View
1.273
Download
0
Category
Preview:
Citation preview
Modeling 21st Century Society
• You• Lisbon 2014
• Niki LambropoulosWCL, University of Patras, Greece
Global Operations Division, London, UK
CRINTE, University of Western Macedonia, Greece
We Use. We Create. We Become. We Succeed.
Evolution of the Individual
* We are born * We die * We live in the middle
How evolved are we?
• The Humpback Whale Song Spectrogram• http://en.wikipedia.org/wiki/Whale_vocalization
Michael Phelps
ICT Society Human Beings
Web Based Communities Social Media
Multitasking
Online Communities
About Communities…
• Community: a group of people who consciously share a sense of belonging anchored in common interests and enhanced by social interactions.
• Online community: an online social aggregation that emerges when enough people carry on those public discussions long enough to form relationships. Members’ social interactions are facilitated by ICTs.
• Community of Practice (CoP): a group of people who share a concern or a passion for something they do, and learn how to do it better as they interact regularly.
• Collaborative e‐Learning Community (CeLC): a social aggregation that emerges in online courses when enough people carry on progressive dialogues for the purpose of learning.
Social Networks
http://tjcnyc.files.wordpress.com/2008/08/social_mess_big.jpg
About Social Networks
• Social Network: a social structure made up of a set of actors (such as individuals or organizations) and the dyadic ties between these actors (Wasserman & Faust, 1994). Ties can be based on: friendship, common interests, mutual friends, family members, business, dislikes etc.
• Social Network Platform: an other online service focusing on building and creating networks.
• We are: Friends (Facebook), followers (Twitter), readers (Blog), subscribers (YouTube) etc.
Community Evolution
1. Legitimate Peripheral Participation (LPP): The process of social learning that occurs in Communities of Practice containing different levels en route for members’ engagement and practice
2. Participation involves the use of tools: Artefacts used within a cultural practice carry a substantial portion of that practice's heritage. Thus, understanding the technology of practice is a way to connect with the history of practice and participate more directly in its cultural life (Lave & Wenger, 1991)
Participation Eyeball
General User Tools
BigData‐Startups
The User is the Architect
Machines can understand logic / meaning behind the data
“The Semantic Web is a major research initiative of the World Wide Web Consortium (W3C) to create a metadata-rich Web of resources that can describe themselves not only by how they should be displayed (HTML) or syntactically (XML), but also by the meaning of the metadata.”
From W3C Semantic Web Activity Page
“The Semantic Web is an extension of the current web in which information is given well-defined meaning, better enabling computers and people to work in cooperation.”
Tim Berners-Lee, James Hendler, Ora Lassila, The Semantic Web, Scientific American, May 2001
Semantic Tools
Web 3.0 & Semantics
We Use: Semantic eLearning
http://arxiv.org/ftp/arxiv/papers/1209/1209.3117.pdf http://officialandreascy.blogspot.com/2014/01/how‐semantic‐web‐technology‐promotes‐e.html
We Use: DBpedia
DBpedia ( DB: database ) extracts structured content from the information created as part of Wikipedia. This structured information is then made available on WWW. DBpedia allows users to query relationships and properties associated with Wikipedia resources, including links to other related datasets.
DANGER!!
'DANGER! I don't like your face 'cuz I don't like what it's saying'.
The Semantic Web interconnects meaning – to me
We Use: Citation
We Use: Sentiment Mining
• what is being said about you
http://business‐fundas.com/wp‐content/uploads/2011/06/customer_sentiment_mining.jpg
We Use: Semantic Medline
http://skr3.nlm.nih.gov/SemMed/index.html
What's in to Me?
We believe this is what you are looking
We Use: Smart Eco Cars
We Use: Gestures
Gesture Controlled User Interfaces
We Use: Smart Fabrics
• Sensors placed strategically in the clothing that elicit feedback on physical performance.
• Smarter fabrics can mimic the human skin.
• University of California‐Davis (UC‐Davis): Fabric forms excess sweat into droplets to drain away.
• Fabrics monitor heart rate & blood pressures
• Mood‐Driven Chameleon Wear?
We Use: Augmented Reality
Medical Assistants
http://www.medgadget.com/2013/08/augmented‐reality‐ipad‐app‐guides‐surgeons‐during‐tumor‐removal.html
We Use: Massive Data Visualisation for Prediction
http://www.nsf.gov/news/news_images.jsp?cntn_id=123607&org=NSF
We Use: Embodied Cognition
• Cognition is embodied when it is deeply dependent upon features of the physical body of an agent
We Use: Affective Haptics
• Study and design of devices and systems to elicit, enhance, or influence the emotional state of a human by means of sense of touch.
