|
7.2.21 Creativity Support: Information Visualization, Scalability, Generalizability, Design Rules Based on Perception and Cognition
Supporting creativity is a bold ambition, but it is becoming feasible because of refined understandings of the creative processes and the emergence of advanced user interfaces to support creativity. Information visualization is central to many problem-solving tasks and creative explorations. Evolutionary needs have made humans extremely well adapted to recognizing patterns, extracting features and detecting unexpected items.
However, these remarkable perceptual abilities are still largely underutilized by the current graphical user interfaces. Adding animations such as blinking, color shifts and movements enrich the possibilities for presentations but risk overwhelming readers. A great benefit of computing environments is the opportunity for users to rapidly revise the presentation to suit their tasks. They can use control panels to quickly change the rules governing proximity, linking, color, size, shape, texture, rotation, marking, blinking, color shifts and movements. In addition, zooming in or clicking on specific items to get greater detail increases the possibilities for designers and users. Figure 7 shows an example of the use of information visualization to explore data.
Researchers will have to deal with at least five key challenges in order to develop innovative and useful software: generality, integration, perceptual foundations, cognitive principles and collaboration. However, implementation of novel tools is not a sufficient goal. New visualizations and their use must be subjected to rigorous empirical studies to get past the developer’s bias and wishful thinking. Evaluations, ranging from controlled experiments to field trials with ethnographic observations, will validate or overturn hypothesis, refine theories and sharpen our understanding of what to measure. Such studies are likely to be the rapid route to development of advanced, information-abundant user interfaces.
7.2.22 Causes and Prevention of Cybersickness
The virtual world is different from the real world, and it violates many of the rules derived from real-world observation and experimentation in the psychophysical literature. Thus we understand motion sickness rather well but know very little about cybersickness. For example, common knowledge is that latency and low-frame rate are directly responsible for cybersickness. However, there are now studies that show the phenomenon can occur even with zero latency. Superimposing the virtual world on top of the real world, as in augmented reality, complicates matters even more; latency-caused misregistration can cause serious problems. Long-term effects need to be studied before we can advocate production use of VR and AR.
7.2.23 Meta-Issues Underlying Most of the Above Research Problems
Scalability
We need to move from toy systems to ones that can scale with the number of users, devices and (specialized) UIs. We should start thinking about federations of (many) thousands of devices working on behalf of a user, most unobtrusively and not directly controlled for each (potentially highly specialized) task. We need to also think about moving from small teams to communities of millions of users. There are huge distributed systems issues that lie behind, and are integrated with, the user interface issues.
Integration
Even for interaction devices available today, such as trackers, integration is a major problem, both at the hardware level (e.g., due to physical or electromagnetic interference between technologies) and at the software level (e.g., “unification” of multiple “cooperating” input channels whose data must be recognized and coordinated.)
Metrics (value proposition-driven)
See above.
Dealing with the Real World of Commoditization
This includes instability of platform (APIs) issues.
The Three Us
Usefulness, usability and universality.
8. Report of the Working Group on Online and Networked Communities: Defining a Research Agenda for Online and Networked Communities
Jennifer Preece (lead author), Christoph Busch, Richard Guedj, Wendy Kellogg, David Leevers, Sudhir Mudur, Ben Shneiderman, John Thomas, Deb Roy, Junji Yamaguchi
8.1 Executive Summary
The Workshop members identified a wide range of research topics that are discussed under the eight headings listed below. The order of these topics does not imply suggested funding priorities. Furthermore, it is stressed that research on most topics will require teams of interdisciplinary experts from computer science, information systems, sociology, law, anthropology, psychology, social psychology, communications studies, psycho-linguistics, psychotherapy and application areas.
8.1.1 Community and Culture
Research is needed by teams of social and technical scientists that will inform the design of all kinds of online communities. The term online community includes networked communities, virtual communities and virtual environments. We need to understand cultural differences better and how to support diversity online.
How do communities differ, and what kind of software is needed to support them? What can we learn from physical communities that will enable us to develop better online communities? For example, how do daily, weekly and yearly cycles translate to online activity?
