J Ambient Intell Human Comput DOI 10.1007/s12652-011-0081-z ORIGINAL RESEARCH Pervasive Social Computing: augmenting five facets of human intelligence Jiehan Zhou • Junzhao Sun • Kumaripaba Athukorala Dinesh Wijekoon • Mika Ylianttila • Received: 5 March 2011 / Accepted: 5 September 2011 Springer-Verlag 2011 Abstract Pervasive Social Computing is a novel collective paradigm, derived from pervasive computing, social media, social networking, social signal processing, etc. This paper reviews Pervasive Social Computing as an integrated computing environment, which promises to augment five facets of human intelligence: physical environment awareness, behavior awareness, community awareness, interaction awareness, and content awareness. Reviews of related studies are given, and their generic architectures are designed. The resulting architecture for Pervasive Social Computing is presented. A prototype is developed and examined, in order to investigate the characteristics exhibited by Pervasive Social Computing. Keywords Pervasive computing Social computing Pervasive Social Computing 1 Introduction Recently, a new topic—Pervasive Social Computing, is rising and attracting researchers’ attention. Kellogg (2005), from IBM, thinks that social computing systems are likely to contain components that support and visually represent social features such as identity, reputation, trust, accountability, presence, social role, expertise, knowledge, J. Zhou (&) J. Sun K. Athukorala D. Wijekoon M. Ylianttila Department of Computer Science and Engineering, University of Oulu, Oulu, Finland e-mail: [email protected] J. Zhou Department of Electrical and Computer Engineering, University of Toronto, Toronto, ON, Canada and ownership. Jamison Scott (2010), from Microsoft, enumerates social computing examples, such as social publishing (Wikipedia), personal publishing (Blogs, YouTube), social networking (Facebook, LinkedIn), social feedback (ratings/comments, e.g., Amazon, TripAdvisor), social tagging (Folksonomy), or social bookmarking. Wang et al. (2007) argues that social computing is a new field with a long history; its research crosses two schools, of information technology and of human or social studies. Social computing is born for addressing new situations and new challenges in the age of integrated cyber and physical worlds. Agre and Douglas (1996) explores such computing as a social practice, and presents some orientation addressing the relationship between computer technology and society for a new generation of computer professionals. Vinciarelli et al. (2008) argue that nextgeneration computing needs to include the essence of social intelligence—the ability to recognize human social signals and social behaviors such as turn taking, politeness, and disagreement. Ben Mokhtar and Capra (2009) argue that pervasive computing is moving towards Pervasive Social Computing, with the pervasiveness of handheld devices and the enormous popularity of social networking websites. Pervasive Social Computing aims to take advantage of human social relationships, expressed as social networks, to enable the fulfillment of users’ tasks on the move, and ultimately promoting social interactivity. Dryer et al. (1999) use the term ‘‘social computing’’ to refer to as the interplay between people’s social behaviors and their interactions with computing technologies. Parameswaran (2007) review social computing platforms such as blogs, Wikipedia, P2P networks, file-sharing networks, YouTube, etc., and observe that all of them share a high degree of community formation and user level content creation. 123 J. Zhou et al. What is Pervasive Social Computing? Is it social networking for forming communities on the Internet? Is it social signal processing for recognizing human social behavior? Is it just an evolution for taking advantage of social networks? What is the journey towards Pervasive Social Computing? What are its essential traits? In seeking to address these issues, we argue that each field such as social signal processing represents just one direction for Pervasive Social Computing. Pervasive Social Computing integrates all the above-mentioned dimensions of computer intelligence, to enhance people’s social experience in the capabilities of physical environment awareness, behavior awareness, community awareness, interaction awareness, and content awareness. This paper aims to provide a multiple view of Pervasive Social Computing, and investigate its salient characteristics by examining prototypes. The remainder of the paper is organized as follows: Sect. 2 presents notations related to Pervasive Social Computing. Section 3 presents the design requirements for Pervasive Social Computing, and an overview of techniques and practices for approaching the design needs. Section 4 presents the resulting architecture for Pervasive Social Computing. Section 5 examines a prototype for further investigating characteristics of Pervasive Social Computing in augmenting multiple forms of human intelligence. Section 6 draws a conclusion. 