The
Social Web Research Program
Linking people through virtual environments
Peter Hoschka
Institute for Applied Information Technology
GMD German National Research Center for Information Technology
Sankt Augustin, Germany
May 1998
Today we can
observe that computers and networks are beginning to form social spaces where
people present themselves, meet with other people, exchange news, play games
together, do business, or jointly look for information. A new kind of space for
action and interaction is emerging. Computers and networks are developing into
a social medium and forming a new kind of habitat.
Companies, universities, and governments are
already using new interaction forms like virtual teams, virtual universities,
and virtual cities for several years now. Yet experience shows that current
technology like shared workspaces, chat windows, bulletin boards,
video-conferencing, or shared 3D worlds are not fully satisfactory for virtual
interaction. A central point is that current systems fail to supply rich
sources of social information that
enable people to work in virtual partnerships.
Based on these observations and trends, we have
specified a research program called The
Social Web. The goal of our research is to explore the possibilities for
turning the net into a social space: From document links to people links. Providing content via the World Wide Web has been the killer application of
the Internet in the last few years. Linking
people will be the next killer application.
In order to support linking people, we need to
understand the challenge: How can we turn information environments into rich
communication and interaction environments? Virtual partners should be able to
engage in sophisticated interaction such as team-building, trust formation,
and meaningful expression. Information technology may never replace
face-to-face communication, but it can shrink the distance by expanding the
windows of communication to enable more social information to pass through.
With the Social Web program we aim at:
§
A
thorough understanding of the principles and techniques for linking people in
virtual environments.
§
A
suite of systems which provide new social media and
- offer a
persistent shared environment,
- can be
inhabited by people,
- allow people a
wide range of expression,
- portray
history, presence, and activities,
- support
“populated” knowledge,
- extend into the real world by smart appliances.
§
An
assessment of the principles and systems in a number of real-world
applications.
Applications
We expect that a broad range of people will
benefit from the results of the Social Web program. It can support groups in industry,
schools, universities, cities, hospitals, government, and professional and
political organizations. The following scenarios illustrate some applications:
Virtual Teams in the Oil Industry are formed to explore potential oil
fields, or to monitor producing fields. Members come from several remote, often
solitary locations and from different professional backgrounds. Such teams are
supported in staying in touch with each other, in becoming aware of other teams
working on similar tasks, and in the common evaluation and assessment of the
large amount of data necessary to process.
Patient-Support
Networks (virtual
hospital lobby) support long-term patients within and particularly outside the
hospital through provision of an integrated set of communication facilities,
dedicated discussion forums, and therapy-related information environments.
Participants include the patients themselves, their families and friends,
hospital staff and social workers.
School Networks provide a shared environment for
pupils and teachers, both within a school and across different schools, on a local
as well as a global level. Such an inhabited environment can be used for
serious purposes, e.g., by teachers for joint preparation of course material,
or by pupils to just hang around and meet old and new friends.
Corporate Education
Environments are
meant for people taking part in the on-going education and training process
within an enterprise as trainers or trainees. Essential features include
orientation lobbies and virtual classrooms, that support cooperative distance
learning through on-line and off-line communication, shared workspaces, or
shared simulation models.
Research scene
The problem of conveying social
information to remote partners is already being worked on world-wide by
industry research labs and universities alike, such as Microsoft Research
(Virtual Worlds and Collaborative Frameworks groups), FX Palo Alto Laboratory
(Communication and Collaboration group), MIT Media Lab (Sociable Media and
Tangible Interface groups), British Telecom (Telepresence Laboratory), the
University of Nottingham (Communication Research group), Kyoto University
(Social information network group), and NTT (Cooperative Communication Systems
Research group).
The forthcoming Information Society
Technologies Programme under the EU´s 5th Framework also has a considerable
number of so-called key-actions on its research agenda which are closely
related to research issues of the Social Web program.
Research challenges
The research challenges posed by the Social Web
program include technical as well as socio-psychological problems. The main
research questions we want to address are:
Personal representation for virtual
interaction
What representations should be used for people
in shared environments, and how can people use them to communicate a wide range
of expression, both verbal and nonverbal?
How can representations be personalized and individualized? How can a representation
be used to show a person's knowledge, expertise, and facilitate trust for
team-building?
Technological approaches worldwide have created
personalized and realistic avatars by integrating photos and streaming video
into computer-generated scenes. Others have employed avatar animation using
sensors (gesture tracking, facial expression mapping).
In contrast to realistic representations, we
will concentrate on symbolic representations of action and presence, and have
begun experimenting with tracking devices that can easily convey body movements
of remote partners.
Mutual perception and social
awareness
How can we provide and present sufficient cues
about others and the environment so that groups can develop a sense of social
awareness? What information about others and the environment should be visible
even if we do not directly interact? How can we define and identify situations
that trigger the presentation of awareness information? How can we describe and
model the context of a cooperative setting or an inhabited environment that
determines the distribution of activity information?
The awareness problem is a focal problem in
CSCW research. Most approaches concentrate on task-oriented awareness, i.e. providing
information about the status of shared objects that belong to a certain
cooperative task. Less research concentrates on social awareness, i.e. the
information we perceive peripherally while sharing the same room or floor with
each other. All aproaches have in common that they concentrate on
application-specific solutions.
We believe that an application overlapping approach
is necessary that integrates the provision of both social and task oriented
awareness. The ultimate goal is the development of models for a situated and
context-driven presentation of presence and activity information in inhabited
shared environments.