Codes of behavior are well understood in the physical world, yet there are often misunderstandings between people from different cultures. What kinds of behavioral rituals and codes of conduct lead to successful online communities?
8.1.2 Ethical Issues and Universal Access
Research is needed to identify ways of protecting users. For example, how do we notify users visually about unencrypted or encrypted traffic, potential persistent storage in which their privacy is endangered and acts with possible legal consequences, such as digital signatures?
Privacy and trust are key issues for the success of online communities and so are successful models for self-governance.
Research is needed to understand the impact of digital technology on cultural diversity, environmental issues, conservation of limited ecological resources and changes in people’s standard of living. This information will help to inform national and international agencies so that they can deploy their resources well and also provide support for less technologically advanced countries.
To ensure universal access to online communities for people of all ages, cultures, languages, income levels, educational levels and physical and mental abilities, four broad areas of research are identified. The first area, multiple interaction modalities, calls for alternatives to text input and output. The second area suggests research into adaptive interfaces that can tune to a wide range of communication abilities and preferences. Third, we suggest research into technologies for supporting interaction in any language, opening the door to language communities with “around the world access.” Finally, and most challenging, translation technologies are needed for bringing together different language groups.
8.1.3 Theory, Definitions and Practice
Theories from sociology, psychology, social psychology, linguistics, communications research and psychotherapy can help to inform research and development of online communities. Before this happens, research is needed to establish how such theories relate to communities supported by technologies. How does communicating via different communications technology differ from face-to-face and other well-established forms of communication? How do current theories scale-up to inform design of online communities comprising thousands and millions of people spread across the world? This is a long-term research issue that will inform designs that embrace new technologies. In addition, commonly agreed terminology is needed, which will be developed during the process of doing this research.
8.1.4 Design and Representation
Considerable research is needed to develop representations to reveal online behavior as it is occurring, as well as histories of behavior, stored communication and knowledge, nature of communication (e.g. which topics were discussed), the number of people participating and relationships between participants.
What are the interactions between different representations and social processes? What kind of new communication processes might arise from the use of different representations?
How should different kinds of content be represented in communication. For example, how do we distinguish between emotional content, empathy and factual information. Similarly, how can people reveal their moods when communicating or the mood associated with the content that they are communicating? What is the affect of enabling people to reveal both content and emotions explicitly? How can the collective mood of the group be assessed and represented? What are the shared conventions for communication? How do shared communication practices come into being and how should they be represented? How do users understand what a community is about?
Large numbers of people wanting to join online communities present new challenges for designers. How do you design and represent large number of people online?
How are different issues balanced? (e.g. interface issues, contentions, visualization, perceptualization, individual differences among users. )
8.1.5 Methods and Measurement
Designing, measuring and evaluating online communities requires that well-established techniques be modified and some new techniques be developed. For example, who is the user population and how do you know if you have a representative sample? Research is needed to develop participatory, community-centered design and evaluation techniques. Approaches are needed to ensure that account is taken of different and access needs.
Methods, techniques and tools are needed to measure online activities and to understand how online communities are different from geographical communities. A research agenda that encourages collection of demographic data enriched by ethnography is likely to be particularly fruitful.
8.1.6 Security
Success of online communities will be strongly influenced by how secure they are. Therefore incorporation of strong cryptographic protocols is essential. These protocols realize classical security requirements such as mutual authentication of communication between trading partners, confidentiality of the transaction and authenticity and integrity of the goods. In addition, the availability and integration of adequate payment protocols is essential to satisfy the needs of commerce.
Two crucial areas require substantial research in the near future in order to develop a powerful electronic market and eliminate lack of trust in online transaction. These are copyright protection and conflict between identification and privacy or anonymity.
8.1.7 Scalability
Scalability is a research priority for online communities. With an increasing number of people from across the world joining all kinds of online communities, we must consider how we develop software and guide social processes to support very large communities.
