We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society

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Transcript of We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society

Modeling 21st Century Society

• You• Lisbon 2014

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Copyright image: staygiant

• Niki LambropoulosWCL, University of Patras, Greece 

Global Operations Division, London, UK

CRINTE, University of Western Macedonia, Greece 

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Copyright image: staygiant

We Use. We Create. We Become. We Succeed. 

Evolution of the Individual

* We are born * We die * We live in the middle

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http://fc02.deviantart.net/fs22/f/2008/001/4/4/The_Fountain_by_3mmI.jpg

How evolved are we? 

• The Humpback Whale Song Spectrogram• http://en.wikipedia.org/wiki/Whale_vocalization

Michael Phelps

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http://en.wikipedia.org/wiki/Whale_vocalization

ICT Society Human Beings

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https://www.youtube.com/watch?v=awghxwRlWeM

Multitasking

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http://www.edwhellas.gr/wp-content/uploads/2014/05/multitasking-2.jpg
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http://www.technovativesolutions.co.uk/file/img/work/communication.png

Online Communities

About Communities…

• Community: a group of people who consciously share a sense of belonging anchored in common interests and enhanced by social interactions. 

• Online community: an online social aggregation that emerges when enough people carry on those public discussions long enough to form relationships. Members’ social interactions are facilitated by ICTs.

• Community of Practice (CoP): a group of people who share a concern or a passion for something they do, and learn how to do it better as they interact regularly.

• Collaborative e‐Learning Community (CeLC): a social aggregation that emerges in online courses when enough people carry on progressive dialogues for the purpose of learning.

Social Networks

http://tjcnyc.files.wordpress.com/2008/08/social_mess_big.jpg

About Social Networks

• Social Network: a social structure made up of a set of actors (such as individuals or organizations) and the dyadic ties between these actors (Wasserman & Faust, 1994). Ties can be based on: friendship, common interests, mutual friends, family members, business, dislikes etc.

• Social Network Platform: an other online service focusing on building and creating networks. 

• We are: Friends (Facebook), followers (Twitter), readers (Blog), subscribers (YouTube) etc.

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https://www.facebook.com/niki.lambropoulos/media_set?set=a.10151630442083543.1073741831.663533542&type=3
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http://conjunctured.com/wp-content/uploads/2013/07/shift-workspace-1024x601.jpg

Community Evolution

1. Legitimate Peripheral Participation (LPP): The process of social learning that occurs in Communities of Practice containing different levels en route for members’ engagement and practice

2. Participation  involves the use of tools: Artefacts used within a cultural practice carry a substantial portion of that practice's heritage. Thus, understanding the technology of practice is a way to connect with the history of practice and participate more directly in its cultural life (Lave & Wenger, 1991)

Participation Eyeball

General User Tools

BigData‐Startups

The User is the Architect

Machines can understand logic / meaning behind the data

“The Semantic Web is a major research initiative of the World Wide Web Consortium (W3C) to create a metadata-rich Web of resources that can describe themselves not only by how they should be displayed (HTML) or syntactically (XML), but also by the meaning of the metadata.”

From W3C Semantic Web Activity Page

“The Semantic Web is an extension of the current web in which information is given well-defined meaning, better enabling computers and people to work in cooperation.”

Tim Berners-Lee, James Hendler, Ora Lassila, The Semantic Web, Scientific American, May 2001

Semantic Tools

Web 3.0 & Semantics 

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Data linked and can be added to Machines can enquiry data Machines can understand logic / meaning behind the data

We Use: Semantic eLearning

http://arxiv.org/ftp/arxiv/papers/1209/1209.3117.pdf http://officialandreascy.blogspot.com/2014/01/how‐semantic‐web‐technology‐promotes‐e.html

We Use: DBpedia

DBpedia  ( DB: database )  extracts structured content from the information created as part of Wikipedia. This structured information is then made available on WWW. DBpedia allows users to query relationships and properties associated with Wikipedia resources, including links to other related datasets. 

DANGER!!

'DANGER! I don't like your face 'cuz I don't like what it's saying'. 

The Semantic Web interconnects meaning – to me 

We Use: Citation

We Use: Sentiment Mining

• what is being said about you

http://business‐fundas.com/wp‐content/uploads/2011/06/customer_sentiment_mining.jpg

We Use: Semantic Medline

http://skr3.nlm.nih.gov/SemMed/index.html

What's in to Me?

