Cyborg Swarms and Wearable Communities
By Howard Rheingold, Mon Jun 03 00:00:00 GMT 2002
Researchers are exploring a new social realm that integrates instead of separates cyberspace and face-to-face space.
It is possible today to equip your
MP3 player with off the shelf wireless capabilities and to create ad-hoc
WiFi or Bluetooth networks in automatic cooperation with similarly
equipped devices within a few. When you stop to talk with a friend, your
MP3 players could automatically exchange
playlists.
Collaborative filtering algorithms similar to those
used by Amazon could process the information you accumulate during the
day and recommend music you might like to hear or people you ought to
meet. Your devices could expose linkages between your social networks,
letting each participant in a face-to-face conversation know who they
have in common.
Add the kind of reputation systems that have
surfaced on eBay or Slashdot, and even wilder interactions become
possible. Imagine what might happen if you pass within range of someone
you don't know, but who is recommended by three people in your most
trusted social
network.
Society
When I found
out that groups of computer scientists have been studying the social
effects of ad-hoc mobile networks, I immediately wanted to find out
more. Over the years, I've developed a nose for those places where
the future shows up first. Right now, one of those places is the
Wearable Computing Laboratory at the University of Oregon in
Eugene.
Gerd Kortuem, Zary Segall, Jay Schneider, Steve Fickas,
and a small community of graduate students at the Wearable Computing
Laboratory at the University of Oregon are exploring a new social realm
that integrates instead of separates cyberspace and face-to-face space.
The Oregon researchers combine wearable computers, ad-hoc wireless
networks, and identity and reputation protocols in order to create the
conditions for the social phenomena they call "wearable
communities." The researchers use (that is, they wear) the devices
they develop, and are attempting to use them to augment rather than
replace face-to-face interaction.
The first experimental
wearable communities today are confined to a few dozen researchers at
university or commercial R&D laboratories. Keep in mind that there
was a time at the beginning of the growth curve for online communities
when people could read every posting on Usenet every day. The World Wide
Web started on a single desktop in Switzerland. At one point, there was
only one website in California. If it's social and it can be
transported through communication networks, local outbreaks can tip into
global epidemics in a matter of
hours.
Communication
From the
telephone to the Internet, the human need for social communication has
driven the rapid growth and accelerated evolution of those information
technologies that can amplify the power of social networks. The
telegraph and the telephone connected people any place on earth to
people in any other place, in real time. Virtual communities enabled
millions of people around the world to socialize and collaborate around
shared interests.
But telephones and online social networks
separate people from their local surroundings and the people who are
physically present with them. Online societies take people out of the
context of their family or geographic community. Wearable communities,
as envisioned by Kortuem and his colleagues, could provide new
opportunities for community-building in the world of face-to-face
encounters by bringing together people who did not know each other
previously and by providing opportunities for people who know each other
to create, exchange, and share public goods.
Wearable computing
is an old dream, going back to the 1960s research by Ivan Sutherland,
the man who created computer graphics as we know them. Sutherland's
vision had to wait for Moore's law to make wearable computers
feasible. The coming of the modern "cyborgs" was heralded by
the always-on webcam of Steve Mann, a student at the MIT Media Lab who
wore a personal area network of computers everywhere he went, equipped
with wireless link to the Web, seeing the world through a video
camera.
The Borg
In 1994, Mann
started streaming everything he saw, heard, and typed to the Web in real
time. Mann now teaches at the University of Toronto, where his community
of mobile cyborg journalists swarmed a political demonstration that
turned violent. Another MIT student who wore his computer all the time,
Thad Starner, wrote of using instant messaging to keep in real-time
contact with other cyborgs on the MIT
campus.
"Cyborgs" like Mann "encapsulate"
themselves in their wearable devices by seeing the world through a video
head-mounted display. Mann's students in Toronto, Starner's
research at Georgia Tech's Contextual Computing group, the Wearable
Group at Carnegie Mellon, Jun Rekimoto and colleagues at Sony's
Interaction Lab in Tokyo, and the Eugene researchers constitute
today's seedbeds of cyborg or wearable communities. According to
Kortuem, who came to Oregon from his native Germany, most European
research has concentrated on "context aware" mobile devices
that evolve from mobile telephones rather than communication-capable
portable computing devices. The focus of European research will shift in
at least once place soon, when Starner and his research group move to
The Swiss Federal Institute of technology in Zurich for seven
months.
