e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future with sociable technologies and social software

Maged N. Kamel Boulos
Maged N. Kamel BoulosDigital Health (Informatics) Scientist and Full Professor | Founder of the MEDLINE-indexed Int J Health Geogr (2002)
e-Health and Web 2.0:
Looking to the future with sociable
 technologies and social software
     Maged N Kamel Boulos, PhD
   mnkamelboulos@plymouth.ac.uk
Agenda
• What is Web 2.0 or the Social Web?
• The Machine is Us/ing Us (video)
• Web 2.0 is useful for… (some possibilities)
• Geriatric1927 YouTube example (and video)
• Some definitions/concepts: ratings, ‘wisdom of the
  crowds’, folksonomies, mashups, etc.
• 3D social networking, virtual worlds and the 3D Web
  (with part of ‘NMC Campus: Seriously Engaging’
  video)
• Conclusions
• Recommended bibliography
What is Web 2.0 or the Social Web?

• Compared to ‘Web 1.0’, the traditional, mostly
  read-only Web we all know, Web 2.0 is the
  read-write Web par excellence.
• In Web 1.0 users follow links to content, while
  in Web 2.0 they can also rate, comment,
  annotate, edit, create, mix and share content.
What is Web 2.0 or the Social Web?
• Web 2.0, the ‘people-centric social Web’, thus
  facilitates social networking, collaboration
  and a level of participation beyond that
  associated with traditional online methods of
  learning and information delivery.
• Greater levels of democratic participation,
  agency and choice are possible, where users
  act simultaneously as readers and writers.
The Web
browser as
the central
business
and            Web 2.0
productivity   (applications):
tool, much     More Than Just
like a Swiss
army knife     a Buzzword!
Video station
The Machine is Us/ing Us




     http://www.youtube.com/watch?v=6gmP4nk0EOE
Web 2.0 is useful for...
• People who use multiple computers in various
  locations (e.g., the http://del.icio.us/ social
  bookmarking service, and collaborative
  document authoring and editing in Google
  Docs http://docs.google.com/ and in wikis like
  AskDrWiki.com http://www.askdrwiki.com/);
• Sharing resources with others (e.g.,
  http://www.SlideShare.net/ and
  http://www.flickr.com/ services);
Web 2.0 is useful for...
• Discovery of items (Web links, papers,
  audio/MP3 clips (podcasts), videos,
  presentations, photos, etc.) similar to your
  current selections; and
• Building communities and discovering like-
  minded people and groups (social networking
  services like http://myspace.com/).



               Sermo.com: ‘The Wisdom of the Medical Crowd’ - a
               social networking site for physicians
Geriatric1927 YouTube example
• YouTube http://youtube.com/ is not just a video file
  repository for online dumping and sharing of (large
  and bandwidth-intensive) video files that would
  otherwise be difficult to host and serve to a wide
  audience, but is also a true Web 2.0 video
  community, where people can meet and discover
  videos based on interests they have in common, and
  where they can even communicate with each other
  using asynchronous video (video blogs) and
  ‘broadcast themselves’.
Geriatric1927 YouTube example
• One such YouTube broadcaster is 79-year-old
  Peter Oakley known by the nickname
  Geriatric1927.
• He used a webcam to shoot his videos, and
  posted them on YouTube, where they have
  been seen over five million times.
• Geriatric1927 made his YouTube debut in
  August 2006 with a series of videos about his
  life entitled ‘Telling It All’.
                   See: http://en.wikipedia.org/wiki/Geriatric1927
Video station
BBC interview with Geriatric1927




