Cyberspace and Social Computing
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1 Cyberspace and Social Computing Jianhua Ma MUSE Lab (Multimedia Ubiquitous Smart Environment) Faculty of Computer and Information Sciences, Hosei University, Japan URL:
2 Cyber & Cyber Space Cyber Cyber first appeared in the word cybernetics, coined by Norbert Wiener in his book of that name in Wiener derived it from the Greek for steersman and the idea of control is central to it Cyber Space William Gibson is best known for using it in his 1984 novel Neuromancer, but actually invented it two years previously in a short story in Omni Its original sense in Neuromancer was of electronic space as perceived by what we would now call virtual reality: the brain and senses were directly linked with the world of computers and communications and so could experience it as an actual landscape
3 Cyber & Cyber Space (cont.) (Obama, 2009) The globally-interconnected digital information and communications infrastructure known as cyberspace underpins almost every facet of modern society and provides critical support for the economy, civil infrastructure, public safety, and national security Cyber Space (General IT-related definition) A global domain within the information environment consisting of the interdependent networks of information technology infrastructures, including the Internet, telecommunications networks, computer systems, and embedded processors and controllers common to global control and communications
4 Computing on Cyber Space Internet/Web/Cyber Computing, Service Computing (SC) - Cross/Intersection of WbS, Semantic Web, P2P, Grid, EaaS, Cloud, etc. P2P Cloud EaaS/Cloud WbS SmW Grid SC - Service Computing Cyber Space Computer/Internet/Web
5 Cyber/Web Computing e-thing & e-activity in Cyber World In Cyber World on Cyber/Web spaces in digital/virtual form e-activity Cyber World e-thing Real Activity Physical World Physical Thing Web, WbS, SmW, Grid, P2P, EaaS, Cloud Computers & Networks/Internet
6 Technology Trends and u-things Two Fundamental Technology Trends Continuing miniaturization of devices (Moore s law, new material, nanotech., ) Available interconnections by ubiquitous/pervasive wired and wireless networks u-things: Physical things with some kind of Attachment, Embedment, Blending AEB of computers, sensors, tags, networks, and/or other devices 0.15x0.15 mm, Hitachi/06
7 Ubiquitous/Pervasive Networks u-things Internet/Web of Things
8 Ubiquitous/Pervasive Computing u-things in Physical/Real World In Real World on physical-cyber spaces in physical-digital form e-activity Cyber World e-thing Everyday Activity Physical World u-thing WbS, SmW, Grid, P2P, EaaS, Cloud Computers & Networks/Internet UC, ID, Context, Emb. Sys., etc. Sensor/M/NEMS, Comps & Per. Nets
9 Smart u-things - Essential Elements in Smart World with u-intelligence Smart Object (Smart u-object, Smartifact) - A physical object with AEB devices and some smartness/intelligence - Handheld, card, label, sensor, artifact, appliance, goods, furniture, textile, robot, Smart Space/Environment (Smart u-space/u-environment) - A physical spatial environment integrating smart u-objects &/ usual devices - Smart u-services via these objects/devices and their commun./cooperation Smart System (Smart u-system) Plant talks, IEEE Spectrum, May/09 Smart Grid, IEEE Spectrum, July/09 - May be a real system/network for management, monitoring, emergence, - May be a platform or middleware for smart u-objects/environments/services Ubicomp/Percomp Computing of Smart u-things Towards a Smart World and Ubiquitous Intelligence, JPCC, 1(1) March Smart u-things Challenging Real World Complexity, IPSJ Symp-S, No.19, st Int l Workshop on Ubiquitous Smart World (USW-05, Taiwan, March 2005) 2 nd Int l Sym on Ubiquitous Intelligence & Smart World (UISW-05, JP, Dec. 2005) 3 rd Int l Conf on Ubiquitous Intelligence & Computing (UIC06, China), UIC07 (HK) UIC08 (Norway), UIC09 (Australia), UIC10 (Xi an)
10 Relations of Computing and Worlds Co-found Int l Conference on Cyber Worlds in 2002 T.B-Lee Inform./Res. Sharing & Collaboration Districomp Virtual Real Moving Comp. Embedment & Context-aware M. Weiser (IDC) Webcomp Mobicomp Ubicomp (Percomp) (CW, digital/virtual) Cyber World Smart World Smart e-things Hyper World (HW) in Hyper Space (SW, physical/real) Smart u-things (Internet/Web of Things/Web3.0) Smart Planet, IBM (2008) Smart Ubiquitous Society (2009) Found Workshop on Ubiquitous Smart Worlds in 2004
11 Hyperspace Hyperspace = Cyber Space + Physical Space + Social Space Cyber computation, communication, and control that are discrete, logical, and switched Physical natural and human-made systems governed by the laws of physics and operating in continuous time Social socially produced space, serves as a tool of thoughts, action, mind, sense, interaction, communications, etc.