Research is needed to develop million person interfaces for supporting very large, possibly fluctuating, communities online.
8.1.8 Application Area Priorities
Communities are developing on every conceivable topic. As research resources will be limited, it will be prudent to identify key application priorities. Three areas of particular importance are health, education and the integration of physical and virtual communities (i.e. the concept of “networked communities”).
8.2 Online and Networked Communities
Millions of people are coming online to participate in all kinds of communities. How should online communities be designed to support large, diverse populations of users? The new population of Internet users is quite different from the people for whom much of our communications software was initially designed. For more than 25 years, scientists and computer scientists communicated using email lists. Typically these communities contained less than 200 members. Many contained only 20 or so, and few were over a hundred. Larger lists were used to distribute notices of meetings, technical information and calls for proposals and papers. Generally, list communities were small in size and closed, and they supported a homogenous group of users in terms of ethnicity, country of habitation, occupation and economic status. Most lists were for information exchange and were run by and for professional, technically savvy males from the U.S. and Europe. Chatting and socializing online happened one to one via email but was not common on lists.
In 1979 Usenet News became available and helped to broaden the use of online communications forums by providing open access for anyone to join discussions on particular topics. Unlike email, Usenet participants must be proactive and go to Usenet to read messages. There are around 30,000 Usenet News Groups with millions of participants. These groups are classified into 10 broad topic categories: alt (alternative newsgroups), comp (computer newsgroups), news (usenet news), sci (science newsgroups), talk (usenet talk groups), biz ( usenet business newsgroups), misc (miscellaneous newsgroups), rec (recreation newsgroups), soc (social issues newsgroups) and a category entitled all. Internet Relay Chat (IRC) was also developed to provide synchronous chat communication.
In contrast to asynchronous email and Usenet, chat messages tend to be short, just a few words and the medium supports synchronous textual communication. Liszt currently has 45,520 Internet Relay Chat channels on 27 IRC networks. Since the development of IRC, numerous chat programs have been designed. Some are available via the Internet; others have restricted membership on intranets that are protected by fire walls. Instant messaging systems, like ICQ, which has millions of users, enable participants to build up groups of friends online. ICQ notifies users when someone in the group goes on line and supports messaging within the group.
During the last 20 years, multi user domains (MUDs), based on fantasy dungeon and dragons games and their object oriented counterparts (MOOs), have developed. These environments are somewhat like a chat in that they are synchronous and support many users and conversation-like communication rather than messages. The sophistication of these environments varies considerably. Some are purely textual. Descriptions of rooms or some other physical space are “inhabited” by users who assume characters represented by textual names. Increasingly sophisticated graphical worlds are being developed in which users are represented by graphical avatars that they customize to represent characters of their choice. Active Worlds is an example of such an environment. It is available via the internet and currently has a membership of more than 1,000,000 people. Active Worlds is a 3D graphical environment in which users can move through virtual space. Even more sophisticated virtual environments enable users with head-mounted displays, goggles, gloves and various wearable devices to sense that they are immersed within virtual worlds. The Web has made it easy for people to develop their own Web-based communities comprising Web pages and various types of communications software, particularly, chats, messaging systems, listservs and bulletin boards.
However, given that most of the systems mentioned have been around for some years and remain in use, why is a research agenda needed. What is new?
First, the networked environment of internet and Web enable millions of people to go on line together. Geographical distance and time are no longer barriers. Online support groups, sports, religious and many other kinds of communities with open access on the Internet are available to anyone at any time. Millions of online communities exist, supported by a range of the software discussed above. Many of these communities have thousands of participants, and some have millions. The flood of people coming online is unstoppable, so online communities will be inundated with participants. Furthermore, e-commerce providers are realizing that there is more to commerce than listing and shipping products. Customer service and other types of “community” support the human-human interactions that engender trust and confidence in online commerce.
Second, as well as there being more people online, the diversity of people will be very broad; people from every conceivable culture will come online during the next five years, and their skills and needs will vary considerably.