We believe this is what you are looking

We Use: Smart Eco Cars 

We Use: Gestures

Gesture Controlled User Interfaces

We Use: Smart Fabrics

• Sensors placed strategically in the clothing that elicit feedback on physical performance.

• Smarter fabrics can mimic the human skin. 

• University of California‐Davis (UC‐Davis):  Fabric forms excess sweat into droplets to drain away.

• Fabrics monitor heart rate & blood pressures 

• Mood‐Driven Chameleon Wear? 

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http://amplifytoday.com/category/armor/ http://www.futuristspeaker.com/2012/01/25-technologies-i-didn%E2%80%99t-see-at-ces/

We Use: Augmented Reality

Medical Assistants

http://www.medgadget.com/2013/08/augmented‐reality‐ipad‐app‐guides‐surgeons‐during‐tumor‐removal.html

We Use: Massive Data Visualisation for Prediction

http://www.nsf.gov/news/news_images.jsp?cntn_id=123607&org=NSF

We Use: Embodied Cognition

• Cognition is embodied when it is deeply dependent upon features of the physical body of an agent

We Use: Affective Haptics

• Study and design of devices and systems to elicit, enhance, or influence the emotional state of a human by means of sense of touch. 

We Use: Robots

Social / Domestic Robots

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Autonomous robots that interact and actively and emotionally communicate with humans or other autonomous physical agents by following social behaviours and rules attached to its role

Pepper: The Emo Robot 

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http://www.techreviewer.co.uk/japan-to-release-emo-robot-2/

1. Individual2. We, Communities 3. We, the Ecosystem

Same Pattern in Pedagogical Research 

Pedagogical Research *Computer Supported Collaborative Learning (CSCL)IndividualDyads & TriadsGroups of 4‐5 students CommunitiesSocial Networks Professional Networks<Other/>

Pierre Dillenbourg is a CSCL pioneer and Professor of Computer Science at Swiss Federal Institute of Technology in Lausanne (EPFL).

Realisation #1

• Expand Our Perception / Research 

• Design on Connectedness 

Improve Human Capability

Vision

If you could do something to improve human capability to deal with the increasing complexity of the world,then you'd really contribute something basic.

Product

20 years later: a graphic computer system, controlled by a special keyboard and something called a mouse, that would let people work together on documents, manipulate complex ideas, even from far‐flung locales.

Individually Improved Capabilities

Observation InformationKnowledge Awareness 

Critical ThinkingConnectednessCommunication

PresenceSelf ReflectionAbstract MindCreativityInnovation

….

Jack of All Trades

New Digital Economy

to describe & value 

• products 

• processes

• knowledge

• skills 

• competencies

• <other/> 

Evolved Human!

User:26 minutes to work

http://journal.media‐culture.org.au/index.php/mcjournal/article/viewArticle/743

New Horizon

New Horizon

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http://pics.fort90.com/journal/nyaff2012a.jpg

What Went Wrong?

Collapsing Economy – Humanity

Paradise lost…

What Went Wrong?

Tech Divided 

• Poverty / Inequality leads to the extinction of humanity, loss of respect and dynamism. They disrupt the social fabric and solidarity. 

• Work is a means to meet basic needs and for self‐esteem.

• Excessive industrialization and consumerism would destroy the balance between man and nature.

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http://antaryamin.files.wordpress.com/2010/08/gandhiji.jpg

World: Ecosystem 

Realisation #2

• Understand Social / Cultural frameworks

• Improve human capability to deal with

increasing complexity of the world

• Then Design Systems

Lack of Causality Awareness 

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http://www.quantumactivist.com/noncausal-quantum-eraser-concept/

Reciprocal Determinism

Bandura, Albert.  (Born 1925‐) In Pastorino & Doyle‐Portillo, What Is Psychology?: Essentials, 2013