We Use: Robots
Social / Domestic Robots
Pepper: The Emo Robot
1. Individual2. We, Communities 3. We, the Ecosystem
Same Pattern in Pedagogical Research
Pedagogical Research *Computer Supported Collaborative Learning (CSCL)IndividualDyads & TriadsGroups of 4‐5 students CommunitiesSocial Networks Professional Networks<Other/>
Pierre Dillenbourg is a CSCL pioneer and Professor of Computer Science at Swiss Federal Institute of Technology in Lausanne (EPFL).
Realisation #1
• Expand Our Perception / Research
• Design on Connectedness
Improve Human Capability
Vision
If you could do something to improve human capability to deal with the increasing complexity of the world,then you'd really contribute something basic.
Product
20 years later: a graphic computer system, controlled by a special keyboard and something called a mouse, that would let people work together on documents, manipulate complex ideas, even from far‐flung locales.
Individually Improved Capabilities
Observation InformationKnowledge Awareness
Critical ThinkingConnectednessCommunication
PresenceSelf ReflectionAbstract MindCreativityInnovation
….
Jack of All Trades
New Digital Economy
to describe & value
• products
• processes
• knowledge
• skills
• competencies
• <other/>
Evolved Human!
User:26 minutes to work
http://journal.media‐culture.org.au/index.php/mcjournal/article/viewArticle/743
New Horizon
New Horizon
What Went Wrong?
Collapsing Economy – Humanity
Paradise lost…
What Went Wrong?
Tech Divided
• Poverty / Inequality leads to the extinction of humanity, loss of respect and dynamism. They disrupt the social fabric and solidarity.
• Work is a means to meet basic needs and for self‐esteem.
• Excessive industrialization and consumerism would destroy the balance between man and nature.
World: Ecosystem
Realisation #2
• Understand Social / Cultural frameworks
• Improve human capability to deal with
increasing complexity of the world
• Then Design Systems
Lack of Causality Awareness
Reciprocal Determinism
Bandura, Albert. (Born 1925‐) In Pastorino & Doyle‐Portillo, What Is Psychology?: Essentials, 2013
Reciprocal Determinism
Causality: a series of consequences impact our environment
Reciprocal Determinism
Consequences influence and condition our behaviour
Reciprocal Determinism
then our environment impacts our personalities
Reciprocal Determinism
via internal / external stimuli & conflicts
Realisation #3
Work on Collateral Damage
Passive + Active Engagement
Perceive Ephemeral + Eternal
Reboot Our Perception
Bill Viola ‐Martyrs 4 Elements , Zen in St Paul's Cathedral, London, UK
Creating 21st Century Information Society
What kind of systems & processes aid us to externalise our human capabilities,
already encrypted in our DNA, for the 21st Century Information Society?
We Live in CommunitiesTools for Creative Engagement
Being Human
'Computer technologies are not neutral – they are laden with human, cultural and social values. We need to define a new agenda for human‐computer interaction in the 21st century – one that anticipates and shapes the impact of technology rather than simply reacts to it.'
‘The new forms of engagement, then, require us to conceptualise users as embodied individuals who are part of a social, economic and political ecology, with desires, dreams, concerns and worries.’
Social * Economic * Political
Change our patterns Think Big
e.g. Tesla’s Ideas
Quantum Energy 4All
IT, Human Beings + The Social
1.0 2.0 3.0
• Web 1.0 was revolved around top‐down Information and E‐commerce
• Web 2.0 moved beyond static pages allowing users to interact and collaborate utilising Social Media collaborative platforms
• Web 3.0 is about enhancing the ‘intelligence’ of the Web underlying architecture, so the user and the machine can recognise behavioural patterns modify them and re‐create the virtual environment based upon users’ own goals and dreams
Reality – Virtuality ‐Me
1.Personality2.Behaviour3.Environment: Reality4.Environment: Digital
Threads of Our Selves Online
1.Personality2.Behaviour3.Physicality4.Digitality
Detect the Patterns
http://radio‐weblogs.com/0105910/images/newman_internet.gif http://dgeiu3fz282x5.cloudfront.net/g/l/l‐86932.jpg
Mouse: Eyes / Hands Coordination
Understand the Patterns
Humans imitate for themselves & systems• Behaviours• Ways of working
• Processes• Organisational structures
• <Other/>
OpenResponsive Altruistic
Societal Unity Peace
WellbeingEcology
Economy
Collective Capabilities
Computing Pioneers
Their patterns:
Disciplinarities: intra, cross, multi, inter, trans (Zeigler, 1990)
Disciplinarities
• Intradisciplinary: working within a single discipline.• Crossdisciplinary: viewing one discipline from the perspective of another.