Third, people’s expectations are rising. They expect systems to be reliable, fast and able to understand what is happening. Developing communities with good usability for millions of people is not trivial.
Fourth, local, national and international agencies, governments and e-commerce will demand that people go online for certain activities such as voting, paying taxes, licensing, obtaining social support, finding information and purchasing goods. Communities will be needed to support all these activities. Furthermore, physical communities will become increasingly networked. Synergy between physical and virtual activities will increase and the seams between being online and in the physical world will become less obvious as many activities involve both.
8.3 Definitions
There is considerable confusion about definitions. While everyone believes they understand the meaning of community, exact definitions are hard to find. For the purposes of this document we will use the following definitions:
A networked community is a physical community that is strongly supported by a virtual network. For example, Blacksburg Village is a physical community in Virginia that is supported by an extensive virtual network which supports senior citizens, provides advertising and supports local business, provides access to the Web, supports many of the local societies that exist in the town of Blacksburg and so on.
A virtual community is an online community that exists only virtually and has no physical community basis.
The term online community will be used very broadly to include any community that is virtual or partially virtual. It will, therefore, assume inclusion of networked communities. Online communities can be supported by a variety of kinds of software or combinations of software, including Web pages.
A virtual environment is a 3D environment that has been created to provide a sense of being immersed in the environment.
8.4 Research Agenda
The research agenda that follows is presented under eight content areas for ease of description. The ordering of these topics is for convenience only. It does not imply an ordered list of funding priorities.
The eight research areas are:
- Community and culture
- Ethical issues and universal access
- Theory, definitions and practice
- Design and representation
- Methods and measurement
- Security
- Scalability
- Application area priorities
8.5 Eight Agenda Items for Funding
8.5.1 Communities and Culture
Research is needed by teams of social and technical scientists that will inform the design of all kinds of online communities. We need to understand cultural differences better and how to support diversity online.
Communities of all kinds are rich social environments that cannot be observed through individual human-computer interfaces. Many communities have complex life-cycles, punctuated by temporal events and unanticipated events. So far, work in human computer interaction and virtual environments has not focused on effective online community design and maintenance.
Understanding Differences
Research issues that need to be investigated include understanding differences between networked communities, virtual communities and virtual environments, i.e. the full range of the physical-online spectrum of communities. How do these different communities compare, differ and relate to each other? What are the characteristics of their life-cycles, and how should they be supported by software design? What is the role of rituals in different communities? How is governance decided and upheld?
Life Cycles
Physical life has daily cycles that are often upheld by eating rituals (e.g. breakfast, lunch, dinner), work and sleep. Time zone differences result in parts of the world following some of these rituals while others sleep. For some communities, synchronous communication has severe practical limitations. A person who is tired at the end of the day may not concentrate as well on a work problem as someone for whom it is 11:30 a.m. Weekly and annual cycles also occur and differ from culture to culture and from time zone to time zone. What is the affect of these cycles on international work and leisure communities? Real communities also have generation cycles and life cycles, such as birth, marriage and death. Perhaps online community developers can take advantage of humans’ propensity to structure behaviors around these cycles, like TV shows. In what other ways can knowledge of human behavior in the real world inform online community design and maintenance?
Interaction Dynamics
Interaction dynamics are different in a four-person peer discussion, a 25 person classroom, a group of 150 friends and several thousand people meeting for a conference. Which parts of social rituals can be removed as time wasting and which need to be preserved as having psychological benefit? For example, traveling to a meeting has a functional purpose and also demonstrates commitment. The person has risked traveling by plane, car or some other form of transport and has invested time and money in being physically present. Handshaking, hugging and eating are important social activities that don’t translate well to being done online. However, augmenting our senses with wearable computers and empowering creativity with well-designed tools could make some online activities superior. Access to information, stories and monitoring data, for example, could be useful for both individuals and communities. For example, how can online communities contribute to greater collective intelligence?
For communities to function well, software environments integrate well with each other and with physical environments. Compatible visualizations, compatible time scales, good usability and sociability (i.e. social practices online) that support and enhance reality and virtual reality are needed. Finding ways of supporting the seamless integration of local and networked collaboration and competition will be important in work, social and leisure activities.