I was attracted to the work of the group in Eugene
because they had both a global vision of wearable communities as a
socio-technical phenomena, and an experimental platform for exploring
wearable community design in action. Kortuem et al define wearable
computers as computers that are constantly on, aware of other devices in
the environment, equipped to communicate with other devices wirelessly,
and authorized to act automatically and proactively on the wearer's
behalf (as in "exchange playlists with anyone in proximity who is a
student at this college"). A wearable community requires middleware
that enables individuals to form ad-hoc networks and engage in a variety
of automated transactions when they come into proximity with others who
are similarly equipped:
Ad-hoc and
personal-area networks will make it possible for devices belonging to
different individuals to communicate during face-to-face encounters,
thus enabling new forms of spontaneous social interactions between
people who are co-located and organized in an unforeseeable way. We
argue that these developments will eventually lead to the emergence of
new social networks of like-minded individuals who use their wearable
devices to communicate, share information, play games, and coordinate
their activities. We call such social networks enabled by wearable
computing devices Wearable Communities.
We believe that fully
embodied "human moments" are essential for community
building. While Virtual Communities on the Internet have led to a
separation of physical place and social space, our work is an attempt
to reunite the two. At first approximation, we define a Wearable
Community as a social network created by or maintained through the use
of wearable computing devices. A collection of wearable computer users
becomes a Wearable Community when enough people use their wearable
computers to form webs of personal
relationships.
Context
The
Eugene group created a number of applications to demonstrate wearable
community capabilities. Pirate applies ideas derived from p2p file
sharing and combines them with ad-hoc wearable networks, enabling
users' devices to exchange playlists and music recommendations
automatically during face-to-face encounters. WALID enables user's
devices, mediated by software agents, to negotiate chore-sharing among
neighbors: I'm going near the store, and I see you need a bottle of
milk; our agents determine that this is a fair trade, and new tasks
automatically appear on the to-do list projected in front of our eyes or
on our handheld screens. mBazzar is a wearable community application set
up by students for students to enable swapping of CDs, books, bikes,
furniture, and electronics.
Pirate, WALID, and mBazzar are
simple first steps, designed to test both the technical feasibility and
social effects of Wearable communities. Off-the-shelf and homebrew
wearable computers have achieved about the same
beginning-to-be-acceptable price/performance ratio that personal
computers reached when Steve Wozniak and Steve Jobs showed off the Apple
I at Palo Alto's "Homebrew Computing Club."
But
the wearable subculture has a powerful accelerant that wasn't
available in the early days of PCs. The worldwide virtual community of
cyborgs use the Internet to spread knowledge from nodes like Cambridge,
Toronto, Atlanta, and Eugene even more quickly than the web itself
propagated. Specialty Wearable manufacturers like Hitachi and Xybernaut
and personal electronics giants like Sony see wearables as a lucrative
market, combining the high-tech lure of entertainment and productivity
technology with the marketing networks, product cycles, and economies of
scale of fashion. If future technosocial revolutions reflect the
dynamics of the growth of the telephone and the Internet, manufacturers
of hardware and vendors of software won't be the most effective
designers of social applications.
Like virtual communities,
wearable communities are likely to be constructed from the grassroots,
by people who appropriate the technology for their own social
needs.
With a background in technology
writing, Howard Rheingold is the
world's foremost authority on virtual communities. His 1988 article
in Whole Earth Review, titled "Virtual Communities," contained
the first-ever published reference to the concept. His 1993 book, The
Virtual Community, was the first work on the phenomenon of social
communication in cyberspace.
Howard served as an online host for
the Well since 1985, and sat on the
Well Board of Directors. In 1994, he was the founding Executive Editor
of HotWired, the first commercial webzine with a virtual community
known as Threads. He now runs a private community,
Brainstorms.