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AN OVERVIEW OF THE RESEARCH AT
"THE EVERYDAY COMPUTING LAB" GEORGIA TECH
By
Shah Jamal Alam
A report submitted in partial fulfillment of the requirements for the CS Seminar
“Instrumented Spaces”
University of the Saarland
Summer – 2003
Acknowledgments
I would like to thank respected Prof. Wahlster, Dr. Butz and Christoph Endres
for the giving me the opportunity to participate in the seminar “Instrumented
Spaces” and present the talk. Also thanks to my seminar fellows for their
cooperation. Last but not the least; I am grateful to my family and ‘Khwarz’ for
the support and encouragement.
Abstract
We present in this report an introduction to what ‘everyday computing’ is within
the context of ubiquitous computing applications. The main objective is to
introduce to the readers the “Everyday Computing Lab” (ECL) at the Georgia
Tech, USA, its range of activities and a synopsis of its contemporary projects. We
focus on Social Net and SAORI; two research projects carried out at the ECL and
will discuss their salient features.
SJA
TABLE OF CONTENTS
Prologue............................................................................................................1 ‘Everyday Computing’ What it is all about.............................................................................................4 The Everyday Computing Lab, Georgia Tech An Introduction.................................................................................................6 Office & Communication Projects.....................................................................8 Social Implications & Home Projects...............................................................12 Social Net : An interest-matching application .....................................................15 SAORI: A system based on trust-networks.......................................................21 Epilogue..........................................................................................................25 References.......................................................................................................26
1
PROLOGUE
We are now in the era which Mark Weiser described as the third paradigm in
computing ubiquitous computing (Ubicomp) where the challenges of invisible technology
lie in the design of artifacts focused on human factors and user interfaces. What he and
other pioneers of Ubicomp had envisioned was nothing but augmented reality where
the existing technology is applied to cheap and easy-to-handle physical devices; one
person served by tiny but many computers.
Almost three centuries ago Charles Babbage dreamt of a computing machine whose
purpose was to provide both trouble-free and trust-worthy applications, serving the
human beings and facilitating them in their daily life routines. In the first half of the
twentieth century, Alan Turing who pioneered computing science, proved the
realizations of such machines would not just mean crunching numbers, but what he
envisaged was computers involved in activities that could replace humans in
performing specific if not all tasks. Computing science and the industry was fortunate,
thanks to the people from academia and the colossal advancements in the field of
information technology; Babbage’s idea has long ago became a reality.
One other visionary whose seminal article ‘As We May Think’ published in the 1905s,
was Vannevar Bush; perhaps the first to have perceived the idea of everyday
computing presenting its crux, albeit it was highly restricted given the technological
backwardness of that time. Bush gave the idea of memex which was an imaginary
mechanized device that captured an individual’s activities (both audio and visual),
maintained the bookshelf and office files and links her to the outer-world via smart
interfaces. The idea revolved around how one could achieve better techniques and
faster devices so that what was recorded could be returned quickly on demand. To
elucidate his idea, Bush presented a desk metaphor which looked as ordinary office
2
furniture but was equipped with visual interfaces for reading, a keyboard, levers and
some buttons; well-integrated to the environment. That was one of the earliest
metaphors for intelligently-designed environments.
Figure 1: Bush's Idea of everyday computing (Source Jim Gray, Microsoft Research)
Back from our detour of the historic developments, we land in the mid 1990s when
Mark Weiser at the Xerox Parc™, coined the term ‘ubiquitous computing’ and was
phenomenal in laying down its key principles. It was the dawn of ubiquitous
computing; a discipline that at present umbrella a gamut of development ranging from
miniature personal devices, digital tablets, to full-sized whiteboards. Ubicomp
addresses the challenges of designing natural interfaces, applications that are aware of
the context and easily interface with the physical and the computational environment
and lastly the acquisition live experiences and their universal accesses, something
Vannevar Bush proposed in the 1950s.
3
The following graph showed Weiser’s anticipation regarding the demand of Ubicomp
applications; though it might be too ambitious prediction, the recent growth in the
number of Ubicomp researchers worldwide and the now-available commercial devices,
makes this forecast reasonable satisfactorily.