2 Notions towards Pervasive Social Computing Figure 1 shows an overview of Pervasive Social Computing, showing its uses in augmenting multiple human social intelligences for perceiving the human social context, recognizing human social intentions, and then presenting people with desired computations during the course of their interactions with the cyber and physical environments. Pervasive Social Computing involves five dimensions of research: social signal processing, multimodal Human– Computer Interaction (HCI), social networking, social Pervasive computing Social signal processing Social media Physical awareness Behavior awareness Content awareness Pervasive social computing Interaction awareness Community awareness Social networking Multimodal HCI Fig. 1 An overview of Pervasive Social Computing 123 media, and pervasive computing. Its relevant notions are given as follows. Pervasive computing changes the way people think about computers. According to (Weiser 1991; Tran et al. 2009), pervasive computing allows computers to vanish into the background. Pervasive computing makes computers available throughout the physical environment, but makes them effectively invisible to the users (Cho and Tomkins 2007). In the future, pervasive computing systems will be everywhere, operating in live time, and responding to our real world. They will follow users as they move around freely, and respond to changes in user requirements or operating conditions (Smith et al. 2008). The early definition by Weiser (1991) has been outdated by diverse new applications. A common feature in pervasive computing is to compute physical context—to enable users to adapt to the physical environment, e.g., location-based applications (Gilbert and Karahalios 2009; Savidis et al. 2008). Social media is considered as a means of aggregating various media sources via the Internet, and is used to efficiently exchange and distribute information via social networks. Social media is regarded as playing a significant role in the Arab revolutions and revolts of 2011 (David 2011; Nate Anderson 2011). As one Cairo activist succinctly put it, ‘‘We use Facebook to schedule the protests, Twitter to coordinate, and YouTube to tell the world’’ (Howard Philip 2011). Social networking makes individuals into groups on the Internet. In online social networking, websites are commonly used as social sites. And social networking websites function as online communities of Internet users, in which members can share common interests in hobbies or other concerns. Social networking services allow users to manage, build, and represent their social networking online (Wang et al. 2007). According to Alexa (2011), out of the top 20 most popular websites, 15 are either social networks per se, or have embedded social networking functions. Currently, the most commonly used social networking technologies are discussion boards, real time chat, P2P newsgroups, and listserves. Social context is the culture which people study or live in, and through this context, people can relate to with each other easily (Kolvenbach et al. 2004). In a given social context, members of the same social environment will often think in similar patterns and styles, even when their conclusions differ. Social context has three major components (Zhao and Stasko 2002): societal structures (shapers), social processes (perceptions, attitudes, values), and common patterns of social behavior (social realities). Social aspects of context are generally agreed to be important, but modeling them has been considered difficult, if not impossible: ‘‘The designer of a context-aware application Pervasive Social Computing may find it difficult or even impossible to (a) enumerate the set of contextual states that may exist (b) know what information could accurately determine a contextual state within that set, and (c) state what appropriate action should be taken from a particular state’’ (Kurvinen and Oulasvirta 2004; Greenberg 2001). In its early stages, social computing was described as any type of computing application in which software serves as an intermediary or a focus for a social relation. The earliest report on social computing can be traced back to the 1940s, in Vannevar Bush’s seminal 1945 Atlantic Monthly article ‘‘As We May Think.’’ In this paper, Bush (1945) conceived of a memory and communication device called a ‘‘memex.’’ The far-reaching idea led towards the concept of ‘‘the Computer as a Communication Device’’, as developed by Licklider and Taylor Robert (1968), which outlined methods of computer-aided group collaboration. Early social software had two distinct foci: ‘‘One was on the technological issues, interfaces, user acceptance, and social effects around group collaboration and online communication. The second focus was on the use of computational techniques, principally simulation techniques, to facilitate the study of society and to test out policies before they were employed in real-world organizational or political situations’’ (Wang et al. 2007). Selected definitions of social computing are the following: first, social computing describes any type of computing application in which software serves as an intermediary or a focus for a social relation (Schuler 1994). Second, social computing is concerned with the intersection of social behavior and computational systems. In the weaker sense, social computing has to do with supporting any sort of social behavior in or through computational systems. In the stronger sense, social computing has to do with supporting ‘‘computations’’ that are carried out by groups of people (Social_computing 2011). Third, social computing is a social structure in which technology empowers individuals and communities, rather than institutions (Charron et al. 2006). Fourth, social computing is a computational facilitation of social studies and human social dynamics, as well as a design and use of Information and Communication Technology (ICT) technologies, that considers social context (Wang et al. 2007). And fifth, social computing refers to as the interplay between people’s social behaviors and their interactions with computing devices (Dryer et al. 1999). We define Pervasive Social Computing as a collective computer-mediated means for augmenting multiple human social intelligences, by detecting the human social context, recognizing human social intentions, and then presenting people with desired computations and communications options during the course of their interactions with the cyber and physical environments. The kinds of social intelligence to be augmented are categorized as physical environment awareness, behavior awareness, community awareness, interaction awareness, and content awareness. Ultimately social computing enriches and enhances