8.5.2 Ethical Issues and Universal Access
Understanding and developing software that takes account of the ethical issues and universal access provide challenges for both technical and social scientists.
Ethical Issues
Awareness of the Dangers of Participating Online
The majority of non-professional users participating in online communities show lack of knowledge about the potential consequences of their participation. For example, many people are unaware of the dangers and persistence of contributions to discussion groups that, in combination with incomplete anonymity, enables would-be exploiters to trace messages back to their contributors. In addition, most users are completely unaware of when they initiate insecure communications and operations. Current software systems do not give adequate feedback about such operations. Dialog boxes – that are usually disabled after being used a few times because they annoy users – and minuscule icons provide insufficient warning. Research is needed to identify ways of informing and protecting users. For example, how do we notify users visually about unencrypted or encrypted traffic, potential persistent storage in which their privacy is endangered and acts with possible legal consequences, such as digital signatures?
Codes of Conduct for Online Communities
Protection of individual and group privacy in online communities can be partially realized through improved technology. In addition, regulations are needed to ensure that host operators and maintainers are required to follow fundamental privacy rules. As an analog to the ethical binding of physicians, a Hippocratic oath needs to be defined for operators and key persons of online communities. Research is also needed to identify successful models of self-governance in online communities.
Improved Environments
Research is needed to understand the impact of digital technology on cultural diversity, environmental issues, conservation of limited ecological resources and changes in people’s standard of living. This information will help to inform national and international agencies so that they can deploy their resources well and also provide support for less technologically advanced countries.
Universal Access
To ensure universal access to online communities for people of all ages, cultures, languages, income levels, educational levels and physical and mental abilities, four broad areas of research are identified. The first area, multiple interaction modalities, calls for alternatives to text input and output. The second area suggests research into adaptive interfaces that can tune to a wide range of communication abilities and preferences. Third, we suggest research into technologies for supporting interaction in any language, opening the door to language communities with “around the world access.” Finally, and most challenging, translation technologies are needed for bringing together different language groups.
Individual Needs and Preferences
Interfaces are needed that are easy to learn and can be tailored to the needs of individual users. Some differences that need to be taken into account are: education, preferences for using different applications, age, language and culture. Access to equipment will also be an issue, with interfaces that can be tailored for low-end technology and slow modems, as well as for state-of-the-art technology. Different approaches need to be explored, including tailorable interfaces, user modeling and adaptive interfaces.
Multilingual Support
Current digital communication hardware and software is designed primarily for English text. Future systems must support a variety of fonts and keyboard mappings for various languages. Keyboard maps provide challenges for languages that have more characters than keys in the standard 101 keyboard, making a one-to-one mapping impossible. Similarly, many languages do not follow the strict left-to-right conventions of English that must be considered for text mapping.
Difficult research issues need to be addressed for supporting multilingual spoken language interaction. Currently, speech recognition and synthesis technologies exist for less than 20 languages. These technologies are extremely costly to develop for new languages. New development strategies are needed for creating speech technologies for multiple languages that require less development effort, perhaps at the cost of loss of some performance. Technologies for large numbers of languages are needed. Universal access should also include multilingual spoken language interaction, since the majority of the world’s population in developing countries is illiterate.
Interlingual Support
A grand research challenge is to design systems that support communication between people who do not share a common language. In addition to machine translation of text and speech, we should also investigate visual languages and use of multimedia to help people communicate. Tools are needed that will enable communities to dynamically create shared resources, including multilingual, multimedia dictionaries and thesauri to support common codes of communication.
8.5.3 Theory, Definitions and Practice
There is a long history of studying physical communities by sociologists. Techniques have been developed to describe and quantify strengths of relationships and ties between people. Physical communities are frequently described in terms of boundedness – the amount that people in a community rely on others in the community or go outside the community to satisfy their needs. Notions of tightly knit and loosely knit communities, and their potential impact on community, are also well understood in physical communities. Theories from sociology, social psychology, psycho-linguistics, psychotherapy and communications research enable researchers to understand collaboration, competition and emotion, to develop pattern languages and formalisms and to understand trust and empathy online.