          http://news.bbc.co.uk/2/hi/business/6365389.stm
Some definitions/concepts
• Ratings (voting): are a feature of Web 2.0, be
  it users’ ratings of content, services, or other
  users. Ratings reflect the ‘wisdom of the
  crowds’* and their experience regarding the
  rated subject/item (e.g.,
  http://patientopinion.org.uk/ ).
• Folksonomies: collaboratively-/user-
  generated free-form metadata tags that
  categorise Web 2.0 content. Can be used to
  discover similar(ly-tagged) items.
                               * Or ‘collective intelligence’
Some definitions/concepts
• Remixing/repurposing of content: content
  viewed in one online location but originating
  elsewhere.
• RSS XML-based feeds and mashups are the
  main buzzwords here.
• Issues include copyrights and authorship.
e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future with sociable technologies and social software
Google Co-op
http://www.google.com/coop/
for one introduces social
recommendations and tagging
(the ‘wisdom of the crowds’) to
the search process for better
search results.


Yahoo! Pipes
http://pipes.yahoo.com/ is an
interactive feed aggregator and
manipulator. Using Pipes, you
can create feeds that are more
powerful, useful and relevant.
• New from Google: create and share map mashups with just
  your mouse (no coding)
  http://maps.google.com/help/maps/userguide/index.html
Screenshot of HEALTHmap (http://healthmap.org/), a mapping mashup service
that overlays health-related news links from multiple sources on maps sourced
from Google Maps. (A good example of Web 2.0 content syndication – cf.
stickiness of Web 1.0 content, which stays on originating sites.)
More on mashups…
• Mapping mashups could also prove
  useful in the fields of medical
  geography, tropical medicine, and
  parasitology, among others; for
  example, to communicate and
  publish geo-tagged field work
  results and photo/video collections
  from tropical countries.                 A ‘Google Books and Maps’ mashup
• Users can even overlay on the same    GPS-enabled mobile phones (GPS-
  maps their own position on Earth,     enabled cameras and other gadgets also
  and also view the position of their   exist) will enable millions of people to
                                        collectively annotate the Earth in ways
  colleagues (or clinical
                                        never done before!*
  cases/surveyed households) in real-   * See http://tinyurl.com/yoyr6h and
  time over the Web, if they have a      http://tinyurl.com/362zjx
  USB GPS mouse receiver or similar
  connected to their laptop.
                                         A simple USB GPS mouse receiver (~£40)
Some definitions/concepts
• Social networks are online social structures made of
  nodes, which are individuals linked together through
  common interests or some common theme.
• Individuals belonging to a social network usually post
  an online profile detailing their interests. Using these
  profiles, the social network can then facilitate the
  discovery of like-minded people, and support their
  online meetings and conversations with each other
  (IM, chatting, blog posts, etc.).
Some definitions/concepts
• Three-dimensional (3D) virtual worlds like Second
  Life http://secondlife.com/ and There.com can also
  be considered as 3D social networks, where people
  can collaboratively create and edit objects in the
  virtual world, besides meeting each other and
  interacting with existing objects.
• Issues include Internet addiction, gambling and
  pornography, trust/identity/privacy issues, and
  potential 3D navigation/user interface issues with
  older people.


            The 3D Web is more natural and engaging!
The US CDC place in Second Life. Inset: Two
persons communicating with each other
through their avatars. Second Life will have
voice chat capabilities later his year (2007).
Video station
Part of ‘NMC Campus: Seriously Engaging’ clip




                http://media.nmc.org/sl/video/seriously-engaging.wmv
Virtual worlds – The 3D Web
  • Offer novel, intuitive ways to:
    – navigate streaming audio/video/TV collections;
    – browse information spaces/document
       collections/virtual libraries (see, for example,
       Second Life Medical and Consumer Health Libraries
       in Healthinfo Island);
    – relax, visit new places, and sample new cultures
       (virtual tourism, e.g., visit virtual Morocco in
       Second Life, or virtual Egypt in There.com);
    – play multi-player games in the virtual world;
In virtual worlds, you can stand/sit, move and walk through, fly/swim,
ride virtual vehicles, and get teleported to various places and spaces.
Virtual worlds – The 3D Web
• Offer novel, intuitive ways to (cont’d):
   – buy, sell and advertise virtual and real-life goods and
     services;
   – develop social (and even clinical) skills/socialise and
     interact with other people via customisable, realistic,
     3D, fully-textured and animated avatars (3D social
     networking);
   – attend and participate in live events like SL lectures,
     conferences, festivals, and concerts; and
   – build communities, including learners’ communities,
     among many other things.