Figure 2: Mark Weiser's prediction for the growth in Ubicomp applications’ demand
A just review of the recent advancements in the area of Ubicomp could easily take
volumes of careful research. Research in Ubicomp are presented at dozens of
conferences held every year; there are dedicated journals, special interest groups and
magazines published by world’s largest communities of computer scientists such as the
Association for Computing Machinery and the Computer Society of the IEEE etc. For
a review on recent developments, review by (Mynatt et al 2000) is recommended. We
however, would focus on a sub-discipline of Ubicomp, “everyday computing” followed by
a review to the Everyday Computing Lab at Georgia Tech in the subsequent sections.
4
EVERYDAY COMPUTING WHAT IT IS ALL ABOUT
A new dimension in Ubicomp was posit by the researchers at the Future Computing
Environments Group at the Georgia Tech very recently, ‘everyday computing’ that
emerges from considering the consequences of scaling Ubicomp applications with
respect to time; the prime motivation to build applications that support daily activities
which are inherently unstructured and informal. Time is presented as the key
parameter engulfed with providing continuous demands in a constantly present
computing environment in order to manage administering tasks, communication issues
etc, well-adaptive to varying time lags.
Horizon of ‘Everyday Computing’ research
One major issue in everyday computing is how information be represented at different
levels of human attention. The focus is on design of auxiliary interfaces operating at
different levels based on the user’s current activity or what is on the backdrop of the
user’s preferences. Evidently, design of such interfaces call for continuously available
interface that abridge the gap between the real world and virtual worlds, assimilating
into the physical environment.
Another significant challenge is providing support for ‘opportunistic behavior’ in
existing Human-Computer-Interface (HCI) designs. Since there is more than one
modus operandi in understanding our expectations from computing especially in the
day-to-day activities, everyday computing emphasizes in interrogation from users and
learning user’s requirements. This remains as an on-going effort since its inception.
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Principles of everyday computing
Everyday computing applications are best characterized by the fact that in most cases
there is no clear-cut beginning and termination. The applications are available without
being switched on or off, working passively in a pervasive environment.
Although the tenets of everyday computing describe the activities as continuous,
expecting interrupts is fundamental. Everyday computing therefore calls modeling
interaction as a sequence of steps so that once interruption, resumption of an activity
begins from the state prior to interruption. This approach also helps in pointing out
the interruption, facilitating the user by reminding of unaccomplished tasks.
Information is acquired both visually and audio and is en masse associatively. Such
‘associative models’ are because that information stored is manipulated and
represented in different contexts depending upon the time of request. Time
henceforth plays the key role in everyday computing. As we’ve presented in this report,
the core issue is augmenting ubiquitous computing with scalability with respect to
time.
This finishes our introduction to the background relevant to the purpose of this
report.
6
THE “EVERYDAY COMPUTING LAB” GEORGIA INSITUTE OF TECHNOLOGY (USA)
Prelude of the Everyday Computing Lab
The ECL1 is one of the research units of the “Future Computing Environments”
group at the Computer Science Division of the Georgia Tech and works in
collaboration with its other units such as the “Aware Home” group etc. The current
leader of the lab, Prof. Elizabeth Mynatt was associated with the Xerox PARC prior to
her joining the lab; the opportunity of working with Mark Weiser2 for nearly three
years has greatly influenced the research projects carried out at the ECL. Currently,
there are around two dozen full-time researchers and graduate students involved in
various research projects and have contributed to quite a few publications.
Research areas and objectives
Sociological issues in as consequences to Ubicomp applications and finding new
metaphors in the domain of social interactions are the nitty-gritty of the many projects
by the ECL. Among the metaphors used are providing normal life-like environment to
ageing people by reliving their past memories, enabling the senior citizens to
communicate easily with members of family and friends.
Natural interfaces such as freeform ink, audio sensors, intelligent whiteboards, and
auxiliary displays have been designed and linked with the physical environment.
Another area of interest of the ECL researchers is providing convenient periphery for
1 ECL is the publicly used abbreviation by the Everyday Computing Lab at Georgia Tech.
2 (Late) Mark Weiser, Chief Technologist of the Xerox PARC, arguably the pioneer of ubiquitous computing.
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sharing knowledge (at different levels of privacy) over networks. Consequently
inherent to these research directions lead to investigation in dealing with the issues of
trust, privacy and reliability of Ubicomp applications employed with the ‘everyday
computing’ perspective.
Current projects: An overview
ECL segments their projects into several categories depending mostly on the basis of
the people involved in them. We nonetheless classify their projects and research into
two broader areas of Social Involvement & Home Projects 1 and Office & Communication
Projects. The former deals with the human-human interactions in terms of interest-
matching and business applications as well as design of applications that provide
instrumented environment in homes particularly in kitchens and making health-care
and comfort available for the old. The latter, on the other hand cover projects
providing better visual aids in offices, management of activities and intelligent
scheduling systems, smart messaging etc.
