through blog [31], documenting the lives of, collecting comments, opinions, a sense of deep emotion, wording ideas through writing their blog, creation of public forums to discuss any problems [32]. On the one hand, many bloggers perceived as personal blog space where they can write what they consider necessary. On the other hand, in practice, mention blogger in their posts information about working, personal opinions about employees or guide can cost him a workplace [33]. The most important characteristic of blogger is his age group, which depends on the level of education and the topics of the blog. Most bloggers were aged 16 to 24 years of age and, accordingly, had education at the college level and above. Issues and themes that users discuss in blogs, just differed depending on their age. Bloggers tend to live mainly in metropolitan cities, because there is a direct correlation between the number of population and the number of bloggers. For Russia, this trend just confirmed: according to the statistics service LiveJournal "of Russian­speaking segment of the users live in major cities such as Moscow, St. Petersburg, Ekaterinburg, Novosibirsk, Samara, Ufa, Kazan, Nizhny Novgorod, Perm and Krasnodar» [34].
An important feature of the blog is its popularity, how it will be comment. Aim is the acquisition of high symbolic status, which is determined by the popularity of posts and the number of "people". Blogs by themselves have a number of properties of the subculture-specific language and slang, channels of
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communication between the parties, the fixation system of group status. Blogging is a relatively new powerful means of communication, which effectively cancelled out the phenomenon of spontaneous Street "hangouts" [35].
Hackers-users of computer programs implementing actions aimed at unauthorized use of software or data. The purpose of the activity of hackers lies in achieving maximum productivity and sophistication of technological innovation. Russian hacker is the teen or man between the ages of 15–45 years are usually not played to the criminal responsibility of owning a computer range from beginner to professional level, diligent worker, but with high self-esteem, intolerant to ridicule with the loss of social status. It differs strongly pronounced individuality, usually secretly loves intimate work insociable [36]. A number of inherent motivations: longing for recognition - withdrawal from interaction, active aggression, performing the work, the original hacker, self-realization through educational actions, the actions of public acceptance in a group as recognition in society. The following group of hackers: "Jokers" - carry out hacking the computer system to achieve fame, is not likely to cause serious harm to the system to achieve fame and express themselves making various Visual-sound effects (music, shake or flip screen, drawing all kinds of pictures, etc.); "phreakers" ­carry out hacking telecommunication networks, connect to someone else's voice hardware using phone, computer, cellular and satellite networks for personal purposes and for enrichment; network hackers " - carry out Intranet Hacking in cognitive purposes to obtain information about the network topology used in them hardware and software tools and information resources, methods of protection; "the burglars are professionals" - carry out hacking the computer system to steal information stored there or tampering; "vandals" - carry out hacking the computer system for its destruction: damage and deletion of data, creation of viruses or "Trojan horses" [37].
According to M. Castells and P. Himanen hackers is a highly skilled computer professionals belonging to the technomeritocracy culture, characterized by a belief in the
PART II. SOCIAL TRANSFORMATIONS 140
inherent utility of scientific and technological development as a key component of human progress. Castells argues that hackers culture plays a major role in building the Internet, since it is a breeding ground for outstanding technological innovation thanks to the principles of cooperation and free communication. Himanen highlights important characteristics of hacker culture: values the joy of creativity, freedom and independence of the individual, freedom and full disclosure of information, creativity and development of cooperation in the community, credibility among peers [38]. Most hackers has an exceptionally high level of intelligence. High cognitive abilities simply necessary because for successful access to remote computers need a brilliant knowledge of telephone, computer hardware and systems. Hacker ethics includes two principles. First: the Declaration of freedom of information. Stresses that any available information should be distributed freely and be accessible to all. The second principle concerns the hacking programs: it is nothing immoral. Hackers themselves drew attention to the fact that the media create in society a negative stereotype of a hacker: he breaks the protection on computers and software creates viruses affecting the information. Mistakenly equate hacking with software piracy or fraud in e­business, because in the vast majority of cases the activities of hackers is not of a commercial nature and is not used for material benefit. In the past 6-8 years subculture of hackers began to change, splicing occurs hackers with various criminal groups, terrorist organizations has led to such concepts as a "cyberespionage", "kiberterror", "cyber crime" [39].
Imageboard and Anonymus. Major subculture is a youth, the age of which is difficult to judge on the specifics of the communication, which is anonymous. But Internet polls, show that the approximate age of 15 to 30 years. The Forum has many thematic sections (the Board, boards). The most popular is the/b/section (delirium), where you can create senseless or not suitable for topics in other sections of the threads (discussion).