• Multidisciplinary: people from different disciplines working together, each drawing on their disciplinary knowledge.
• Interdisciplinary: integrating knowledge and methods from different disciplines, using a real synthesis of approaches.
• Transdisciplinary: creating a unity of intellectual frameworks beyond the disciplinary perspectives.
Curiosity across Disciplines
Socio‐Technical Design
• Assist designers maximizing human values while achieving business & technical virtuosity
• Interplay of Social (humans, orgs) & Technical (software) subsystems
Interface Design
• Visions, social understandings & practices• Fitting systems into the ways we function as Human Beings
• Fitness with IT and business / organisational contexts
What We Like & Why
• Habits, Patterns & Algorithms
Realisation #4
• Change Patterns
• Think big
• 4D Design for We, Ecosystem A. Behaviour
B. Personality
C. Physicality
D. Digitality
How?
dIS THE PRODUCTPeter Merholz
Collective X * U2: 360 Tour
User eXperience (UX)
• ISO: User eXperience (UX) is – a person's perceptions
– responses
– resulting from • use and/or
• anticipated use of a
product, system or service
• UX is subjective
• UX focuses on the use
User eXperience (UX)
<Other/>
UX
Peter Merholz
Immersive eXperience
Collective Immersive eXperience
Common Purpose
CoPresence
Inter
Connectedness
CoEngagementZPF
Belonging
Immersive eXperience (IX)
1. Common Purpose2. Presence & Co‐presence3. Zone of Proximal Flow (ZPF)
• Immersive Factors4. Inter‐ Connectedness5. Engagement Factors6. Sense of Belonging7. Immersive World Platforms
Inter‐Connectedness
Converging
1. Direction / Motivation / Activation
2. Knowledge / Understanding / Meaning
3. Skills / Competencies
4. Flow / Activities
5. Trust / Belonging
6. Learning / Sharing / Co‐creation
7. Consciousness / Inter‐Connectedness
Co‐Engagement Factors
1. Perception via the senses 2. Action via the body/kinaesthetic – physical body
functions3. Emotion via the heart – emotional & instinctual
nature functions4. Cognition via the mind – rational consciousness
functions5. Co‐creativity via imagination & intuition –
higher consciousness thinking functions 6. All of the above
Zone of Proximal Flow
Extract of Figure from Repenning, A. "Programming Goes to School", B. CACM, 55, 5, May, 2012.
Collective Intelligence X
Sense of eLearning Community Index
Ben K. Daniel (Editor)
Sense of Community Index
1. E‐Learning Community evolution: initial opinions on the community evolution, shared interests and values, knowing about the community, new members’ contribution, and the collaborative tools
2. Affective factors1. Sense of belonging2. Empathy as a representation of what members know and feel3. Trust: knowledge /experience exchange, help and support
3. Human‐Human Interactions4. Human‐Computer Interactions5. Intensity: levels of passive and active participation, and
persistence6. Global ‐ Local Social Network Analysis7. Collaborative e‐learning within LPP: participants’ opinions
and the number of new knowledge generation episodes
Sense of Community Index
http://www.senseofcommunityresearch.org/research/updates/identifying‐concepts‐that‐build‐a‐sense‐of‐community
Expand Our Awareness
Horizon 2020
Horizon 2020
EuroCAT CSCL: HCI‐Ed
1. Identify & Understand the CeL
context
2. Design
3. Evaluate (1st study)
4. Build
5. Evaluate (2nd study)
6. Re‐design Re‐develop
Evaluate (3rd study)
7. Study & Research of surrounding phenomena (4th
study)
MACRO
Organisation/convergence of teamwork
activities/tasks
Group Discussion Structure
(Topics/themes)
MIDDLE
Adjacency pairs and patterns (turn taking)
MICRO
Knowledge convergence levels (low,
medium, high)
Micro‐Macro‐Middle‐ Levels for CSCL Discussion Analysis (2015)
The group as the unit of analysis
EuroCAT‐CSCL Timeline
Example: Kinect
• An actionmotion sensing input device based around a webcam‐style add‐on peripheral (e.g. for the Xbox 360 console) that enables users to control and interact with the device without the need to touch a game controller, through a natural user interface using gestures and spoken commands.
CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014
Altenerville
• Kinect Ecology
CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014
CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014
Altenerville
• Design for values can and often will lead to profound choices
CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014
Adaptive Learning Systems
Use of computers to deliver material and information in a way that responds to each individual’s performance and/or activity on the system.