all these aspects of human social experience. Behavior awareness is the ability for a pervasive social application to detect participants’ behaviors or social signals, to recognize their intentions, and respond by presenting user-desired services. Community awareness is the ability for a pervasive social application to detect, search, and extend the users’ social communities, based on their personal concerns. Community awareness extends users’ social experience by presenting them with all types of information relevant to their interests. Interaction awareness is the ability for a pervasive social application to detect patterns by which users interact with cyber and physical environments, and adapt an appropriate interaction for communicating with the users. Content awareness is the ability for a pervasive social application to augment the users’ aggregate media content, in order to extend and enrich the users’ social experience. Physical environment awareness is the ability for a pervasive social application to detect contextual information in the physical environment, so that the interaction between users and computing systems becomes pervasive and invisible. 3 Design of Pervasive Social Computing This section elaborates our proposed concept of Pervasive Social Computing in terms of behavior awareness, physical environment awareness, community awareness, content awareness, and interaction awareness. Moreover, this section reviews state of the art in developing each of these capacities. 3.1 Behavior awareness Vinciarelli et al. (2008) regard social intelligence as an indispensable facet of human intelligence, and perhaps the most important one of all. They ask questions such as ‘‘Is it possible for computer systems to understand what kind of interactions the two individuals portrayed in Fig. 2 are having?’’ These researchers also claim that next-generation computing needs to include the essence of social intelligence—the ability to recognize human social signals and social behaviors like politeness and disagreement, in order to become more effective and efficient in dealing with user needs. We categorize social signal processing intelligence into several kinds of behavior awareness. Human behavior involves social signals, which can be used to understand the social patterns of human life. Behavior awareness 123 J. Zhou et al. Fig. 2 Behavioral cues and social signals (Vinciarelli et al. 2008) studies analyze various kinds of behavioral cues and social signals, in order to identify their features and meanings. By programming behavioral clues into computer systems, social signals can be effectively analyzed by machines, in order to implement social computing. Vinciarelli et al. (2008) group these social signals into several classes. The first class relates to physical appearance, and includes natural characteristics such as height, body shape, physiognomy, skin and hair color, etc. The second class of behavioral cues includes gestures and postures. Face and eye behavior are the cues that express social signals with the highest effectiveness. Vocal nonverbal behavior includes all spoken cues that surround the verbal message and influence its actual meaning, such as voice quality, linguistic and non-linguistic vocalizations, silences, and turn-taking patterns. The last important source of behavioral cues is the use of space and environment. Physical distances between individuals often correspond to their social distances. Table 1 presents recent advances in techniques for machine analysis of relevant behavioral cues (such as blinks, smiles, crossed arms, laughter) and describes the design and development of automated systems for social signal processing (SSP) (Vinciarelli et al. 2008). A generic architecture for social signal processing is derived as Fig. 3. Behavior awareness architecture consists of three layers. The upper layer concerns social signal cues extraction, and uses various sensors or measuring techniques to capture different types of social behavioral signals, i.e. physical appearance, gesture and posture, gaze, facial expression, vocal behavior, and use of space. After social behavior cues extraction, the middle layer of context sensing classifies these signals into basic verbal and nonverbal classes. Nonverbal signals are further classified into facial signals, hand movements, postures, etc. The lowest layer, of behavior understanding, carries out identification of situations, and interprets human behavioral cues within social 123 interactions through model mapping. This level of the program can distinguish, for example, argument from discussion. The architecture first captures a person’s nonverbal signals and identifies them as hand movement signals. Then it retrieves hand signal models from a behavioral model archive. By comparing with these models, it identifies that this person is in an argument. The architecture interprets the situation as an ‘‘argument.’’ 3.2 Physical environment awareness Information related to the physical environment provides a very important context for enabling daily activities. Derived from pervasive computing, physical environment awareness makes it possible to capture information related to the physical environment. For example, it is possible to obtain information on the temperature, lighting, noise level, and humidity of a room through sensors. This contextual information can be used in an application which makes the computer program adaptable to a physical environment. In situations where the environment is dynamic, users can carry a device which is aware of physical environment, and make the computing environment aware of the user (Beadle et al. 1997). Traffic control is another example, in which traffic lights change dynamically by sensing the coming vehicles on the road. Many different techniques have been developed for physical environment awareness. Context Toolkit (Dey Anind 2000) is