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Observations "Albert Bandura speculates that personality is the product of three interacting forces: environment, behavior, and thoughts. Bandura called the constant interaction among these three factors reciprocal determinism. We choose to place ourselves in certain environments, and these environments then influence our behavior and the way we think. However, the way we think - our attributions, goals, values, and perceptions - may guide which environments we choose to be in as well as the behavior we exhibit. Our behavior, in turn, may change the environment as well as the way we think. All three variables influence each other in a reciprocal manner."�(Pastorino & Doyle-Portillo, What Is Psychology?: Essentials, 2013) �"Reciprocal determinism suggests that individuals function as a result of a dynamic and reciprocal interaction among their behavior, environment, and personal characteristics. Personal characteristics include one's thoughts, emotions, expectations, beliefs, goals, and so forth. Behavior is conceptualized as a person's skills and actions. Lastly, environment is considered to be a person's social and physical surroundings. All three systems interact with each other; therefore, a change in one will influence the others as well. Reciprocal determinism indicates that people do have a say in their future, because of reciprocal interactions."�(Lee, Encyclopedia of School Psychology, 2005) Examples of Reciprocal Determinism Let's imagine that Anna is a shy student who usually keeps to herself (the personal/cognitive component). She enters a room on the first day of class to find that all of the other students are already present (the environment). In most cases, she would just quietly slip into a seat at the back of the class in order to avoid becoming the center of attention (the behavioral component). In this instance, another student at the front of the room boisterously greets Anna and invites her to sit down in an adjacent seat. In this instance, the environment has introduced a new reinforcing stimuli (the friendly student) that has led to a change in Anna's normal routine. As a result, her behavior has changed.

Reciprocal Determinism

Causality: a series of consequences impact our environment

Reciprocal Determinism

Consequences influence and condition our behaviour

Reciprocal Determinism

then our environment impacts our personalities

Reciprocal Determinism

via internal / external stimuli & conflicts

Realisation #3

Work on Collateral Damage 

Passive + Active Engagement 

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http://www.blainsouthern.com/exhibitions/2011/bill-viola-the-quintet-of-the-unseen-london

Perceive Ephemeral + Eternal 

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http://www.conceptualfinearts.com/cfa/2013/11/10/bill-viola-and-the-importance-of-making-visible-what-can-not-be-seen/4-the-raft-37/

Reboot Our Perception 

Bill Viola ‐Martyrs 4 Elements , Zen in St Paul's Cathedral, London, UK

Creating 21st Century Information Society

What kind of systems & processes aid us to externalise our human capabilities, 

already encrypted in our DNA, for the 21st Century Information Society?

We Live in CommunitiesTools for Creative Engagement 

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http://www.1314studio.net/mobile/engagement/images/creativeengagementphotography.jpg

Being Human

'Computer technologies are not neutral – they are laden with human, cultural and social values. We need to define a new agenda for human‐computer interaction in the 21st century – one that anticipates and shapes the impact of technology rather than simply reacts to it.'

‘The new forms of engagement, then, require us to conceptualise users as embodied individuals who are part of a social, economic and political ecology, with desires, dreams, concerns and worries.’

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http://research.microsoft.com/en-us/um/cambridge/projects/hci2020/download.html

Social * Economic * Political

Change our patterns Think Big

e.g. Tesla’s Ideas

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http://www.teslascience.org/images/tcoil/magnifier.gif

Quantum Energy 4All

IT, Human Beings + The Social

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http://www.dailyslave.com/wp-content/uploads/2014/05/zuck.jpg

1.0  2.0  3.0

• Web 1.0 was revolved around top‐down Information and E‐commerce

• Web 2.0 moved beyond static pages allowing users to interact and collaborate utilising Social Media collaborative platforms 

• Web 3.0 is about enhancing the ‘intelligence’ of the Web underlying architecture, so the user and the machine can recognise behavioural patterns modify them and re‐create the virtual environment based upon users’ own goals and dreams

Reality – Virtuality ‐Me

1.Personality2.Behaviour3.Environment: Reality4.Environment: Digital 

Threads of Our Selves Online

1.Personality2.Behaviour3.Physicality4.Digitality 

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http://www.hongkiat.com/blog/wp-content/uploads/no-more-trace-kay.jpg

Detect the Patterns

http://radio‐weblogs.com/0105910/images/newman_internet.gif http://dgeiu3fz282x5.cloudfront.net/g/l/l‐86932.jpg

Mouse: Eyes / Hands Coordination

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http://4.bp.blogspot.com/-Tz6LjQg4yLg/Uqh0V5Y5hZI/AAAAAAAAB20/51Y9kvBlMOw/s1600/1.jpg http://upload.wikimedia.org/wikipedia/commons/6/68/Cpc464.computer.750pix.jpg