• Continuous adaptivity
• Personalised Learning
• Customisation
• Distributed User Interfaces
• Scalability Knewton Adaptive Learning Platform™
Scientific/Technological Objectives for Open Innovation
Personality Patterns
• Free2Grow platform (Lambropoulos & Bratitsis, HCII 2014)
Weaving User Immersive Experiences: Scientific Curiosity and Reasoning with Bodily Feelings Mapping and Evolution
Curiosity, Reasoning and Emotions in Gamification
Cognitive, Affective and Conative Learning Aptitudes – Group Cognition
Emotion Science
Plutchik's Wheel of Emotion ( 2001 ) http://community.copypress.com/wp‐content/uploads/2012/11/Wheellarge‐e1355167496830.png
Emotion * Cognition * Behaviour
Unification Models
Data & Analytics
Engagement
Production
Feeling Younger by Getting Older
Deal with Personal Crises
Holistic Wellbeing with Digital Innovationadolescent girls to use at home to examine and improve their wellbeing and their wellness related behaviours.
Holistic management of self image & self confidence •Interactive Digital Diary•Handwriting recognition•Language querying•Sensing technologies •Smart mood ‐ behaviour detection •Appropriate information •Engaging interface for teenagers
Chronic Happiness
COMPOOL
• Web 3.0 Collaboration Platform
• Semantic Analysis• Immersive Experience • User Innovation Networks
aiming at • bridging governmental
organisations and academia in the field of composite materials with real industrial applications in various areas such as aerospace, automotive, construction, wind energy and sports.
Lambropoulos, N., Tsotra, P., Kotinas, I. and Mporas I. (2013). Composites Ideas in COMPOOL Immersion: A Semantics Engineering Innovation Network Community Platfom HCII2013
Research Stopped
Re‐Invent Finance
• If the world directs itself to open globalisation and cooperation what is the relationship with the Digital Economy? – Open Software, Art, Music, Education
• Tesla + Ford: Industry + Academia
• Funding the Impossible
Oiio Architecture Office names the project Guggenheim Extension Story, as a reference tothe unlikelihood that any extension to the museum would ever really take place.
Re‐Invent Consumer Finance
Enhance Creativity
Research Question
In what ways I can understand the
Human, the Socialand the
Environment as an Ecosystem so to Design for the
2020 users?‘Dreamers’, Bill Viola
Experience TIME & REALITY
• The relationship between Time & Reality is barely perceptible
• Time is both subjective & objective
• Time is the Reality Mechanism
Time is culturally experienced
Experiencing TIME
Time eXperience in Art
‘Catherine's Room’, Bill Viola
Co‐Incidences
Small Events Converging into Bigger Actions
Realisation #5
• Time based art, education, massive data visualisation, smart phone apps..
• The Co‐Incidences Matrix
Her: AI Semantics
We Create: Safety Sensors
We create: Car2Car Communication
We Create: Social Semantic Web
http://technologyvoice.com/sites/default/files/sswgraph.png
We Create: ePolitics
• 40 euros
• 1,600 votes
• 1 week YouTube & FB marketing
We Create: Social Movements
Networks of Outrage and Hope: Social Movements in the Internet Age (Arab Spring)
Modern political movements straddle urban space and cyberspace
We Create: Common Ground
We Create: Ambient Intelligence
Ambient Assisted Living Association
We Create: Novel Classrooms
In Iceland...
Bjork’s Biophilia Educational Program in the EU curriculum
In Patras, Greece: Robotics
MOOCs Massive Education
Disciplines & Politics
We have the Visions
You create the Frameworks
Humans & Politics
At the same time we perceive and create our world with our senses, cognition and tools. We may become aware of our inner qualities and obstacles when creating it.
User Dreamer Architect Creator
Being Human Understandsocial / cultural frameworks before improve man—machine transactions
10 years old Creators
Flower Light
Bath Assistant
Kid’s Loving Friend
Think Big: Ubiquitous Computing
Seamless computing
http://blogs.parc.com/files/2010/03/ubicomp_venn.jpg
Connecting Technologies
• Urban / Cyber Space Merge
• Local / Global at the same time
• Multi‐ Self‐ communication
• Connect and trust
• Groups
• Communities
• Social Networks
• Social Power
Entity Immersive eXperience
Global Social Network Analysis
Inter‐Connectedness
We co‐construct our internal and external biotopeand succeed without the consequences
Immerse Your Self
Surveillance Environment
Behind the reality mechanism
Entity Immersive eXperience
Internet: Common Ground• Cheap Computers 4all • Things Connected• Massive Education• Global Active Citizens• Online Communities• Participatory Democracy • Energy 4all• Happy Inhabitants
• We, the Ecosystem
Recommended