designed as a programming tool for the development of context-aware applications. Gaia (Chetan 2005; Román et al. 2002) is a metaoperating system, built as a distributed middleware infrastructure, which offers five basic services: event manager, context service, presence service, space repository, and context file system. Gaia supports the development and execution of applications for active spaces— ubiquitous computing environments in which users interact with devices and services. Schmidt (2002) proposes a Pervasive Social Computing Table 1 State of the art on machine analysis of human social signals Behavior cues perception Social context sensing Social behavior understanding Cues from physical appearance Measures of facial attractiveness (Aarabi et al. 2001) and modeling of the overall appearance of individuals for identification purposes (Darrell et al. 2000; O’Toole et al. 1999) Cues from gesture and posture Gesture recognition by detecting the different body parts (arms, legs, trunk, etc.) (Pope 2007; Oikonomopoulos et al. 2008), automatic posture recognition (Ozer and Wolf 2002), and activity recognition Cues from gaze and face Facial Action Coding System (FACS)(Ekman and Friesen 2002) and recognition of emotional facial expressions like happiness and anger (Pantic and Rothkrantz 2003; Zeng et al. 2008) Cues from vocal behavior Detection of laughter (Kennedy and Ellis 2004), and multimodal approaches based on both audio (Truong and van Leeuwen 2007) and visual features (Ito et al. 2005) Cues from use of space and environment Physical proximity information, processing for the simple presence or absence of interaction between people (Pentland 2007; Eagle and Pentland 2006), and automatic detection of seating arrangements (Jaimes et al. 2004) Taking account of W5 ? (where, what, when, who, why, how) (Pantic et al. 2008) Temporal dynamics of social behavioral cues analysis (Tong et al. 2007; Valstar et al. 2007) Model-level fusion methods, making use of the correlation between audio and visual data streams (Fragopanagos and Taylor 2005) Fig. 3 A generic architecture for behavior awareness Physical appearance Gesture and posture Gaze and face Vocal behavior Use of public space Social signal cues extraction Signal classification (e.g. vocal, posture, gaze, height, gesture, distance) W5+ reasoning and identification in the interaction (e.g. people, time, location, intention) Context reasoning Social interaction situation identification (e.g. argument and discussion) Model mapping (e.g. agreement, politeness, empathy) Behavior interpretation Behavior model layered architecture to synthesize context from heterogeneous sensors, to equip mobile devices, and to surround environments with context-awareness. Zhou et al. (2011) propose the concept of Context-Aware Pervasive Service Composition (CAPSC), which aims at enabling a pervasive Interaction situation system to provide user service compositions that are relevant to the situation at hand. The above-selected models for context-aware computing provide technical fundamentals towards a generic physical environment awareness architecture. A generic 123 J. Zhou et al. Fig. 4 A generic architecture for physical environment awareness architecture for physical environment awareness is illustrated in Fig. 4. The physical environment awareness architecture perceives data surrounding the user. This architecture consists of three main layers. The lowest, or sensing layer, consists of sensors and mechanisms to perceive physical environmental data. The sensing layer requires certain operations, for example feature extraction. The middle, or modeling layer, includes the procedures for context modeling and context reasoning. In other words, it is responsible for abstracting and deducting the low-level data into meaningful information, and even knowledge. The highest level, or management layer, has the ability to resolve possible context conflicts, and make policies or rules. Physical environment-aware systems help people to concentrate on their daily lives by replacing the dominant techniques of interaction with computers, and letting computer technology fade out from the users’ awareness. community awareness involves much more than awareness of that a group exists. To enable computerized community awareness is challenging, because people in a community are often neither organized as a group, nor do they have commonly identified goals. For computational purposes, community awareness can be interpreted in two different ways: (1) (2) 3.3 Community awareness Community awareness involves sensing and interpreting ongoing activities in the social environment. Kolvenbach et al. (2004) claim that community portal solutions must integrate an awareness environment for capturing users’ presence or actions in their communities, and for notifying the communities’ members of the other members’ activities. A community can be defined as a group of people belonging to a particular physical area, or an interest group. Community awareness can be defined in two different ways (Zhao and Stasko 2002). First, community awareness concerns the degree to which people generally know about each other, share social norms, accept different roles within the community, or share concerns about issues affecting the community. Second, community awareness is about understanding the common interests of a community, and providing applications that support these common concerns. One important characteristic of a community is sharing of common interests and preferences, but not necessarily common goals (Sumi and Mase 2000). Therefore, 123 Facilitation of awareness among physically separated communities (Zhao and Stasko 2002). This type of application uses technology to bridge physically separated communities. One of these applications is 2nd Life, which recreates the real world inside the digital world. Facilitating the needs of a community (Sumi