Understand the Patterns

Humans imitate for themselves & systems• Behaviours• Ways of working

• Processes• Organisational structures 

• <Other/>

OpenResponsive Altruistic 

Societal Unity Peace 

WellbeingEcology

Economy

Collective Capabilities

Computing Pioneers

Their patterns:

Disciplinarities: intra, cross, multi, inter, trans (Zeigler, 1990)

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http://www.arj.no/2012/03/12/disciplinarities-2/

Disciplinarities

• Intradisciplinary: working within a single discipline.• Crossdisciplinary: viewing one discipline from the perspective of another.

• Multidisciplinary: people from different disciplines working together, each drawing on their disciplinary knowledge.

• Interdisciplinary: integrating knowledge and methods from different disciplines, using a real synthesis of approaches.

• Transdisciplinary: creating a unity of intellectual frameworks beyond the disciplinary perspectives.

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http://www.arj.no/2012/03/12/disciplinarities-2/

Curiosity across Disciplines

Socio‐Technical Design

• Assist designers maximizing human values while achieving business & technical virtuosity

• Interplay of Social (humans, orgs) & Technical (software) subsystems 

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https://www.youtube.com/watch?v=rxUE8CCU8VM

Interface Design

• Visions, social understandings & practices• Fitting systems into the ways we function as Human Beings

• Fitness with IT and business / organisational contexts 

What We Like & Why

• Habits, Patterns & Algorithms

Realisation #4

• Change Patterns

• Think big

• 4D Design for We, Ecosystem A. Behaviour

B. Personality

C. Physicality

D. Digitality 

How?

dIS THE PRODUCTPeter Merholz

Collective X * U2: 360 Tour 

User eXperience (UX)

• ISO: User eXperience (UX) is – a person's perceptions

– responses 

– resulting from • use and/or

• anticipated use of a 

product, system or service

• UX is subjective 

• UX focuses on the use

User eXperience (UX)

<Other/>

UX

Peter Merholz

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http://www.slideshare.net/peterme/experience-is-the-product

Immersive eXperience

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http://artpup.blogspot.gr/2013/07/multiverse-by-leo-villareal.html

Collective Immersive eXperience

Common Purpose

CoPresence

Inter 

Connectedness

CoEngagementZPF

Belonging

Immersive eXperience (IX)

1. Common Purpose2. Presence & Co‐presence3. Zone of Proximal Flow (ZPF)

• Immersive Factors4. Inter‐ Connectedness5. Engagement Factors6. Sense of Belonging7. Immersive World Platforms

Inter‐Connectedness 

Converging

1. Direction / Motivation / Activation 

2. Knowledge / Understanding / Meaning

3. Skills / Competencies

4. Flow / Activities

5. Trust / Belonging 

6. Learning / Sharing / Co‐creation

7. Consciousness / Inter‐Connectedness 

Co‐Engagement Factors

1. Perception via the senses 2. Action via the body/kinaesthetic – physical body 

functions3. Emotion via the heart – emotional & instinctual 

nature functions4. Cognition via the mind – rational consciousness 

functions5. Co‐creativity via imagination & intuition –

higher consciousness thinking functions 6. All of the above

Zone of Proximal Flow

Extract of Figure from  Repenning, A. "Programming Goes to School", B. CACM, 55, 5, May, 2012.

Collective Intelligence X

Sense of eLearning Community Index

Ben K. Daniel (Editor)

Sense of Community Index

1. E‐Learning Community evolution: initial opinions on the community evolution, shared interests and values, knowing about the community, new members’ contribution, and the collaborative tools

2. Affective factors1. Sense of belonging2. Empathy as a representation of what members know and feel3. Trust: knowledge /experience exchange, help and support

3. Human‐Human Interactions4. Human‐Computer Interactions5. Intensity: levels of passive and active participation, and 

persistence6. Global ‐ Local Social Network Analysis7. Collaborative e‐learning within LPP: participants’ opinions 

and the number of new knowledge generation episodes

Sense of Community Index

http://www.senseofcommunityresearch.org/research/updates/identifying‐concepts‐that‐build‐a‐sense‐of‐community