1 This classification is done for the sake of clarity in presenting before the reader the basic theme of research. It’s not
endorsed by the ECL.
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OFFICE & COMMUNICATION PROJECTS
The research projects are applications in the domain of office design, collaboration
between coworkers, and communication over the network along with inspirational
designs for presentations etc.
Below is the list of these projects (in chronological order with respect to their maiden
publications); reader may note that we are interested in the ongoing and recent
projects.
• Kimura (Hansen et al. 2001): Augmenting current office with enhanced
environment in the spirit of office of the future projects. The aim is to support
offices with passive interfaces that supplement to work areas, and provide
smooth flow of activities.
• Augur (Tullio et al. 2002): A groupware calendar system that supports
personal calendaring incorporates probabilistic models of user-attendance,
discovery of shared events and generate calendar visualizations facilitating
inter-personnel communicational.
• Instant Messaging (Voida et al. 2002): An instant-messaging client is
developed that supports visual messaging together with conventional
messaging. The prime object is to investigate the importance of context in
interaction. Best practices for incorporating context to support lightweight
communication in instant messaging are explored.
• Semi Public Displays (Huang et al. 2002): Unlike public display applications,
this project centers on displays that include focal information among members
of a group who are fairly aware of each other.
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KIMURA: An augmented office environment
Kimura, is the ECL research project concerning with the idea of designing office of
the future closed environment. The objective is to introduce additional visual
peripherals, concordantly bifurcating user’s visual-interface into two components
namely, focal display and peripheral display. The former as the name suggest is
conventional desktop interface; nevertheless Kimura monitors and stores information
about the user’s ongoing activities, frequency of applications usages, preferences
depending upon deadlines etc. Peripheral displays are realized by montages [French män-
‘täzh: which is a composite photograph or piece of art set by combining several
separate (different) pictures or strips], which function similar to their literal meaning.
They are compositions of hypermedia providing context information via visualization
about user’s activities such as print jobs etc. Montages in an office environment are
related to each other in terms of spatial, temporal and associative linkages. For
example, visual “cards” which the user can manipulate with the most important on top
of ‘deck’; users may also add annotations to montages.
The figure below shows montages functioning in an office. On next page, the figure
illustrates Kimura in a nutshell. The system architecture comprises of desktop
monitoring, peripheral displays and interactions within the montages, monitoring of
user’s current context and using inference techniques to interpret the context.
Figure 3: Kimura integrated with desktop and variety of physical and virtual sensors. (Source: ECL)
10
AUGUR: An intelligent groupware calendaring system
The system supports personal scheduling activities but the highlight is its inherent
feature of predictive user models, discovery of shared events and novel visualizations
well-supported by interpersonal communication.
In essence the system consists of central RDBMS whereby it receives user’s calendar
data from palm devices and enhanced with the attendance likelihood based on
Bayesian inference system which alerts events scheduled together with colleagues.
Furthermore, each user possesses a copy of the network capable of learning colleagues’
attendance habits and preferences. Figure 4 on next page illustrates the system design.
The user model exploits support vector machines (SVM) models for the classification
of data which are better suited when the classification hyper plane is non-linear.
Figure 4: Block architecture of Kimura showing all components interacting. (Source: ECL)
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Ongoing work on this project aims at defining multiple versions of the Bayesian
network due to the fact users employ different activity patterns in different scenarios.
Another improvement in progress is to develop interactive visualizations that allow
users to quickly perform training of the model for the SVM.
INSTANT MESSAGING
Besides development of a modern messaging client that supporting visual communications, the project contributes to conveying context through it. This conveying of context is supported through lightweight communication. Another significant contribution is the investigation of tension in communication which is precedent to blurring of communicative conventions, especially when it matters to persistence and synchronicity. This research proposes a design space for exploring many potential resolutions to such tensions.
Figure 5: Augur System Diagram (Source: Tullio et al. 2002)
12
SOCIAL IMPLICATIONS & HOME PROJECTS
Finding new metaphors for social interactions is the crucial area of research at the
ECL. The prime goal in designing such applications is to invent and better
comprehend an effective everyday symbiosis between humans and the emergence of
ubiquitous computing. Since social interactions and their implications depend heavily
on the large scales of time, everyday computing is the ideal channel to work through.