and Mase 2000). This is one of the more challenging tasks in community awareness, because it is necessary to find a way to collect data from the community before making any decision about its needs. Current applications collect data by asking users to create their own profiles, inputting their personnel information and interests. Tour Navigation (Sumi and Mase 2000) is one good example. Community awareness can be understood from the perspective of building and managing a virtual community. Virtual communities are computer-mediated spaces resembling real life communities, through which individuals interact with each other to extend experiences of everyday life. Through these communities they can cross geographical and political boundaries in order to pursue mutual interests or goals. Many definitions of virtual community have been proposed (Lee et al. 2003; Howard 1993). But these usually propose that virtual community should support individual activities, including the following: (1) (2) Public discussion, since participants have discussions with one another, whether to share opinions, knowledge, feelings, or common topics of interest Personal relationship, since with sufficient time, the participants develop self-sustaining relationships amongst themselves Pervasive Social Computing (3) Member-generated content, which obviously refers to the data, information, discussion, expression, and feelings generated in discussions led by members. Requirements for the support of community awareness are analyzed in (Kolvenbach et al. 2004). These requirements include: (1) (2) (3) (4) (5) community awareness should be user-friendly in helping users to define personal awareness profiles, community awareness should provide adequate contextual information for the current situation of the user, community awareness should be able to infer the meaningful context and share awareness contexts, community awareness should enable users to reach a common understanding, and community awareness should keep users informed about activities in several communities. To meet the above design requirements, we derive a generic architecture for community awareness (Fig. 5), which consists of three layers. The lower layer provides a publish/subscribe communication service. This service reads user profiles to record individual community-aware interests, and lets the user publish or subscribe to messages of interest, without knowledge of who is the sender/receiver. The middle layer provides basic services such as Bulletin Board System (BBS), email, newsgroup, chat room, or blog, to extend and enrich real life experiences. The upper layer provides advanced services such as transaction, shopping, education, entertainment services, etc. These advanced services further enrich the users’ real lives. 3.4 Content awareness Social media websites have grown rapidly within the past few years (Cho and Tomkins 2007), mainly because the Fig. 5 A generic architecture for community awareness Business services Web is rapidly shifting from content contributed by anonymous authors to a ‘‘social Web,’’ in which almost all the content is linked to an author’s name (Smith et al. 2008). YouTube, Flickr, Myspace and Facebook are some of these famous social media websites. Social media provides such social media services, which consist of a social network of users, and means to share content within the network. The content can be, for example, multimedia presentations, position data, or status updates. We categorize this kind of social computing as content awareness because social media websites are mostly used to host user-generated content. Taking an information technology standpoint, Zeng et al. (2010) focus social media research primarily on social media analytics and social media intelligence. Social media analytics is concerned with developing and evaluating informatics tools, to collect, analyze, and visualize social media data for facilitating interaction between online communities and for extracting useful patterns or intelligence. Social media intelligence aims to derive actionable information from social media, and develop corresponding decision-making frameworks which can benefit from the ‘‘wisdom of crowds’’ through the Web. Social media technologies have been accepted in many specific application domains. Bertot et al. (2010) state that social media technologies hold great promise in their ability to transform governance, by increasing a government’s transparency and its interaction with citizens. The government operates the social media technology along the following dimensions: democratic participation and engagement in government decisions, coproduction of government services, crowd-sourced solutions, and transparency and accountability. Jacobs et al. (2009) develop a course to examine the design and use of social media. They structure their course in the context of evaluating social media based upon technology, and structuring materials based upon Computer-Supported Collaborative Work Education services Entertainment services Financial services Information share Advance services Bulletin Board System Web-based Email Newsgroup Chat Room Blog Basic services classification Subscribe Publish Basic communication service Media User profiles 123 J. Zhou et al. (CSCW), Computer Mediated Communication (CMC), and Computer-Supported Collaborative Learning (CSCL). Social media can be grouped based on the differing granularity in their content creation and control (Smith et al. 2008). There are three basic levels of granularity for social media, which are: (1) Fine—Users have control over minimal units of media; (2) Medium—Users have indirect control over units of media; (3) Coarse—Users have limited control over particular blocks of content, like photos. When social media, i.e. content awareness, is integrated with community awareness within a society, it becomes Pervasive Social Computing. Content