Expand Our Awareness

Horizon 2020

Horizon 2020

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http://www.irnet.us.edu.pl/home

EuroCAT CSCL: HCI‐Ed

1. Identify  & Understand the CeL 

context

2. Design

3. Evaluate (1st study)

4. Build

5. Evaluate (2nd study)

6. Re‐design Re‐develop

Evaluate (3rd study)

7. Study & Research of surrounding phenomena (4th

study)

MACRO

Organisation/convergence of teamwork 

activities/tasks

Group Discussion Structure 

(Topics/themes)

MIDDLE

Adjacency pairs and patterns (turn taking)

MICRO

Knowledge  convergence levels (low, 

medium, high)

Micro‐Macro‐Middle‐ Levels for CSCL Discussion Analysis (2015)

The group as the unit of analysis

EuroCAT‐CSCL Timeline

Example:  Kinect

• An actionmotion sensing input device based around a webcam‐style add‐on peripheral (e.g. for the Xbox 360 console) that enables users to control and interact with the device without the need to touch a game controller, through a natural user interface using gestures and spoken commands.

CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014

Altenerville

• Kinect Ecology 

CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014

CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014

Altenerville

• Design for values can and often will lead to profound choices

CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014

Adaptive Learning Systems

Use of computers to deliver material and information in a way that responds to each individual’s performance and/or activity on the system.

• Continuous adaptivity

• Personalised Learning

• Customisation

• Distributed User Interfaces

• Scalability Knewton Adaptive Learning Platform™

Scientific/Technological Objectives for Open Innovation

Personality Patterns

• Free2Grow platform (Lambropoulos & Bratitsis, HCII 2014)

Weaving User Immersive Experiences: Scientific Curiosity and Reasoning with Bodily Feelings Mapping and Evolution

Curiosity, Reasoning and Emotions in Gamification

Cognitive, Affective and Conative Learning Aptitudes – Group Cognition 

Emotion Science

Plutchik's Wheel of Emotion ( 2001 ) http://community.copypress.com/wp‐content/uploads/2012/11/Wheellarge‐e1355167496830.png

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http://www.npr.org/blogs/health/2013/12/30/258313116/mapping-emotions-on-the-body-love-makes-us-warm-all-over

Emotion * Cognition * Behaviour 

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http://www.mind.org.uk/media/7471/cbt_1.jpg http://www.currentpsychiatry.com/fileadmin/cp_archive/images/1203/1203CP_Chand-fig2.jpg http://www.justiceaction.org.au/cms/images/M_images/CBT.jpg

Unification Models

Data & Analytics

Engagement 

Production

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Presentation Notes
https://www.facebook.com/photo.php?fbid=1015264 http://hbr.org/2014/07/the-ultimate-marketing-machine/ar/5 4991302787&set=a.10150186714242787.305091.10423517786&type=1&theater

Feeling Younger by Getting Older

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http://feeling-younger.eu/

Deal with Personal Crises

Holistic Wellbeing with Digital Innovationadolescent girls to use at home to examine and improve their wellbeing and their wellness related behaviours. 

Holistic management of self image & self confidence •Interactive Digital Diary•Handwriting recognition•Language querying•Sensing technologies •Smart mood ‐ behaviour detection •Appropriate information •Engaging interface for teenagers

Chronic Happiness 

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Presentation Notes
http://upload.wikimedia.org/wikipedia/commons/1/18/Flock_of_Seagulls_%28eschipul%29.jpg

COMPOOL

• Web 3.0 Collaboration Platform

• Semantic Analysis• Immersive Experience • User Innovation Networks 

aiming at • bridging governmental 

organisations and academia in the field of composite materials with real industrial applications in various areas such as aerospace, automotive, construction, wind energy and sports.

Lambropoulos, N., Tsotra, P., Kotinas, I. and Mporas I. (2013). Composites Ideas in COMPOOL Immersion: A Semantics Engineering Innovation Network Community Platfom HCII2013

Research Stopped

Re‐Invent Finance

• If the world directs itself to open globalisation and cooperation what is the relationship with the Digital Economy? – Open Software, Art, Music, Education

• Tesla + Ford: Industry + Academia

• Funding the Impossible 

Oiio Architecture Office names the project Guggenheim Extension Story, as a reference tothe unlikelihood that any extension to the museum would ever really take place.