12 Social Space Social networks Cyber space Cyber networks Physical Space Physical networks
13 Social Space Social Comuting (Internet of People) u-human-computer Interface (BCI) Social networks Cyber networks Pervasive/Ubiquitous Intelligence (ubi-intelligence, u-intelligence) + Web/Cyber Intelligence Cyber Space U-Things (Internet of Things) u-systems/services Physical networks Physical Space
14 Hyperspace Social Space Application Management & Control Software Control Module Ambient interfaces Autonomous software agents Control Module Cognitive Intelligence Module Cyber Space Global Pervasive Network (Future Internet) Protocol module Content & Location Aware Routers Computation & Storage Network Connectivity & Computation Smart Public Space Hospital with Embedded Monitoring Physical Space From Sensors Virtualized physical world object Vehicles with Sensors & Wireless Autonomous Wireless Clusters ( ecosystems ) Robot Teams Multiple radio standards, Cognitive radios
15 Relations of Computing and Worlds Districomp Virtual Real T.B-Lee Inform./Res. Sharing & Collaboration Moving Comp. Embedment & Context-aware M. Weiser Co-found Int l Conference on Cyber Worlds in 2002 (IDC) Webcomp Mobicomp Smart e-things (CW, digital/virtual) Cyber World Smart World Hyper World HW, hyper/hybrid (Cyber+Phy+Social) Wksp on Cyber Physical & Social Computing, 7/2009 IEEE SocialCom, 8/2009 IEEE/ACM CPSCom2010 Ubicomp (Percomp) (SW, physical/real) Smart u-things Found Workshop on Ubiquitous Smart Worlds in 2004 Ubiquitous Intelligence & Computing (UIC) from 2006
16 The Social Trend of Cyber/Web The Cyber/Web is evolving to a social computing platform that can be viewed an ecosystem of social participation. The value of this ecosystem will be typically created by the aggregation of many individual user contributions.
17 Social Media/Space on Cyber/Web Social software and social middleware are emerging rapidly, and play more and more important roles in connecting people for their daily life and work.
18 Cyberspace and Social Space Converge Cyberspace Web Space Cyberspace increases the speed and force of social change. Social Computing Social forces shape technology development and custom applications. Social Space Human Space A social structure in which technology puts power in individuals and communities, not institutions
19 Social Computing (Wikipedia) Social computing is a general term for an area of computer science that is concerned with the intersection of social behavior and computational systems. (weaker sense) Social computing - supporting any sort of social behavior in or through computational systems. It is based on use of software and technology. Thus, blogs, , instant messaging, social network services, wikis, social bookmarking and other instances called social software. (stronger sense) Social computing supporting computations by groups of people, book The Wisdom of Crowds. Examples include collaborative filtering, online auctions, prediction markets, reputation systems, computational social choice, tagging, and verification games.
20 Social Computing (Wikipedia, cont.) Social computing begins with the observation that humans and human behavior are profoundly social. people are remarkably sensitive to the behavior of those around them, and make countless decisions that are shaped by their social context. The premise of social computing is that it is possible to design digital systems that support useful functionality by making socially produced information available to their users. Definition - Social Computing refers to systems that support the gathering, representation, processing, use, and dissemination of information that is distributed across social collectivities such as teams, communities, organizations, and markets.
21 Social and Cyber Interactions Increasingly used in entertainment and games. Typical systems : Interactive ground projection system Wii games Interaction of tangible object
22 SNS Profiles: Dashboards for Social Life
23 Tweet Wheel Tweet Wheel is a web-based visualization tool that shows your twitter contacts in a circular manner. It also shows how your contacts are connected with each other.
24 My Real Social Graph is Much More Complex
25 Converge of Cyber, Physical & Social Spaces Cyberspace Web Space Physical Space Real Space Hyper Space Social Space Human Space
26 Behavior Recognition Principle: continuously collecting data from micro accelerations which are carried with different parts of person, then using pattern recognition to identify user action. Sensors: carrying 5 accelerometers, where respectively locates at ankle, thigh, wrist, arm, waist. Experiment: recognizing 20 common activities in daily life MIT Media Lab 2004
27 Activity Recognition Typical Products Cell phones: iphone (equipped with accelerometer, light intensity sensor, vicinity sensor) Game console sweeping the world : Nintendo Wii (equipped with accelerometer, infrared sensor) Principle: Using sensors (accelerometer, infrared sensor, light intensity sensor, Microgyroscope, pressure sensor and etc.) with pattern recognition technology to identify user activities
28 Mining Reality (Sensing Social Networks) Better Social Service (Prediction and Proactive Service) identify distinct classes of behaviors resource management, transportation, and public health used for recycling company traffic monitoring, accidents, emergency health checkup is magically scheduled just as you begin to get sick the bus comes just as you get to the bus stop, and there is never a line of waiting at city hall Company building customer relationship,predicting consumer response Personalize recommendations and advertisements Personal Life Where is everybody like me right now Hot spot in night life
29 Mapping the People Market forces have caused an explosion in the number of Internet connected location-enabled devices: A government safety initiative, E-911, mandated that mobile phones must be locatable in case of an emergency call Massive demand for navigation services and real-time traffic information (Location data is everywhere. Cars, buses, taxis, mobile phones, cameras, and personal navigation devices all beacon their locations thanks to network-connected positioning technologies such as GPS, WiFi and cell tower triangulation.) understand and manage human groups, corporations, and entire societies; mining studies of voice, communications, and mobility, patterns GROUP BEHAVIOR VISUALIZATION One Day of Cell Tower IDs
30 Ibn Sina Humanoid Robots
31 Hyper World and Human Hyperworld (1995) - Hyperworld Modeling, Keynote in VIS, Melbourne, Feb (Kunii, Ma, Huang) - Its basic characteristic is direct mapping between virtual and real worlds via active devices including sensors, actuators, micro-machines, robots, etc A Study on a Hyperworld System of One-to-Many Interaction, ICAI 97 (Weiser s 1-to-m relationship) - Towards Direct Mapping between Information Worlds and Real Worlds, LNCS1306, 1997 Hyper World = Digital/Virtual Cyber World + Physical/Real Smart World How about human and human s existence in the hyper world? Hyperworld Web-Intelligence WI Brain Informatics BI e-service Cyber World Smart e-thing u-service Smart World Smart u-thing Ubi-Intelligence UI Cyber Individual CI Cyber-Physical-Social Spaces
32 THANK YOU 32
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