                             = SL + Moodle http://sloodle.com/
The possibilities are virtually endless…
For example, turning Google Earth into a virtual (“real”?           )
                social world a la Second Life!




                           http://slfuturesalon.blogs.com/second_life_future
                           _salon/2005/09/brave_new_virtu.html
                           http://www.youtube.com/watch?v=L4CbjeSTV78
A genetics lab/museum and learning area, The Gene Pool, in SL’s Immaculate
Visit: http://slurl.com/secondlife/Immaculate/215/207/21/
Read more: http://slnn.com/article/genepool/
The possibilities are virtually endless…
         New interaction/navigation interfaces in virtual worlds
The latest Second Life client is voice-               Wii and Second Life are expected
enabled, featuring 3D-mapped voice and                to very soon merge in different
‘audio focusing’ capabilities. Walk around            ways, and there will be many
someone who is speaking to you in SL to hear          more exciting opportunities,
the voice move around in 3D, based on where           especially given the suitability of
you are relative to that avatar. If you turn toward   Wii’s ‘motion-sensitive controller’
someone and move closer, for example, their
                                                      (Wiimote) for use by older people .
voice will be louder. As you move away, their
voices will become softer until you won’t be
able to hear them at all. If you speak while
walking around someone else, they too will hear
your voice tracking your position. Also, each
speaker’s volume is attenuated/boosted by their
distance from your camera position. Second Life
camera controls can thus be used to create a
momentary ‘audio focus’ on a given speaker.
A voice changing software driver
http://www.screamingbee.com/ can be
optionally used to hide speaker’s identity,
or just for some added fun!
Conclusions
• Social software has the potential to advance online
  learning and knowledge databases beyond traditional
  methods of delivery, toward a user-centred form of
  information management and retrieval through the
  collaborative creation and indexing (tagging) of digital
  knowledge repositories.
• Web 2.0 offers great potential to creative medical and
  health educators, but many of the associated possibilities
  still need to be fully identified, explored in various
  settings/scenarios, and carefully researched and evaluated
  to document best practices and pitfalls to avoid, before
  they can be used in daily teaching and learning activities.
Conclusions
• The more popular Web 2.0 applications in common
  use today in education like wikis, blogs, podcasts,
  document sharing services, and RSS feeds, are but
  the tip of the social software iceberg.
• There are still many exciting sociable technologies
  and usage scenarios for educators to explore, like
  mapping mashups and virtual worlds.
• Mashups are an excellent example of remixing,
  reusing and repurposing information in Web 2.0 to
  produce value-added content.
Conclusions
• Virtual worlds like Second Life are not mere three-dimensional
  multiplayer games. The immersive, rich experience that such
  environments offer combines many of the features of Web 2.0
  like instant messaging/voice chat, profiles, users’ ratings, and
  social networking, and a unique form of online social interaction
  that involves sharing various objects and creative collaboration
  on building and running places and services in the virtual world
  (user-generated content).
• Virtual medical/health libraries, access to remote librarians, and
  other medical and health-related educational applications
  through such worlds are not remote possibilities.
• For some current health-related educational examples, see
  http://www.simteach.com/wiki/index.php?title=Top_20_Educational_Locations
  _in_Second_Life and   Second Life - Heart Murmur Sim video
  http://www.youtube.com/watch?v=xJY2Iwbzop4
Recommended bibliography
• Kamel Boulos MN, Wheeler S. The emerging Web 2.0
  social software: an enabling suite of sociable
  technologies in health and healthcare education.
  Health Information and Libraries Journal 2007
  Mar;24(1):2-23 <URL: http://www.blackwell-
  synergy.com/doi/abs/10.1111/j.1471-1842.2007.00701.x>