How these theories transfer to online communities is not well understood. A few sociologists are beginning to join research groups, working on online communities. However, much more research is needed in order to understand the impact of present theories on virtual communities and to develop new ones, if necessary, that will inform design and long-term maintenance of virtual communities. Similarly, work from other disciplines informs computer mediated communication and is now being applied more broadly to online communities, including large communities of several hundred people as well as synchronous video conferencing. For example, work by the linguist Herbert Clark from Stanford University on common ground theory describes how pairs and small groups seek shared understanding. Common ground theory helps to explain the role of gestures, co-presence, turn-taking, etc. in seeking common ground. Understanding how these processes occur and the differences between face to face and media supported communication has been influential in designing video conferencing systems and using them effectively in computer supported cooperative work environments involving diads or small groups.
How do current theories scale up to inform design of online communities comprising thousands and millions of people spread across the world? This is a long-term research issue that will inform designs that embrace new technologies.
8.5.4 Design and Representation
Knowledge and theories about culture and social activity in online communities provides the basis for design and representation. Considerable research is needed to develop representations to reveal online behavior as it is occurring, as well as histories of behavior, stored communication and knowledge, nature of communication (e.g. which topics were discussed), the number of people participating and relationships between participants. In addition, individuals may want to represent themselves in different ways, such as via avatars or other representation, or to be anonymous. Research questions that need to be addressed are categorized below.
Revealing Behavior
What is the impact of revealing the behavior of individuals and of groups? How can online communities support different kinds of behaviors that convey information, self-expression, humor, personality, mood identity, aesthetics or age? What is the impact of different types of representation for showing different kinds of behavior (i.e. different activities), different numbers of people actively participating or just being present or changing community dynamics – i.e. people coming and going and engaging in different behavior in the community? What happens when dealing with different modalities?
Interactions Between Representations and Social Processes
What are the interactions between different representations and social processes? What kind of new communication processes might arise from the use of different representations?
Revealing the Content and Emotion of Messages
How should different kinds of content be represented in communication? For example, how do we distinguish between emotional content, empathy and factual information? Similarly, how can people reveal their moods when communicating or the mood associated with the content that they are communicating? What is the affect of enabling people to reveal both content and emotions explicitly? How can the collective mood of the group be assessed and represented? What are the shared conventions for communication? How do shared-communication practices come into being, and how should they be represented? How do users understand what a community is about?
How are Large Communities Represented Online?
Large numbers of people wanting to join online communities present new challenges for designers. How do you design and represent large number of people online? Thousands and millions of people are coming online. How do you represent a million people in a community? What should the interface for the million-person community be like?
Weight of Issues
What characteristics of online environments bias for or against different aspects of communication? How do they get balanced? The concerns include interface issues, contentions, visualization, perceptualization and individual differences among users.
8.5.5 Methods and Measurement
Designing, measuring and evaluating online communities require that well-established techniques be modified and some new techniques be developed. For example, gathering information about user needs often involves working with users who are entirely physically based, partially physically based and partially virtual, and entirely virtual. All of these users may use the online community software that is developed. Furthermore, there may be huge cultural variations within this widely spread user group. How do you gain access to representative users? How many users are likely to use the community? Is the population that you are designing for likely to be different from the population that eventually joins the community? If surveys are to be used, how do you obtain an unbiased sample when the user population is unknown?
Design and Evaluation
Participatory, community-centered design and scenario-based design techniques have been very successful. Techniques are needed for modifying these practices so that they work well for online community design. It is particularly important that design practices be developed to produce systems that support universal access and cultural diversity well. Social scientists, as well as computer scientists, need to be involved in this work.
