Computer-mediated communication

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Computer-mediated communication, commonly abbreviated as CMC, is a broad term that encompasses all forms of communication facilitated by digital technology[3]. It is divided into two types: synchronous, which happens in real-time (like video chats), and asynchronous, where communication doesn’t occur simultaneously (such as emails). CMC, studied across multiple disciplines, has a significant impact on how we form impressions and manage relationships, as it can overcome traditional boundaries of communication. It’s beneficial in contexts like language learning, allowing practice without geographical or time constraints and encouraging self-disclosure. However, it also has downsides, like the lack of nonverbal cues which can lead to misunderstandings. Criminals can misuse CMC, leading to the need for new legislative measures. As technology advances, CMC continues to shape our communication norms and identities, with future trends leaning towards more integrated social media[2], AI, and virtual reality[1] communications.

Terms definitions
1. virtual reality. Virtual reality, often abbreviated as VR, is a technology that simulates a user's physical presence in a digital environment. Originating as a term in the mid-1400s, the concept of VR has evolved significantly, with notable milestones including the development of the first head-mounted display and the Sensorama. Technological advancements over time have allowed VR to expand from medical and military applications to consumer use. Today, VR is widely employed across multiple industries such as healthcare, architecture, education, and entertainment. Despite facing challenges such as the closure of research labs and hardware development struggles, the field has seen significant innovations. Key aspects in VR technology include display resolution, image latency, and field of view, all crucial in creating immersive experiences. Various tools and technologies, like Virtual Reality Modelling Language (VRML), WebVR, and photogrammetry, are used to develop VR experiences. Hardware considerations for VR production often involve high frame rates, smartphone-based displays, and omnidirectional cameras.
2. social media. Social media is a broad term encompassing a variety of digital tools and platforms that facilitate the sharing of information and the creation of virtual communities. Emerging from early systems like PLATO and ARPANET, it has evolved into modern platforms like Facebook and Twitter. These platforms offer unique features that differentiate them from traditional media, including the ability for users to generate content and engage in dialogic communication. They cater to over 100 million users globally and offer different forms of services, such as messaging apps and collaborative content creation platforms. The use of social media has far-reaching impacts on individuals, society, and businesses, influencing everything from marketing practices to political processes. However, it's also associated with ethical concerns, such as the spread of misinformation and potential addiction.

Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. While the term has traditionally referred to those communications that occur via computer-mediated formats (e.g., instant messaging, email, chat rooms, online forums, social network services), it has also been applied to other forms of text-based interaction such as text messaging. Research on CMC focuses largely on the social effects of different computer-supported communication technologies. Many recent studies involve Internet-based social networking supported by social software.

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