awareness can be modeled as a three-layer architecture (Fig. 6). The upper layer, ‘‘distributed interaction management,’’ involves collaboratively connecting content providers and receivers, and delivering appropriate multimedia content to the proper users. This content delivery can be synchronous or asynchronous. The utilized techniques include distributed communication, distributed collaboration, and authentication mechanisms. • • • Distributed communication mechanisms are publish/ subscribe mechanisms for asynchronous, loosely coupled communication, such as podcasts, automated content updates, downloads, Microblogs (for exchanging small elements of multimedia content), or RSS—all used for publishing and receiving timely updated multimedia content. Distributed collaboration mechanisms are, for example, Web-based calendar applications for individual or group activity scheduling, or social workflow management for group task assignments (Neumann and Erol 2009). Authentication mechanisms manage and certificate individual and group identities, and ensure system security. Fig. 6 A generic architecture for content awareness 123 The middle layer, ‘‘distributed content management,’’ is responsible for creating, classifying, aggregating, or searching multimedia content, and measuring individuals’ contributions or readership. And the lower layer, ‘‘social content database,’’ stores all data involving content awareness, such as content, individual tags, blogs, profiles, etc. Compared with community awareness, content awareness is more data-based and content-driven, which implies that communication and services are driven by content processing. 3.5 Interaction awareness There are many different human–computer (or machine) interaction techniques, and interaction awareness makes the interface between humans and computers more intelligent. Interaction-aware applications need information about the user’s interests, and should present the users with desired interaction modes. Interaction awareness aims to recognize and grasp the type of interaction-related information wanted, and adapt itself to the users’ desires in an interaction. A list of interaction types or styles is given as follows: • • Visual-based interactions will respond to human appearances. UBI-hot spot provides one example of such visual interaction awareness (Hosio et al. 2010). In these applications, the large display alternates between a passive broadcast mode and an active mode, based on face detection and other mechanisms. Gesture-based interactions are now gaining popularity. WUW, a wearable gestural interface by Mistry et al. (2009), presents a good example. WUW attempts to bring information out into the tangible world by using a tiny projector mounted on a hat, or coupled in a wearable device. WUW projects information onto surfaces, walls, and physical objects around us, and Pervasive Social Computing • • • lets us interact with the projected information through natural hand gestures, arm movements, or interaction with the objects themselves. Inspired by the WUW work, Baldauf and Fröhlich (2009) develop a framework supporting hand-gesture manipulation of projected content through a mobile phone. The gesturebased interaction enables natural hand movements to trigger actions in a computer, and shifts the users’ attention from the device to the content. Touch-based interactions enable the user to intuitively interact with a computer for displaying and receiving information through touch screens or touch panels. There are many touch-based interaction products and prototypes, such as the ubiquitous TouchPad (2011) on laptop PCs, which enables the user to switch between moving the mouse and dragging with the mouse, by tapping once, then quickly pressing and holding the finger down again. Fingerworks (2011), a padlike device, uses the average of two adjacent finger touches to set the location of the mouse cursor. The Touchscreen (Mass Multimedia 2011) is a direct-input screen that also uses the average of two touch locations to set the location of the mouse cursor. TabletPC (2011) are also direct-input devices, which rely on a special pen. The DiamondTouch (Dietz and Leigh 2001) supports a right click by tapping with a second finger. And the SMART Board (2011) supports mouse-overs via a dedicated hover button. Speech-based interaction carries out voice recognition to analyze speech-based instructions. Speech-based interfaces provide an obvious alternative to the visually demanding graphical user interfaces which are common on desktop applications (Lee et al. 2001). Speech-based interactions are considered to be more secure, because this technique makes use of the creature characteristics of the human body to carry out identification. Since everybody’s creature character is unique, and is usually stable over a fairly long period, this personal quality is different from others, and is difficult to imitate (Tabatabaei et al. 2008). Speech-based interaction has been applied in healthcare services (e.g., electronic medical records (Wang et al. 2003)), military programs for highperformance fighter aircraft (e.g., F-16) (Speech_recognition 2011), and emotion recognition (Jones and Jonsson 2005; Toivanen et al. 2004), etc. Widely used algorithms are statistically based, such as Hidden Markov models (HMMs) (Mana and Pianesi 2006) and dynamic time warping (DTW) (Rabiner and Juang 1993). Multimodal recognition is recently acknowledged as a vital component of the next generation of spoken language systems (Chibelushi et al. 2002). Tag-based interactions allow the user to interact through RFID tags. The UBI-hot spot uses RFID tags to trigger transitions between passive and active modes in large displays (Hosio et al. 2010). Hardy et al. (2010) use multi-tag Near-Field Communication (NFC) interaction for providing services to interact with displays, such as posters and projections. Want et