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Cyberspace and Social Computing
Jianhua Ma
MUSE Lab (Multimedia Ubiquitous Smart Environment)
Faculty of Computer and Information Sciences, Hosei University, Japan
URL: http://cis.k.hosei.ac.jp/~jianhua/
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Cyber & Cyber Space
• Cyber
– Cyber first appeared in the word cybernetics, coined by Norbert Wiener in his book of that name in 1948. 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
http://en.wikipedia.org/wiki/Cyberhttp://en.wikipedia.org/wiki/Cyberneticshttp://en.wikipedia.org/wiki/Neuromancer
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– (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
Cyber & Cyber Space (cont.)
http://en.wikipedia.org/wiki/Cyberspace
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Computing on Cyber Space
• Internet/Web/Cyber Computing, Service Computing (SC)- Cross/Intersection of WbS, Semantic Web, P2P, Grid, EaaS, Cloud, etc.
Cloud
P2P Grid
Cyber Space
Computer/Internet/Web
SC - Service Computing
EaaS/Cloud
WbS
SmW
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Cyber/Web Computing
e-Thing & e-Activity in Cyber World
In Cyber World on Cyber/Web spaces in digital/virtual form
Computers & Networks/Internet
Web, WbS, SmW, Grid, P2P, EaaS, Cloud
e-Thing
e-Activity
Cyber World Physical World
Physical Thing
Real Activity
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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
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Ubiquitous/Pervasive Networks
u-Things Internet/Web of Things
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Ubiquitous/Pervasive Computing
u-Things in Physical/Real World
Physical World
u-Thing
Everyday Activity
Sensor/M/NEMS, Comps & Per. Nets
UC, ID, Context, Emb. Sys., etc.
In Real World on physical-cyber spaces in physical-digital form
e-Thing
e-Activity
Cyber World
Computers & Networks/Internet
WbS, SmW, Grid, P2P, EaaS, Cloud
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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)- 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-ThingsTowards a Smart World and Ubiquitous Intelligence, JPCC, 1(1) March 2005.
Smart u-Things – Challenging Real World Complexity, IPSJ Symp-S, No.19, 2005
1st Int’l Workshop on Ubiquitous Smart World (USW-05, Taiwan, March 2005)2nd Int’l Sym on Ubiquitous Intelligence & Smart World (UISW-05, JP, Dec. 2005)3rd Int’l Conf on Ubiquitous Intelligence & Computing (UIC06, China), UIC07 (HK)
UIC08 (Norway), UIC09 (Australia), UIC10 (Xi’an)
Plant talks, IEEE Spectrum, May/09
Smart Grid, IEEE Spectrum, July/09
link/1-1-6-Ma2236.pdflink/Smart_u-things-2005.pdfusw05/index.htmuisw05/index.htmluic06/UIC-06.htmuic07/Welcome to UIC 2007.htmUbiPerCom/IEEE Spectrum New Device Lets Plants Talk.htmUbiPerCom/IEEE Spectrum Special Report The Smart Grid.htm
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Relations of Computing and Worlds
Districomp
Webcomp
Mobicomp
Ubicomp
Cyber
World
Smart
World
Hyper World (HW)
in Hyper Space
(Percomp)
(IDC)
Virtual
Real
Smart e-Things
(CW, digital/virtual)
(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
M. Weiser
T.B-LeeInform./Res. Sharing & Collaboration
Comp. Embedment & Context-aware
Co-found Int’l Conference on Cyber Worlds in 2002
Moving
ibm/IBM's vision of 'Smart Planet', expects sensors and software to launch era of Smart Infrastructure.htmuJapanNext/000025474.pdf
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Hyperspace
• 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.
