
|
Home : Our Team : Teaching : Publications : Research : Conferences : Events : NEW: Open Theses : NEW: Jobs : Contact : mics : binfo : ilias : uni gr internal only Goethe AG |
ARTIFICIAL CONVIVIALITY
Inventing Communities of CommunicationIn the physical world, humans interacting together are remarkably skilled at using subtle cues about their presence and activities. However, in digital worlds such interactions are still limited. While analyzing these limitations we will aim at defining a conceptual framework as well as requirements to allow for more effective online interactions.We will first look at how humans interact in the real world: Interactions can be between single individuals, an individual and his/her environment or individuals and groups with their environments. We will ask what types of inputs and outputs could be appropriate for such online interactions? What kind of mechanisms, functions, roles and rules should be defined to regulate these interactions? What properties should such environments be characterized with? Our research is embedded in web site environments such as digital cities, online-portals from city administrations to service their citizens. We will exploit the graph-like structure of web sites, where pages are nodes and links edges, as spatial environment and stage for interactions between individuals, the visitors of the site, alone or in groups and the site itself. Furthermore, we will consider the notion of conviviality and how it relates to interactions between individuals as well as between environment and individuals. Setting up the ProblemWe do not have in cognitive and social science a clear notion of conviviality. There is no clear model nor any singular vision of conviviality. The definitions we have found are either incomplete or domain specific and we will here attempt to define it.Simply stated, a convivial place is a place where one is welcome, one feels at ease. However, we believe that conviviality is a concept of greater depth that plays an important role not only in social interactions but also in the internal regulation of social systems and that it deserves closer scrutiny. A convivial relation between individuals is one that allows participating individuals to behave and interact with each other following a set of conventions either shared, commonly agreed upon or at least understood. This presupposes implicit or explicit regulation mechanisms based on concensus or "social contracts" and applied to the behaviors and interactions of participating individuals. Related concepts: amicable relation, politeness.A convivial relation is to be distinguised from an intimate or amicable relation. Similarly to politeness a convivial relation takes place between individuals that do not necessarily know each other and requires that a certain distance be respected between the individuals. We plan to analyze this distance and attempt to evaluate it.We see conviviality differing from politeness in that conviviality adds the notion of "well-being for the group" to the set of shared conventions whereas politeness may keep relation only effective and without direct confrontations between single individuals (ex...). DiscussionLet's look at the notion of environment as described by Weyns et AL. [1], e.g. a spatial and organizational structure relating to activities such as communication and the definition and enforcement of rules regulating the interactions within it.
How to describe, evaluate and model ''conviviality'' in digital citiesLet's first define three functions.The domain of our function is a group of individuals (for example visiting the digital city web site.) ![]() In (1) conviviality is described as a function over all users. The function computes the conviviality of the group. The function parameters are the conviviality evaluations of each and every user composing the group. In (2) we obtain for each user, his/her own conviviality evaluation. The function parameters belong to a set of conviviality criteria. These criteria could for example be pre-determined for the group or dynamically generated by users. Examples of criteria: trust, quality of interactions, etc. In (3) each criterion is computed over the set of parameters defining that particular criterion. For example: the parameters of trust could be the security level of the environment, information about users, etc. We plan to analyze criteria in more details. Example of Scenario:On the digital city site, a user looks for tourist information about museums. Navigating through the site, a search box or a companion agent, s/he arrives on the museum page. There are already a number of users. How can conviviality be expressed, assessed and managed?References[1] Weyns, D., Parunak,V.,Michel, F.,Holvoet, T.,&Ferber, J. (2005c). Environments formultiagent systems, state-of-the-art and research challenges. In Weyns et al. (2005a). Springer-Verlag.I2 - INVENTING PROFILE DISCOVERY FOR E-CONVIVIALITYConviviality in digital cities is per se rather known, less explored and implemented. Following the definition of a natural conviviality, we also have observed a very interdisciplinary way of interpretation and definition, both in open and closed social systems. Following this, the intended research work can be only a fundamental research work that finally leads to the implementation of prototypes. Starting from conviviality in a natural social system - and especially how it is expressed - the central questions of the screenplay might be:?Natural conviviality
Artificial conviviality
Pattern Discovery
General questions, depending on the hypotheses:
Implementation
Goal of this sub-project
Inventing profile discovery for e-convivialityThe core assumption of this work is: a visitor feels more comfortable if he gets the desired information easy, fast and smooth. To achieve e-conviviality means to know the visitor’s desires (user profile) and to provide him with the information he needs and/or may need. The approach of this work is to solve this problem by using profiles, namely profiles of behavior and profiles of interests. These profiles will be built and analyzed. The results will be used to increase and improve a user’s e-conviviality in digital cities e.g. show the desired content...fStaff
Results"ICC" is mentioned on: MINE Projects |