To broaden this spectrum, the ECL collaborates with other units of the Future
Computing Environment Group in its home projects, helping the senior citizens to
cope with the problems of ageing and providing them typical home-like environment.
The main projects in the above category are listed as,
• Digital Family Portrait (Mynatt et al. 2001): Providing qualitative
visualizations of a family member(s) daily life.
• Dude’s Magic Box and Grandma’s Lap desk (Siio et al. 2002): A novel
interaction device that supports lightweight communication between
individuals; so simple so that a grandma can easily communicate with toddler
grandchildren.
• Social Net (Terry et al. 2002): An interest matching application.
• SAORI (Goecks et al. 2002): A system based on personalized trust networks.
• Other projects are cook’s collage, dealing with mental disorder etc.
13
DIGITAL FAMILY PORTRAITS
J. K. Rowling was perhaps the first who introduced in her bestseller novel Harry Potter
and the Philosopher’s Stone (Rowling 1997) the concept of albums in which one could
see moving portraits of celebrities and others. This project however is mainly
concerned with the main fact that most adults (in United States, in particular) move to
caretaking-homes or usually limited of communication due to the age handicap.
It’s also a social problem that senior citizens are usually concerned about knowing the
well-beings and whereabouts of family members and closed friends. This project
designs ordinary -like portraits hung on the wall; however, the frames are not static,
instead equipped with lightweight devices that keep on changing frames reflecting a
kin’s daily activities. The design provides qualitative view keeping intact the privacy of
the individual portrayed. The frames keep history of events and provide visualizations
that are appropriate emotionally.
As seen in the above figure, the icons around the portrait capture health-and-
environment, emotions, and number of events in the history. Time is represented with
the band closest to the portrait as current day and the bands surrounding it average of
past (say) three activities. To reinforce the idea that time passes as one view the outer
portions of the frame, the background of each band gets progressively darker and
narrower, and the icons diminish in size.
Figure 6: Examples of Digital Family Portraits
14
DUDE’S MAGIC BOX AND GRAND MA’S LAP DESK
The crux of this project is to enable senior adults nurture their grandchildren who are
very young. The metaphor for this grandparents and their toddlers’ interaction is
realized with the home furniture. The prototype designed is a drawer which is
equipped with a lightweight processor and has halogen lamps fitted into the drawer.
Grandchildren send pictures, voices, place questions through the ‘Dude’s box’ using
touch-sensitive screen. On the other side, grandparents have ‘Lap Desk’ that receives
images, and other media. The images are annotated with voices and returned to the
young ones.
Currently, research at the ECL are aiming at design of more such prototypes and small
articles commonly found in homes and appropriate to install invisible computers.
Peek-A-Drawer is currently designed in a manner that is completely symmetrical.
Since the needs and capabilities of a grandchild are quite different than those of a
grandparent we are currently extending this prototype to accommodate these
differences.
Figure 7: Peek-a-drawer enabling cross-generational communication. (Source ECL)
15
SOCIAL NET AN INTEREST-MATCHING APPLICATION
OBJECTIVE
The sociological theories provide evidence that people have specific patterns of
collocation based on their social instincts and socio-economic circumstances. These
patterns of proximity over time are analyzed to infer potentially shared interests
without identifying those interests.
BACKGROUND
In the mid 1970s, famous sociologist Bib Latané proposed his “Theory of Social
Impact” which claimed that the two (or more) individuals influence each other, in each
other activities and share common interests. The influence is a measure primarily of
the Euclidean distance between and several other parameters. Later models by Nowak
et al. provide strong evidence of the influence of social proximity of individuals.
BASIC INFRASTRUCTURE
Before we discuss the basic mechanism of this application, we introduce the basic
architecture on which the application runs.
The design exploits P2P (Peer-to-Peer) technology as the influence of two individuals
is always a symmetric relationship. Moreover, P2P devices are cheaper, easily available
and have been reliable. What is important is that they provide natural interface for
16
representing the digital representation of the owner of the device through the physical
space ensuring anonymity. The ECL researchers describe such extension of the current
realm in P2P devices as Portable Digital Proxy (PDP) devices.
PDP are best suited in detecting peers (other individuals) in the vicinity, thus follow
the opportunistic design principle of everyday computing. Users are able to exchange
information and are able to have instantaneous interaction on detection of presence of
peers. One-to-One interaction is the central design feature of PDP applications.
The hardware used is generally consisting of a RF transceiver with the range of
approximately 10-12 feet. The researchers at the ECL used for social net, the
Cybiko™ devices.
