Announcing the Winners of the “Social Computing in 2020″ Competition

The Transliteracies Project and the UCSB Social Computing Group are pleased to announce the winners of the Bluesky Innovation Competition on “Social Computing in 2020.”

The worldwide contest was designed to engage undergraduate and graduate students in the newly emerging, interdisciplinary field of “social computing.” Participants were encouraged to imagine how society and technology will interact 10 to 20 years from now – far enough in the future to stretch our imagination of technology, yet near enough to be plausible.

Contest entries consisted of a description of the envisioned technology as well as an imaginative realization, embodiment, or illustration of the idea. The entries were judged on the basis of creativity, understanding of technology and society, explanatory clarity and organization of the description, and the quality of the imaginative realization, embodiment, or illustration. (See the original contest announcement.)

The Winners:

First Prize ($3,000): “SENSe” by Karen Tanenbaum and Joshua Tanenbaum
, graduate students, School of Interactive Arts and Technology, Simon Fraser University

Second Prize ($1,000): “Experiential Skin Diving” by Daniel Luis Kamakura, undergraduate, English major, Duke University

Third Prize ($500): “Anatomical Analytics” by Chris Castiglione, graduate student, New Media Programme, University of Amsterdam

Honorable Mentions:

The contest committee would like to also recognize these outstanding Honorable Mentions:

Please see the full Winners Announcement for more information.

Update 5/1/09: We are pleased to announce that the winners of The Bluesky Innovation Competition on “Social Computing in 2020” have been determined.  Please stay tuned – an announcement with the winners and project details will be posted soon.

The University of California Transliteracies Project and UC Santa Barbara Social Computing Group announce the “Social Computing in 2020″ Bluesky Innovation Competition. What will social computing technologies and practices be like in the year 2020?

  • Eligible: Undergraduate or graduate students anywhere in the world.
  • Awards: 1st prize, $3000 USD; 2nd prize, $1000, 3rd prize, $500.
  • Submission Format: Description of an idea + Imaginative realization, embodiment, or illustration of the idea in a variety of possible formats (e.g., an essay, story, script, application sketch, fictional business plan, etc.).
  • Deadline: January 30, 2009.
  • Full Competition Announcement: Guidelines & Submission Details

Students from any discipline–humanities, arts, social sciences, computer science, engineering, etc.–are encouraged to apply. The competition emphasizes visionary, thoughtful, or critical concepts rather than technical knowledge as such.

For more information, see the full competition announcement.
Inquiries may be directed by email to socialcomputing(at)lsmail.ucsb.edu.

Social Computing in 2020 Honorable Mention: “Mexican Laser Light Extravaganza” by Justin Andrew Gutierrez

About the Author:
Justin Andrew Gutierrez is an undergraduate in the Interdisciplinary Computing in the Arts / Music program at UC San Diego. Gutierrez expects to receive his degree in 2009. Read More »

Social Computing in 2020 Honorable Mention: “Continuous Media Mobilities” by Jordan Kraemer

About the Author:
Jordan Kraemer is pursuing a PhD in Cultural Anthropology at the University of California, Irvine. Her dissertation project deals with new media and spatial scalemaking in Berlin. Prior to graduate study, Kraemer worked as a graphic designer and web producer. Read More »

Social Computing in 2020 Honorable Mention: “Virtual Health Centers” by Mariano Mora-McGinity

About the Author:
Mariano Mora McGinity was born in Newcastle‐upon‐Tyne (UK) and raised in the UK and Spain. McGinity holds degrees in Composition (Musikhochschule Düsseldorf), Guitar (Real Conservatorio Superior de Madrid), Philosophy (UNED University Madrid) and Journalism (Universidad Complutense, Madrid). McGinity is currently studying a PhD in the Media Arts and Technology department at the University of California, Santa Barbara. Read More »

Social Computing in 2020 Third Prize Winner: “Anatomical Analytics by Chris Castiglione

About the Author: Chris Castiglione is a New Media student in the graduate program at the University of Amsterdam. He holds a bachelor’s degree in Media Arts and Design from James Madison University. Over the past few years he has lived in Amsterdam, Washington DC, New York City, Osaka and London, studying and working in the field of New Media. Since 2000 he has been involved in various music projects including his latest work, Dance At The Postoffice, and the ‘free music’ blog musicNeutral. Recently, he has been writing and researching issues concerning the influence of non-commercial content and piracy on the creative industries. Read More »

Social Computing in 2020 Second Prize Winner: Experiential Skin Diving by Daniel Luis Kamakura

About the Author: Daniel Kamakura is a rising undergraduate senior at Duke University, with aspirations of going to medical school and becoming a published science fiction writer. Having been an amateur writer since 5th grade, the Bluesky “Social Computing in 2020″ Competition is his first submission to a mainstream creative competition. He is currently studying for his MCATs in August, working on the manuscript of his first, full-length science fiction novel, as well as searching for an artist to assist in a possible graphic novel tie-in. He hopes to complete both projects—including matriculation to medical school—some time before the year 2020, and eagerly looks forward to his first “Skin Diving” experience. Read More »

Social Computing in 2020 First Prize Winner: “SENSe” by Karen Tanenbaum & Joshua Tanenbaum

About the Authors:Karen & Joshua Tanenbaum are both PhD students at Simon Fraser University’s School of Interactive Arts & Technology. Joshua is currently investigating interactive storytelling and games in the SFU SIAT EMIIE Lab under the supervision of Magy Seif El-Nasr and Jim Bizzocchi. His primary research is an investigation of narrative meaning in games and interactive media, however he also writes on embodiment in game interfaces, virtual worlds, and agency and performance in games. Karen is exploring user modeling and ambient intelligence for ubiquitous computing spaces under the supervision of Marek Hatala in the Laboratory for Ontological Research. Her research projects include work on sustainable design, tangible and tabletop computing systems, and expert recommender systems. They are currently collaborating on a research project called TUNE: Tangible Ubiquitous Narrative Environment, a physical storytelling space that responds to the actions and preferences of the reader. Read More »

“Social Computing in 2020″ Contest Winners

The Transliteracies Project and the UCSB Social Computing Group are pleased to announce the winners of the Bluesky Innovation Competition on “Social Computing in 2020.”

The worldwide contest was designed to engage undergraduate and graduate students in the newly emerging, interdisciplinary field of “social computing.” Participants were encouraged to imagine how society and technology will interact 10 to 20 years from now – far enough in the future to stretch our imagination of technology, yet near enough to be plausible. Read More »

What is Social Computing?

The social potential of computer networks has come to the fore through the rapid development of such network applications as wikis, blogs, social networking sites, social bookmarking sites, and online collaborative editing suites that encourage people to engage in collective resource-building, action, and work. But most of the focus in industry and the academy has been on discrete technologies, applications, protocols, and interfaces (e.g., Facebook, Wikipedia, Flickr, blogs, etc.). When the overall relations between particular technologies and particular social phenomena are addressed at all, they have usually been generalized under such catch-all concepts as “Web 2.0” or “the wisdom of crowds.”

In fact, a whole new field of integrated, interdisciplinary research in digital media has emerged that requires innovative thinking across the disciplines of engineering, computer science, social science, the humanities, and the arts. This new field is social computing.

Definition: Social computing is the use of technology in networked communication systems by communities of people for one or more goals.

— From the working papers of the UCSB Social Computing Group.