al. (1999) augment objects such as books, documents, or business cards with a single RFID tag. Such single-tag interactions are also offered in the i-mode FeliCa, for electronic payments, access controls, and commuter passes (NTT 2011). Multi-tag interfaces (with many NFC tags) represent multiple services related to an object. Broll et al. (2007) demonstrate posters augmented with RFID/NFC tags, which provide services such as getting additional information, downloading media content, or ordering movie tickets. Reilly et al. (2006) augment a paper map with a number of RFID tags beneath points of interest). Tag-based interaction is also trialed in augmenting menus for ordering food by McDonald (2011). Different types of sensors can be used to capture these above-mentioned physical interactions, so that a computer system can adapt to the desired interaction modes. A generic architecture for interaction awareness is modeled into three layers (Fig. 7). The upper layer represents application instances of human–computer interaction. Each interaction model is initiated and managed by one type of interaction system. The middle layer consists of sensors to capture userinteraction behavior cues, and recognize user-interaction patterns. These recognized patterns help computers make interaction decisions. The lower layer represents the user and user context, and it provides services for storing and managing user profiles and user historical interaction records. Multimodal Human Computer Interactions Interaction pattern recognition Visual-based HCI Gesture-based HCI Speech-based HCI Touch-based HCI User interaction behavior cues extraction Tag-based HCI HCI methods User and user context Fig. 7 A generic architecture for interaction awareness 123 J. Zhou et al. 4 Resulting architecture for Pervasive Social Computing We defined Pervasive Social Computing as collective computer intelligence, aiming to augment multiple human social intelligences by detecting the human social context, recognizing human social intentions, and presenting people with desired computation options as they interact with their cyber and physical environments. The desired computations consist of behavior awareness, community awareness, interaction awareness, content awareness, and physical environment awareness (Fig. 8). These forms of computermediated awareness enhance the following five human intelligences: 4.2 Behavior-oriented intelligence Non-verbal behavior is one of the main ways people have always communicated. But computerized systems are still not able to capture these valuable messages, which add quality and completeness to a conversation or action. So, behavior-oriented awareness aims to recognize behavior signals expressed by users during their interactions with humans or computers, and respond by presenting the users with appropriate services. For example, a person’s mobile song player can adapt to the user’s current behavior pattern, and generate music suitable for user’s current mood. 4.3 Community-oriented intelligence 4.1 Physical environment-oriented intelligence As people become more and more mobile, they move between surrounding environments quite often. User activities, from a short tour in a foreign city, to moving to a new place, become more time- and cost-consuming without physical environment awareness. Through physical environment awareness, the user can get information on bus schedules, points of interest in the area, local news, etc., anywhere and anytime. In a business perspective, the users can access desired devices needed in the course of their work, such as finding available printers or other nearby services. The state of the art in pervasive computing is making physical environment awareness a reality. The virtual community via the Internet plays an increasingly important role in aggregating information. Community awareness involves bringing community-oriented intelligence to extend the users’ social networks, to find special help, or to search for information. 4.4 Content-oriented intelligence The Internet is moving towards Web 2.0 because it enables contributions by the users themselves (Murugesan 2007). Content awareness plays an important role in identifying and distributing the right content to the right users through content-sharing websites. Content awareness augments the user’s efforts to aggregate media content, so it extends and enriches the user’s social experience. 4.5 Interaction-oriented intelligence The link between computer and user is an interaction, and modes of interaction are evolving. Typing on the keyboard or working with the mouse are the most common interaction methods to make human instructions understandable to computers. But with the advancement of technology, interaction is no more restricted to the keyboard or mouse. Interaction awareness brings the user new options for interacting with advanced computer systems, and the system offers options suited to user needs. Interaction awareness augments users’ ability to interact with cyber and physical environments. 