• Kamel Boulos MN, Maramba I, Wheeler S. Wikis,
  blogs and podcasts: a new generation of Web-based
  tools for virtual collaborative clinical practice and
  education. BMC Medical Education 2006, 6:41
  (15Aug2006)
  <URL: http://www.biomedcentral.com/content/pdf/1472-6920-6-41.pdf>
Thanks!
• You may download an electronic copy of this
  PowerPoint at
  http://healthcybermap.org/sl.htm
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e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future with sociable technologies and social software

  • 1. e-Health and Web 2.0: Looking to the future with sociable technologies and social software Maged N Kamel Boulos, PhD mnkamelboulos@plymouth.ac.uk
  • 2. Agenda • What is Web 2.0 or the Social Web? • The Machine is Us/ing Us (video) • Web 2.0 is useful for… (some possibilities) • Geriatric1927 YouTube example (and video) • Some definitions/concepts: ratings, ‘wisdom of the crowds’, folksonomies, mashups, etc. • 3D social networking, virtual worlds and the 3D Web (with part of ‘NMC Campus: Seriously Engaging’ video) • Conclusions • Recommended bibliography
  • 3. What is Web 2.0 or the Social Web? • Compared to ‘Web 1.0’, the traditional, mostly read-only Web we all know, Web 2.0 is the read-write Web par excellence. • In Web 1.0 users follow links to content, while in Web 2.0 they can also rate, comment, annotate, edit, create, mix and share content.
  • 4. What is Web 2.0 or the Social Web? • Web 2.0, the ‘people-centric social Web’, thus facilitates social networking, collaboration and a level of participation beyond that associated with traditional online methods of learning and information delivery. • Greater levels of democratic participation, agency and choice are possible, where users act simultaneously as readers and writers.
  • 5. The Web browser as the central business and Web 2.0 productivity (applications): tool, much More Than Just like a Swiss army knife a Buzzword!
  • 6. Video station The Machine is Us/ing Us http://www.youtube.com/watch?v=6gmP4nk0EOE
  • 7. Web 2.0 is useful for... • People who use multiple computers in various locations (e.g., the http://del.icio.us/ social bookmarking service, and collaborative document authoring and editing in Google Docs http://docs.google.com/ and in wikis like AskDrWiki.com http://www.askdrwiki.com/); • Sharing resources with others (e.g., http://www.SlideShare.net/ and http://www.flickr.com/ services);
  • 8. Web 2.0 is useful for... • Discovery of items (Web links, papers, audio/MP3 clips (podcasts), videos, presentations, photos, etc.) similar to your current selections; and • Building communities and discovering like- minded people and groups (social networking services like http://myspace.com/). Sermo.com: ‘The Wisdom of the Medical Crowd’ - a social networking site for physicians
  • 9. Geriatric1927 YouTube example • YouTube http://youtube.com/ is not just a video file repository for online dumping and sharing of (large and bandwidth-intensive) video files that would otherwise be difficult to host and serve to a wide audience, but is also a true Web 2.0 video community, where people can meet and discover videos based on interests they have in common, and where they can even communicate with each other using asynchronous video (video blogs) and ‘broadcast themselves’.
  • 10. Geriatric1927 YouTube example • One such YouTube broadcaster is 79-year-old Peter Oakley known by the nickname Geriatric1927. • He used a webcam to shoot his videos, and posted them on YouTube, where they have been seen over five million times. • Geriatric1927 made his YouTube debut in August 2006 with a series of videos about his life entitled ‘Telling It All’. See: http://en.wikipedia.org/wiki/Geriatric1927
  • 11. Video station BBC interview with Geriatric1927 http://news.bbc.co.uk/2/hi/business/6365389.stm
  • 12. Some definitions/concepts • Ratings (voting): are a feature of Web 2.0, be it users’ ratings of content, services, or other users. Ratings reflect the ‘wisdom of the crowds’* and their experience regarding the rated subject/item (e.g., http://patientopinion.org.uk/ ). • Folksonomies: collaboratively-/user- generated free-form metadata tags that categorise Web 2.0 content. Can be used to discover similar(ly-tagged) items. * Or ‘collective intelligence’