Lovegety™: An example of PDP that did not work as expected Introduced in 1998 by Erfolg Inc® the device was advertised to be the solution for
countering the problem of embarrassment of people who want to come closer to the
opposite sex. Came in two versions for female and male, it supported “chat”,
“karaoke” features; these units would beep, and signal when a person belonging to
opposite sex is detected with similar settings of interests etc. As expected, the
machines sale reached to millions in the year of its inception.
Nevertheless, the application suffered crash as it suggested matching that resulted in
highly embarrassing situations for example senior adults matched to young teens, and
vice versa etc. Scalability was the main problem that caused the failure.
Figure 8: Lovegety™ devices; pink for female and blue for male
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UNDERLYING PRINCIPLES OF SOCIAL NET
The idea realized by Terry et al was to exploit the previously mentioned features of
PDP devices and utilize knowledge of social networks that each person possess and
keep in focus the temporal aspects in scalability issues. Further sociological issues such
as maintaining buddy lists, and introducing trust and accountability etc were also
considered.
The above diagram shows what normally happens in our daily lives. Supposing there
are three individuals A, B and C. Initially B is a friend or acquaintance of both A and
C. Since they share common friend, it’s likely or even otherwise say, A and C
collocated with each other frequently. The always-on PDP device recognizes this
frequent interaction and later generates for B a suggestion to introduce both A and C
to each other to build a closer friendship network.
THE APPLICATION
As mentioned earlier, the Cybiko™ devices shown on next page were used by Tullio et
al. The Social Net application maintain unique identifier (ID) of the owner of the
device, list of friends or buddies of individuals acknowledged as closed, history of
encounter records. Of course, ‘brush’ encounters are not recorded. The application
works on an algorithm that uses a threshold function resulting in suggestion to
possible intimacy.
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HOW IT WORKS
The perpetual broadcast of presence of user is always a symmetric process. This
enables to maintain integrity of user’s privacy and ensure the information exchanged is
not exploited by a single individual. When the device encounters presence of strangers,
depending upon their encounters, it maintains the timestamps and duration of
encounters in the “encounters list”. This is illustrated in the following diagram.
Figure 9: Cybiko™ devices on which Social Net was tested and demonstrated
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ALGORITHM FOR THRESHOLD FUNCTION
The threshold function was used as intuitive and simple function. As reported in the
empirical analysis, modeling of an inverse relationship between duration of encounters
and their frequencies was the basis of the function. The idea is to capture infrequent,
but meaningful and long encounter, e.g., weekly social gatherings; also more frequent,
“bursty” encounters, e.g. at lunch, coffee-breaks etc.
The function used initially was
Where x is frequency of encounters and y, duration of encounters in (say) minutes
Pre-Conditions:
a. Minimum number of encounters must be 2.
b. Duration of encounters must be at least 10 minutes long.
Procedure: Given input of N, a set of n encounters.
1. ∀x∈N, If y ≥ 16n -1+2, Then N passes threshold function.
2. Else, (given Z some combination of n-1 encounters)
a. If ∃Z s.t. ∀z∈Z, , y ≥ 16(n-1) -1+2, Then Z passes test.
b. Else n ß n-1
i. Decrement n
ii. If n = 1, test fails; return.
iii. Else, repeat Procedure.
2,216 1 ≥+≥ − xxy
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WHEN TO SUGGEST AN INTRODUCTION
Following meeting the threshold function’s criteria, the basic expectation is that the
IDs of strangers of which the criteria are fulfilled are likely to share common interests
with the owner of the application.
Subsequently, the list of unknown IDs is passed to those in the friends list of the user
and the Friend’s device matches the passed list with her friends’ list. On fetching of
names that match, the now mutual friend is suggested by the application to introduce
the two. This friend is the “Human in the loop”.
MEASURES OF PROXIMITY
The researchers define three dimensions of proximity namely spatial, temporal and
social proximity over the network. The first focuses on how people collocate and
exploits necessities for people to remain physically near. Spatial proximity assumes that
activities and interests are shared when the set of encounters pass the test. Temporal
proximity measures patterns of interactions over time especially the time of encounter
such as when was the encounter e.g. time of day, day of week, etc.
Social proximity is in its crux based on the concept of “human in the loop” the mutual
friend. The human provides the social filter as studies have shown that People decide
better if introduction of two individuals is appropriate and determine best way of get-
together. This measure reduces number of potential introductions by requiring mutual
friend. The social filter implicitly introduces elements of trust and accountability.
