Communication assistée par ordinateur

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Computer-mediated communication, commonly abbreviated as CMC, is a broad term that encompasses all forms of communication facilitated by digital technologie[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 médias sociaux[2], AI, and réalité virtuelle[1] communications.

Définitions des termes
1. réalité virtuelle. 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. médias sociaux. Les médias sociaux sont un terme général qui englobe une variété d'outils et de plateformes numériques qui facilitent le partage d'informations et la création de communautés virtuelles. Issus des premiers systèmes comme PLATO et ARPANET, ils ont évolué vers des plateformes modernes comme Facebook et Twitter. Ces plateformes offrent des caractéristiques uniques qui les différencient des médias traditionnels, notamment la possibilité pour les utilisateurs de générer du contenu et de s'engager dans une communication dialogique. Elles accueillent plus de 100 millions d'utilisateurs dans le monde et offrent différentes formes de services, telles que des applications de messagerie et des plateformes de création de contenu collaboratif. L'utilisation des médias sociaux a des répercussions considérables sur les individus, la société et les entreprises, influençant tout, des pratiques de marketing aux processus politiques. Cependant, elle est également associée à des préoccupations éthiques, telles que la diffusion de fausses informations et la dépendance potentielle.

Communication assistée par ordinateur (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., messagerie instantanée, courriel, 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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