Collaborative construction of community
knowledge
How can people with similar interests or tasks
profit from each other’s knowledge? How can they become aware of potential collaborators
and advice giving experts? How can they develop a knowledge sharing community
where information can be correctly assessed because the background of the
people behind the information is known?
There have been several approaches to support
knowledge sharing in communities: shared workspaces, recommender systems,
annotation and rating systems, or shared ontologies. They all suffer from an
imbalance of effort and benefit from the individual’s point of view.
Presently, we develop systems that support the
collection, assessment and organization of knowledge in communities of users;
we integrate these systems into shared working contexts, and keep the
individual effort low by employing software agents, text mining, and
collaborative filtering techniques.
With regard to the following two research
topics we do not pursue technical solutions, but restrict ourselves to
empirical analyses and evaluations.
Formation of norms and conventions
What are suitable conventions to establish
relationships in virtual environments? How can relationships be preserved and
maintained, and how can they be concluded? What norms, conventions, and
mechanisms must be considered to insure privacy, trust, and security of
relationships and information?
Self organization of groups and
communities
What kind of rules and infrastructure must be
provided to help community members self organize and manage their affairs? How
can the building of identification, commitment, and responsibility in a virtual
community be facilitated?
Current work in the Social
Web program
In 1998, we have begun to work on the Social Web
program. This section gives an overview of our current work.
BSCW meeting place (Project CESAR)
The BSCW system is an award winning cooperation
support system developed by FIT which is conceptually based on the metaphor of
shared workspaces and technically on Web technology. We will use the BSCW as
one of the base systems for the Social Web program. BSCW has already a large
user community and is therefore an ideal platform for the evaluation of results
from the Social Web program in real world settings. For this purpose, the BSCW
has to be extended with services for presenting both real-time and historical
information on the presence of users and their activities in shared workspaces.
Through these services the current "shared space" metaphor of the BSCW,
offering persistent storage of shared information, will be extended to a rich
"meeting place" with real-time updates on user presence, activities
and availability of means for synchronous collaboration. Users will be able to
tailor their degree of "presence" and awareness. The concepts and
models for distributing awareness information will be the same as in the NESSIE
system.
Awareness environment (Project NESSIE)
The goal of this research is to find out which
information about others and the environment is necessary to develop a sense of
social awareness and to provide this information in an application independent
way. As a general solution, we will develop an open and application independent
infrastructure for the creation, distribution and presentation of events that
indicate the presence, actions and movements of people, agents, or objects that
populate a Social Web as well as real world spaces. Basic components are:
computer based and real world sensors for the production of events; a NESSIE
server that stores, transforms, and distributes events based on context models;
graphical 2D/3D, animated, and avatar like indicators that provide a context
based notification about the activities. The NESSIE system is not integrated
into another application but serves as a stand-alone awareness service.
Actually, the NESSIE system can provide even more than social awareness: the
system extends the human senses into the electronic world.
Collaborative knowledge building (Project
Coins)
For a community of people with similar
interests and tasks it is beneficial to contribute and share their knowledge.
The social process of capturing and constructing shared knowledge in a virtual
environment is not yet well understood and an intriguing research issue. Our
approach takes the documents which the community collects and produces as the
main carrier of knowledge. Members contribute annotations and references,
opinions and recommendations. We are exploring the idea of a concept index
that, starting from highlighted keywords in a collection of documents,
generates conceptual relations that are implicit otherwise. A concept index
allows to enrich a document with visual cues that stress a particular
perspective, to cross-reference the documents via a conceptual hyperspace, and
to establish a shared vocabulary. In this context, we will also use text mining
tools to support the discovery and management of knowledge in the documents of
a group. All these tools will be integrated into a shared workspace system.
Collecting information with agents (Project Coins)
The LiveMarks system uses agents as mediators
to help people in finding useful information on the World Wide Web. LiveMarks
agents exploit the existing search engines in looking for information.
Additionally, they exchange URLs that have already been retrieved by other
agents and have been approved of by their users for a similar information task¾a technique known as collaborative
filtering. The status of LiveMarks is that of an experimental system which has
been integrated into BSCW in order to let LiveMarks users easily share the
material collected by the agents. Extensions for the near future concern
additional agents that improve the precision of the information gathering
process by analyzing and organizing the bookmarks found on the Web according to
the interests and the vocabulary of a particular user group, and agents that
can recommend individuals and groups which exhibit similar information
interests.
Personalized representations (Project Movy)
As a first step toward providing people with a
range of communicative expressions for virtual interaction, the development of
personalized representations will provide the capability of translating a
selected range of gestures of a human into a symbolic virtual representation.
We are investigating the adequacy of various sensors which enable a direct
mapping of body movement from real to virtual space, preserving spontaneity and
subtlety in movement. We are currently developing and experimenting with a
lightweight, cableless tracking device ("inertial tracker") that
enables autonomous movement in one's own environment and that can easily convey
movements: hand gestures, head movements, and body positions.
Multi-user virtual reality toolkit (SmallView)
In the Social Web program we will experiment
with 3D interfaces. Therefore, we are developing the toolkit SmallView which enables
multiple users distributed world wide to share a 3D environment over the
Internet. Since VRML (Virtual Reality Modeling Language) is the standard for
transmitting 3D data on the Internet, SmallView uses VRML as scene description
language. In addition to mechanisms required to keep distributed copies of
shared virtual worlds consistent, SmallView provides support for collaboration
between multiple users. This includes the representation of users by avatars,
access control mechanisms, and support for communication between participants
(text based chatting and audio).