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SAORI PRIVACY MANAGEMENT IN SOCIAL CONTEXT
INTRODUCTION
SAORI is a research project that is now integrated with several other Ubicomp
applications and has been reported by the researchers to solve many issues regarding
accountability, trust and reputation in everyday computing.
The motivation behind the project is given by the following quote from Goecks et al.
“…protecting one's privacy is not so much about what information is shared but
about who that information is shared with and when it is shared”.
The system defines Trust-Networks: based on individual’s social network and build upon
them Personalized Reputation System.
We first define the notion of reputation and prior to it what trust is.
Trust: An individual’s trust is the degree of belief that, for a particular situation, an
entity (an individual or a system) has the capacity to harm the individual but is not
expected to exercise this capacity.
Reputation: An entity’s reputation is some notion or report of its propensity to fulfill
the trust placed in it (during a particular situation); its reputation is created through
feedback from individuals who have previously interacted with the entity.
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TRUST NETWORKS
Trust networks are social networks that constitute of an interconnected structure of a
person’s relationship within a community with the individual as the focal node. The
following figure explains pictorially this idea.
Need for such networks arise in online reputation systems such as BBB™, eBay™ etc.,
where a user interested in doing business or buying something online, has to trust on
the feedback of hundreds and sometimes thousands of individuals who are unknown
to the user. From the sociological point of view, people give more weight age to the
advice of those who are near to them socially; these kinds of advices are known in the
jargon of sociology as “word-of-mouth”. Interestingly, this leads to a paradoxical
situation in which ‘word-of-mouth’ are highly values yet they often have very few data
points; on the contrary reputation systems have large data points as samples but are
quite a less reliable.
Researchers at the ECL resolve this by building personalized reputation systems over
the trust-networks, which we discuss next.
Figure 10: A simple personalized trust-network (Source: Geocks et al.,2002)
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PERSONALIZED REPUTATION SYSTEMS (PRS)
We defined what is meant by reputation, now the underlying principle is given by
Geocks et al as:
“People usually not value reputation-systems (which rely on thousands of users’
feedback) as they are unable to asses the trustworthiness of the others. Design of a
personalized is therefore called for.”
The personalized reputation system developed at the ECL weighs an entity’s
reputation based on the user’s trust-network. Essentially, the working is similar word-
of-mouth reputation.
The authors report the following simple scenario that explains the system well:
Consider a simple, qualitative example. Imagine that a user trusts person A and person B, but doesn’t know nor trust person C or person D. Now assume that all four individuals have provided feedback about an entity; persons A and B provided positive feedback, but persons C and D provided negative feedback. In a normal reputation system, the entity’s reputation would be neutral and the user wouldn’t be able to determine whether to trust the entity. However, a PRS would generate a positive reputation for the entity by weighing the feedback of persons A and B more heavily than the feedback of persons C and D. In the next section we discuss a system that enables users to manage their personal information in a Ubicomp environment using trust networks and a PRS.
Currently, the PRS is integrated with Augur which is introduced in the precedent pages
of the report.
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MANAGING PRIVACY
To provide privacy in the PRS, data for PRS is taken from Augur to build the user’s
trust-network. The theme is to build the PRS of user when an individual requests the
user’s information or an advice in a business environment. This network gets
connected to each individual on the user’s trust list which then connects the individual
to those on the individual’s trust-list for each individual on the user’s network.
To map the ‘degree of trust’ to user’s to the type of information user shares with
colleagues in Augur, the authors proposed the following layers of trust the user can
have in a corporate environment.
Degree of trust Shared Personal Information
Very much E.g. Calendar events and
likelihood of a person to attend
an event.
Somewhat Calendar events only
Little Availability
Distrust (Not at all) None
Once the PRS is built, the system performs network analysis to infer an individual’s
reputation.
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EPILOGUE
Social concerns such as privacy, trust, reputation are pivotal in design of everyday
computing systems. Another issue is scalability in which applications such as those
dedicated for interest-matching breakdown when every individual has a device in their
hand in a closed space. In case of social net, the authors have reported that the
threshold function showed adequate during experiments. One design flaw that was
observed later was two persons introduced not always add each other as friends
Moreover tests revealed users’ concern over physical tracking; however, decentralized
design relieved users from tracking-fear. For PRS, rules-of-the-game is still in progress
and more realistic models call for. One advantage the PRS does provide is the
flexibility for users to maintain their privacy policy.
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