  • 13. Some definitions/concepts • Remixing/repurposing of content: content viewed in one online location but originating elsewhere. • RSS XML-based feeds and mashups are the main buzzwords here. • Issues include copyrights and authorship.
  • 15. Google Co-op http://www.google.com/coop/ for one introduces social recommendations and tagging (the ‘wisdom of the crowds’) to the search process for better search results. Yahoo! Pipes http://pipes.yahoo.com/ is an interactive feed aggregator and manipulator. Using Pipes, you can create feeds that are more powerful, useful and relevant.
  • 16. • New from Google: create and share map mashups with just your mouse (no coding) http://maps.google.com/help/maps/userguide/index.html
  • 17. Screenshot of HEALTHmap (http://healthmap.org/), a mapping mashup service that overlays health-related news links from multiple sources on maps sourced from Google Maps. (A good example of Web 2.0 content syndication – cf. stickiness of Web 1.0 content, which stays on originating sites.)
  • 18. More on mashups… • Mapping mashups could also prove useful in the fields of medical geography, tropical medicine, and parasitology, among others; for example, to communicate and publish geo-tagged field work results and photo/video collections from tropical countries. A ‘Google Books and Maps’ mashup • Users can even overlay on the same GPS-enabled mobile phones (GPS- maps their own position on Earth, enabled cameras and other gadgets also and also view the position of their exist) will enable millions of people to collectively annotate the Earth in ways colleagues (or clinical never done before!* cases/surveyed households) in real- * See http://tinyurl.com/yoyr6h and time over the Web, if they have a http://tinyurl.com/362zjx USB GPS mouse receiver or similar connected to their laptop. A simple USB GPS mouse receiver (~£40)
  • 19. Some definitions/concepts • Social networks are online social structures made of nodes, which are individuals linked together through common interests or some common theme. • Individuals belonging to a social network usually post an online profile detailing their interests. Using these profiles, the social network can then facilitate the discovery of like-minded people, and support their online meetings and conversations with each other (IM, chatting, blog posts, etc.).
  • 20. Some definitions/concepts • Three-dimensional (3D) virtual worlds like Second Life http://secondlife.com/ and There.com can also be considered as 3D social networks, where people can collaboratively create and edit objects in the virtual world, besides meeting each other and interacting with existing objects. • Issues include Internet addiction, gambling and pornography, trust/identity/privacy issues, and potential 3D navigation/user interface issues with older people. The 3D Web is more natural and engaging!
  • 21. The US CDC place in Second Life. Inset: Two persons communicating with each other through their avatars. Second Life will have voice chat capabilities later his year (2007).
  • 22. Video station Part of ‘NMC Campus: Seriously Engaging’ clip http://media.nmc.org/sl/video/seriously-engaging.wmv
  • 23. Virtual worlds – The 3D Web • Offer novel, intuitive ways to: – navigate streaming audio/video/TV collections; – browse information spaces/document collections/virtual libraries (see, for example, Second Life Medical and Consumer Health Libraries in Healthinfo Island); – relax, visit new places, and sample new cultures (virtual tourism, e.g., visit virtual Morocco in Second Life, or virtual Egypt in There.com); – play multi-player games in the virtual world; In virtual worlds, you can stand/sit, move and walk through, fly/swim, ride virtual vehicles, and get teleported to various places and spaces.
  • 24. Virtual worlds – The 3D Web • Offer novel, intuitive ways to (cont’d): – buy, sell and advertise virtual and real-life goods and services; – develop social (and even clinical) skills/socialise and interact with other people via customisable, realistic, 3D, fully-textured and animated avatars (3D social networking); – attend and participate in live events like SL lectures, conferences, festivals, and concerts; and – build communities, including learners’ communities, among many other things. = SL + Moodle http://sloodle.com/