5 Prototype examination Fig. 8 Pervasive Social Computing architecture for augmenting five facets of human intelligence 123 The SmartEye prototype (Atukorala et al. 2009) is examined in this section. We have implemented this prototype as this research was written. We revisit it to investigate the characteristics exhibited by the Pervasive Social Pervasive Social Computing Computing architecture, in order to better understand Pervasive Social Computing. The objective of SmartEye is to provide a home monitoring and control system which can be operated via mobile phone. SmartEye can be configured to three main categories of devices: switches, sensors, and cameras. The users can use their mobile phones to control these devices, or to be informed when the status of any of these devices changes. SmartEye will indicate any status changes through the user’s mobile phone. A scenario exposing the practical uses of SmartEye is explained as follows. Alice is a busy lady who travels a lot. This time she has to go abroad on a business trip. Before she leaves for the trip, she needs to secure her home. Also, her sister Liza might come to her place to spend a couple of days. Alice needs a way to monitor her home while she’s away, and also facilitate Liza on her visit there. Alice decides to use SmartEye to solve all these problems. She first configures all the electronic appliances at her home to the system. Then she configures door sensors, door locks, and security cameras to the system. Next, Alice uses SmartEye’s home plan drawing tool to draw the home plan, and map all the items configured to SmartEye to the home plan. This way, Alice has a clear picture of her house and the devices in it. After Alice leaves, Liza comes to Alice’s house. At the doorstep, the sensor detects Liza and sends an alert to Alice’s mobile phone. Alice remotely sees Liza. With her mobile phone, she opens the door and turns on the living room lights. Alice also turns on the air conditioner. This way, Alice makes Liza’s stay as comfortable as possible. Alice also has a son, Ben, who lives few miles away from her home, and she has added Ben as family member to SmartEye. Therefore, Ben can also monitor and control Alice’s home through his mobile phone. Table 2 summarizes the resulting examination. SmartEye employs three social computing capabilities to relieve Alice of trouble in safeguarding her home. SmartEye employs community awareness to enable Alice to identify family members, to share the configuration of her home devices, and the view of her home plan. SmartEye basically gives a new means of interaction to a family. This system allows users to interact between themselves in the context of home security and monitoring. In every community, each member can have different roles and different power levels. In a family, the parents have more power to control and navigate family affairs, and at the same time they get most of the responsibility. SmartEye can reserve some information and authority concerning some elements, such as the TV or gaming console, to the Table 2 Pervasive Social Computing in SmartEye Awareness Use cases Explanation Community awareness Group-based home security, etc. System broadcasts alert family members Interaction awareness Mobile monitoring, home monitoring System enables users to use various options for human-comupter interaction Physical awareness Home security System detects the presence of people outside the home parents. At the same time, parents will also get bad news, such as a thief breaking into the house, which will let them message the children not to go home after school. SmartEye also employs interaction awareness to enable Alice to do system configuration through her home computer, or her mobile phone. Interaction awareness is one of the most powerful means of extending human activities through computers. Interaction awareness helps to bridge the gap between humans and machines. In SmartEye, interaction awareness plays a major role because it basically focuses on how people interact with electrical appliances at home. Hence, one major interface with the system is appliance switches. In SmartEye, we have used two types of switches: a basic switch (which we use to turn devices on or off), and switches triggered through sensors. The middle layer of the system, or the server-side computation, processes directions given by the users. But unlike many systems, SmartEye has two different interaction interfaces; interactions through devices in the home, and interactions through the mobile phone. Mobile interactions are similar to controlling appliances directly, but the way of perceiving and interacting through mobile phones is totally different from the way we do it at home. One of the best features of interaction awareness is that the system can present different options for interaction, according to where the users are, and how they access the system. SmartEye also employs physical environment awareness to sense physical contextual information, e.g. sensing Liza’s proximity to Alice’s home, so that it sends an alert to Alice. The alert can also broadcast to all family members, providing community awareness. As we discussed earlier, physical awareness can be presented in different contexts. Identifying people and responding to them are the main elements of physical awareness. In SmartEye, physical awareness is used as a security feature to monitor homes. The system monitors the physical environment by motion detectors, and responds by alerting responsible people accordingly. Again, these features can be used by different people in different ways. During a burglary in your home, you respond to the security alert by calling the police. Or when your friend visits your house before you 123 J. Zhou et al. get back home, the alert will allow you to unlock the door and welcome your friend remotely. In extended versions of SmartEye, we can introduce different types of physical environmental sensors to the system. The temperature feedback from your oven will keep track of things baking at home while you’re out shopping. Similarly, the humidity sensors will report the status of your small garden inside the house, and request watering through your mobile. 6 Conclusion Many technologies are evolving to enhance human intelligence. We generalize a collective term, Pervasive Social Computing, to describe this trend. Pervasive Social Computing leads to augmenting five facets of human intelligence, including behavior awareness, physical environment awareness, interaction awareness, community awareness, and content awareness. To have an explicit understanding of Pervasive Social Computing, we first analyze its evolution and its links with other emerging computing technologies. 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