Hyperspace = Cyber Space + Physical Space + Social Space
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Cyber space
Physical Space
Social Space
Cyber networks
Physical
networks
Social networks
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Cyber Space
Physical Space
Social Space
Social networks
Physical
networks
Cyber networks
Social Comuting
(Internet of People)
u-Human-Computer
Interface (BCI)
U-Things
(Internet of Things)
u-systems/services
Pervasive/Ubiquitous Intelligence
(ubi-intelligence, u-intelligence)
+ Web/Cyber Intelligence
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Hyperspace
Vehicles with
Sensors & Wireless
Hospital with
Embedded Monitoring
Robot Teams
Smart Public Space
Autonomous Wireless Clusters
(“ecosystems”)
Network Connectivity
& Computation
Autonomous software agents
Application Management & Control Software
Control Module
Control ModuleSocial Space
From Sensors
Virtualized physical
world object
Content & Location
Aware Routers
Computation
& StorageProtocol
module
Ambient interfaces
Cognitive Intelligence Module
Global Pervasive Network
(Future Internet)
Multiple radio standards,
Cognitive radios
Cyber Space
Physical Space
http://www.mpimf-heidelberg.mpg.de/bildobjekte/itGruppe/server/computeServer/01/Web_Zoom.jpg
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Relations of Computing and Worlds
Districomp
Webcomp
Mobicomp
Ubicomp
Cyber
World
Smart
World
Hyper World
(Percomp)
(IDC)
Virtual
Real
Smart e-Things
(CW, digital/virtual)
(SW, physical/real)
Smart u-Things
Found Workshop on Ubiquitous Smart Worlds in 2004
Ubiquitous Intelligence & Computing (UIC) from 2006
M. Weiser
T.B-Lee
HW, hyper/hybrid
(Cyber+Phy+Social)
Inform./Res. Sharing & Collaboration
Comp. Embedment & Context-aware
Co-found Int’l Conference on Cyber Worlds in 2002
Wksp on Cyber Physical & Social Computing, 7/2009IEEE SocialCom, 8/2009IEEE/ACM CPSCom2010
Moving
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The Cyber/Web is evolving to a social computing platform thatcan be viewed an ecosystem of social participation.
The value of this ecosystem will be typically created by theaggregation of many individual user contributions.
The Social Trend of Cyber/Web
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Social Media/Space on Cyber/Web
Social software and social middleware are emerging rapidly,and play more and more important roles in connecting peoplefor their daily life and work.
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Cyberspace and Social Space Converge
Cyberspace
Web Space
SocialComputing
Social Space
Human Space
Cyberspace increases the speed
and force of social change.
Social forces shape technologydevelopment and custom applications.
A social structure in which technology puts
power in individuals and communities, not
institutions
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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, email, 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.
http://en.wikipedia.org/wiki/Social_computing
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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.
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• Increasingly used in entertainment and
games.
• Typical systems :
– Interactive ground projection system
– Wii games
– Interaction of tangible object
Social and Cyber Interactions
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SNS Profiles: Dashboards for Social Life
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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.
http://www.tweetwheel.com/
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My Real Social Graph is Much More Complex
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Converge of Cyber, Physical & Social Spaces
Cyberspace
Web Space
Hyper Space
Social Space
Human Space
Physical Space
Real Space
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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 Lab2004
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• 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, Micro-gyroscope, pressure sensor and etc.) with pattern recognition technology to identify user activities
Activity Recognition
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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
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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
One Day of Cell Tower IDsGROUP BEHAVIOR VISUALIZATION
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Ibn Sina
Humanoid
Robots
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Hyper World and Human
Hyperworld (1995)- “Hyperworld Modeling”, Keynote in VIS, Melbourne, Feb. 1996 (Kunii, Ma, Huang)- “Its basic characteristic is direct mapping between virtual and real worlds via
active devices including sensors, actuators, micro-machines, robots, etc.” - 1996- “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?
Smart e-Thing
e-Service
Cyber World Smart World
Smart u-Thing
u-Service
Hyperworld
Cyber-Physical-Social Spaces
Web-Intelligence
WI
Brain Informatics
BI
Ubi-Intelligence
UI
Cyber Individual
CI
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THANK YOU32