  • 25. The possibilities are virtually endless… For example, turning Google Earth into a virtual (“real”? ) social world a la Second Life! http://slfuturesalon.blogs.com/second_life_future _salon/2005/09/brave_new_virtu.html http://www.youtube.com/watch?v=L4CbjeSTV78
  • 26. A genetics lab/museum and learning area, The Gene Pool, in SL’s Immaculate Visit: http://slurl.com/secondlife/Immaculate/215/207/21/ Read more: http://slnn.com/article/genepool/
  • 27. The possibilities are virtually endless… New interaction/navigation interfaces in virtual worlds The latest Second Life client is voice- Wii and Second Life are expected enabled, featuring 3D-mapped voice and to very soon merge in different ‘audio focusing’ capabilities. Walk around ways, and there will be many someone who is speaking to you in SL to hear more exciting opportunities, the voice move around in 3D, based on where especially given the suitability of you are relative to that avatar. If you turn toward Wii’s ‘motion-sensitive controller’ someone and move closer, for example, their (Wiimote) for use by older people . voice will be louder. As you move away, their voices will become softer until you won’t be able to hear them at all. If you speak while walking around someone else, they too will hear your voice tracking your position. Also, each speaker’s volume is attenuated/boosted by their distance from your camera position. Second Life camera controls can thus be used to create a momentary ‘audio focus’ on a given speaker. A voice changing software driver http://www.screamingbee.com/ can be optionally used to hide speaker’s identity, or just for some added fun!
  • 28. Conclusions • Social software has the potential to advance online learning and knowledge databases beyond traditional methods of delivery, toward a user-centred form of information management and retrieval through the collaborative creation and indexing (tagging) of digital knowledge repositories. • Web 2.0 offers great potential to creative medical and health educators, but many of the associated possibilities still need to be fully identified, explored in various settings/scenarios, and carefully researched and evaluated to document best practices and pitfalls to avoid, before they can be used in daily teaching and learning activities.
  • 29. Conclusions • The more popular Web 2.0 applications in common use today in education like wikis, blogs, podcasts, document sharing services, and RSS feeds, are but the tip of the social software iceberg. • There are still many exciting sociable technologies and usage scenarios for educators to explore, like mapping mashups and virtual worlds. • Mashups are an excellent example of remixing, reusing and repurposing information in Web 2.0 to produce value-added content.
  • 30. Conclusions • Virtual worlds like Second Life are not mere three-dimensional multiplayer games. The immersive, rich experience that such environments offer combines many of the features of Web 2.0 like instant messaging/voice chat, profiles, users’ ratings, and social networking, and a unique form of online social interaction that involves sharing various objects and creative collaboration on building and running places and services in the virtual world (user-generated content). • Virtual medical/health libraries, access to remote librarians, and other medical and health-related educational applications through such worlds are not remote possibilities. • For some current health-related educational examples, see http://www.simteach.com/wiki/index.php?title=Top_20_Educational_Locations _in_Second_Life and Second Life - Heart Murmur Sim video http://www.youtube.com/watch?v=xJY2Iwbzop4
  • 31. Recommended bibliography • Kamel Boulos MN, Wheeler S. The emerging Web 2.0 social software: an enabling suite of sociable technologies in health and healthcare education. Health Information and Libraries Journal 2007 Mar;24(1):2-23 <URL: http://www.blackwell- synergy.com/doi/abs/10.1111/j.1471-1842.2007.00701.x> • Kamel Boulos MN, Maramba I, Wheeler S. Wikis, blogs and podcasts: a new generation of Web-based tools for virtual collaborative clinical practice and education. BMC Medical Education 2006, 6:41 (15Aug2006) <URL: http://www.biomedcentral.com/content/pdf/1472-6920-6-41.pdf>
  • 32. Thanks! • You may download an electronic copy of this PowerPoint at http://healthcybermap.org/sl.htm