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Blackstock wo t 2011


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Blackstock wo t 2011

  1. 1. Uniting Online Social Networks with Places and Things Mike Blackstock, Rodger Lea University of British Columbia Adrian Friday Lancaster University
  2. 2. Key Trends Leading to a Social WoT • The IoT unites the physical and digital world • Cooltown and other large scale pervasive computing systems • Leverage web standards toward the Web of Things • Today social networks are user-centric and social • User interaction and updates • Trusted relationships • User generated content
  3. 3. Social Network PresenceReal World
  4. 4. Social Network PresenceReal World
  5. 5. Social Network PresenceSocial NetworkReal World
  6. 6. Social Network PresenceSocial NetworkReal World
  7. 7. Social Network PresenceSocial NetworkReal World
  8. 8. Social Network PresenceSocial NetworkReal World
  9. 9. Social Network PresenceSocial NetworkReal World
  10. 10. Outline• Common and unique features of online social networks• Current work linking OSNs with WoT• Challenges toward stronger integration• Current work and conclusions
  11. 11. Key Features of OSNs• Facebook • Simple and consistent REST API { "id": "69...........", • Notifications to certain "name": "John Doe", "first_name": "John", "last_name": "Doe", changes "gender": "male", "locale": "en_US" • Container for canvas } applications
  12. 12. Key Features• Open Social • Open specification • Multiple compliance levels: • basic connectivity to Social API Server and Gadget Container• Twitter • Focus on followers, tweets and search
  13. 13. Summary User Id & Activity Trusted OAuth Container RESTful API Profile Feeds Relationships Security ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ followers ✓ ✓
  14. 14. OSN-WoT Related Work• Foursquare, Latitude: location and check ins with mobile devices• Pachube: share, store, find feeds on the web• Social Access Controller: users and groups for sharing things• SENSE-SATION: OAuth and REST for participative apps• SenseShare: facebook for sharing sensors
  15. 15. Stronger OSN-WoT Integration• Stronger convergence • brings new opportunities for interaction between users, places and things• Issues include • Two way OSN-real world interaction • Extending APIs and Programming Models • User interface and human interaction
  16. 16. Two-way OSN to Real WorldInteraction• Receive state updates and control things• Dynamic thing-to-user and thing-to-place relationships that mirror the world• Registration and discovery of things
  17. 17. Two-way Interaction Challenges• Data integrity and timeliness • consistent for all OSN users, update order is important • remote control and automation should be possible • subscribe or follow thing and relationship updates• how should things connect? • via gateways or individually? • is OAuth suitable when there is no UI on a thing? • is it practical for users to individually connect and authenticate everything they own?
  18. 18. Extending Programming Model• Extend APIs and models to include places, and things• physical and ownership relationships• For example: • Facebook Graph extensions • New Open Social Services • Twitter feeds for data from environments
  19. 19. Programming Model Questions• Location models and other meta data• ‘Thing profiles’: folksonomies vs standard profiles and interoperability• How to deploy an API extensions? • Open Social extensions: not popular everywhere • Facebook: propretary and closed • Can we use existing hooks and extension points? Social network overlay?
  20. 20. Human Interaction Challenges• OSN user interfaces for interacting with places and things • new container applications?• Allow users to qualify relationships • more than just ‘friend’, ‘follow’ and ‘like’ relationships• Installations presenting OSNs in physical world • bridge social networks with physical space • interaction using situated sensors, actuators and displays • can public benefit while maintaining privacy and autonomy?
  21. 21. Current work• Facebook applications for sensors and actuators• A “meta” social network integrating Facebook, Twitter, Open Social & others • Can experiment with new APIs and interfaces.• Interactive Community Displays • social network displays in cafes • tagging places and things • used to initiate discussion and socializing
  22. 22. Conclusion• The Web of Things leveraged pioneering work in ubicomp and pervasive computing• Leveraging and extending Online Social Networks can create a social WoT.• To accomplish this: • Enable two way interaction for dynamic place & thing discovery and state • Extend OSN APIs to include places, things and relationships • Extend user experience in both directions for real world user interaction with OSNs
  23. 23. Demo: WoT Canvas Apps Canvas Pages Custom Page Tabs