Measurement
Suites of automated tools are needed to measure the success of different types of online communities. For example, how many people are in the community at any time? How many are participating? What topics are being discussed? How involved are conversations, i.e. the equivalent of threadedness in current textual environments? How is participation changing? What usability problems are people having? How satisfied are participants with the software that supports the community?
8.5.6 Security
Success of some online communities will be strongly influenced by how secure they are and to what extent participants trust in the technology. For example, personal health and credit card details must be secure, and users must believe that their confidential information is secure. The development and prosperity of e-commerce applications with online communities is related to the trust between the participating parties and the security and privacy of the online environment. Therefore, incorporation of strong cryptographic protocols is essential. These protocols realize classical security requirements such as mutual authentication of communication between trading partners, confidentiality of the transaction and authenticity and integrity of the goods. In addition, the availability and integration of adequate payment protocols is essential to satisfy the needs of commerce.
Two crucial areas require substantial research in the near future in order to develop a powerful electronic market and eliminate lack of trust in online transaction:
Conflict Between Identification and Privacy or Anonymity
There is a conflict of interest between vendors and content providers in e-commerce systems that demand identification of their customers using concepts such as globally unique identifiers to realize digital fingerprints that are attached to digital goods. In contrast, there is the crucial demand for privacy protection raised by consumers, that requires non-traceable interactions. Privacy protection is particularly important for e-commerce communities and medical support communities in which sensitive personal information may be disclosed. Research is required to overcome this conflict, which might be resolved using limited pseudonymity and the setup of trusted third parties.
Copyright Protection
As content contributed to online systems in both commercial and non-commercial instances continues to grow tremendously, the question of intellectual property protection gets more and more crucial. Thus, adequate copyright protection mechanisms must be investigated and developed. In this context, digital watermarking is a promising technology to provide security to content contributors. It allows an imperceptible (inaudible) mark to be embedded in the content data itself. This mark bears the identity of the copyright holder and eventually also the purchaser’s fingerprint. Research must be focused on watermarking technology for all kinds of multimedia data, namely images, audio, video and 3D data such as representations of virtual models and virtual environments. While substantial work in the protection of images is already underway, protection of virtual worlds (i.e. the 3D model itself) is lagging far behind.
This must be considered as a long-term research issue that needs to be launched immediately due to the high importance for the success of e-commerce.
8.5.7 Scalability
Scalability is a research priority for online communities. With an increasing number of people from across the world joining all kinds of online communities, we must consider how we develop software and guide social processes to support very large communities. For example, how do we represent thousands of people online? How should conversations be structured? How do we guide online crowds and develop social protocols? What kind of online governance is needed to control hostile behavior, sexually explicit behavior and spamming, and to ensure that voting practices are fair? Research is needed to develop million person interfaces for supporting very large, possibly fluctuating, communities online.
8.5.8 Application Area Priorities
Online communities exist that focus on every conceivable topic. Although many factors such as demography, software support and links with physical communities influence the success of online communities, the focus or intent of the community is a big factor in determining success. We advocate research funding for supporting case study and ethnographic research that will enable us to better understand the needs of online health and education communities and networked communities in which online resources are integrated with physical resources to support community life. Communities that support e-commerce and entertainment will bring strong financial benefits.
9. Report of the Working Group on Business, Academia and Government
J. Encarnação (lead author), Judy Brown, Tom DeFanti, Mikael Jern, Chuck Koelbel
9.1 Introduction
The purpose of the fourth Working Group was to develop recommendations for business, academia and government on:
- Support for research and development (R&D) in the areas addressed by the workshop
- Ways to continue the work on the R&D issues identified by the workshop
9.2 Reference Model
In order to structure the discussion, a model was developed. This model considers three axes:
The Issues-Axis
This axis includes all the issues identified by the workshop in which R&D work should be done to further develop the addressed area.
The System and Technology Axis
This axis describes what is needed to develop joint R&D: the network and the implementation platform. It also includes the content to be used when addressing the open R&D issues.
Here, content stands for the application-related context, including the semantic and added value of the information used in applications for our society. We refer to this new way of looking at applications for our society as the “Content Age.”
|