Re‐Invent Consumer Finance

Presenter
Presentation Notes
https://www.affirm.com/

Enhance Creativity

Research Question

In what ways I can understand the 

Human, the Socialand the 

Environment as an Ecosystem so to Design for the 

2020 users?‘Dreamers’, Bill Viola

Experience TIME & REALITY

• The relationship between Time & Reality is barely perceptible

• Time is both subjective & objective 

• Time is the Reality Mechanism

Time is culturally experienced 

Experiencing TIME 

Presenter
Presentation Notes
https://www.youtube.com/watch?v=A3oIiH7BLmg

Time eXperience in Art

‘Catherine's Room’, Bill Viola

Co‐Incidences

Small Events Converging into Bigger Actions

Realisation #5

• Time based art, education, massive data visualisation, smart phone apps..

• The Co‐Incidences Matrix

Her: AI Semantics

We Create: Safety Sensors  

We create: Car2Car Communication

We Create: Social Semantic Web

http://technologyvoice.com/sites/default/files/sswgraph.png

We Create: ePolitics

• 40 euros 

• 1,600 votes

• 1 week YouTube & FB marketing  

We Create: Social Movements

Networks of Outrage and Hope: Social Movements in the Internet Age (Arab Spring) 

Modern political movements straddle urban space and cyberspace

Presenter
Presentation Notes
http://mydigitalwhiteboard.files.wordpress.com/2008/10/obama-online001.jpg http://www.thestranger.com/binary/c276/1375379058-xz8xw.jpg=0lfPg_5iaGQ

We Create: Common Ground

We Create: Ambient Intelligence 

Ambient Assisted Living Association

Presenter
Presentation Notes
http://ec.europa.eu/digital-agenda/en/news/ambient-technology-older-people-designed-older-people

We Create: Novel Classrooms

In Iceland... 

Bjork’s Biophilia Educational Program in the EU curriculum 

Presenter
Presentation Notes
https://www.youtube.com/watch?v=dikvJM__zA4

In Patras, Greece: Robotics

MOOCs Massive Education

Disciplines & Politics

We have the Visions

You create the Frameworks

Humans & Politics

Presenter
Presentation Notes
http://sphotos-a.ak.fbcdn.net/hphotos-ak-ash4/s720x720/999512_10151770499479002_2130628461_n.jpg

At the same time we perceive and create our world with our senses, cognition and tools. We may become aware of our inner qualities and obstacles when creating it. 

User Dreamer Architect Creator

Being Human Understandsocial / cultural frameworks before improve man—machine transactions

10 years old Creators

Flower Light

Bath Assistant

Kid’s Loving Friend

Think Big: Ubiquitous Computing

Seamless computing

http://blogs.parc.com/files/2010/03/ubicomp_venn.jpg

Connecting Technologies

• Urban / Cyber Space Merge

• Local / Global at the same time

• Multi‐ Self‐ communication 

• Connect and trust

• Groups

• Communities

• Social Networks

• Social Power

Presenter
Presentation Notes
http://4.bp.blogspot.com/_s2Zq-7fb9DA/TVMIqUwUjSI/AAAAAAAAAG4/xMM0iMY-XhA/s1600/Egypt+Facebook.jpg

Entity Immersive eXperience

Global Social Network Analysis

Presenter
Presentation Notes
Instead of being lost in digital flood, technologies and methods can support our responsive interactions so to experience our world as an entity. http://snacda.files.wordpress.com/2010/06/backbone.jpg

Inter‐Connectedness 

We co‐construct our internal and external biotopeand succeed without the consequences

Immerse Your Self

Surveillance Environment

Behind the reality mechanism

Presenter
Presentation Notes
http://in.socialdaily.com/images/Tips%20for%20a%20great%20Social%20Media%20presence.jpg
Presenter
Presentation Notes
http://spotimg.com/abstract-true-love-hand-connection-wallpaper/

Entity Immersive eXperience

Internet: Common Ground• Cheap Computers 4all • Things Connected• Massive Education• Global Active Citizens• Online Communities• Participatory Democracy • Energy 4all• Happy Inhabitants 

Presenter
Presentation Notes
http://photo.elsoar.com/wp-content/images/happy-earth-day-3dimage-D.jpg

• We, the Ecosystem