<strong>12</strong>6 <strong>Adjunct</strong> <strong>Proceedings</strong> of the 4th International Conference on <strong>Automotive</strong> <strong>User</strong> <strong>Interfaces</strong> <strong>and</strong> Interactive Vehicular Applications (<strong>Automotive</strong>UI '<strong>12</strong>), October 17–19, 20<strong>12</strong>, Portsmouth, NH, USA Workshop “The Social Car” or socially-inspired C2X interaction
ABSTRACT “The Social Car”: Workshop on Socially-Inspired C2X Interaction Andreas Riener Institute for Pervasive Computing Johannes Kepler University Linz riener@pervasive.jku.at Andrea Gaggioli Dipartimento di Psicologia Univ. Cattolica del Sacro Cuore <strong>and</strong>rea.gaggioli@unicatt.it With everywhere available Internet connectivity <strong>and</strong> the success <strong>and</strong> broad penetration of social network services, this technology has also emerged in the automotive domain. Social services provide a basis for allowing cars to share sort of social information (e.g., feelings <strong>and</strong> emotions) amongst other vehicles, for example by taking information from diagnostics systems such as engine or powertrain control units into account. The potential is enormous, given the amount of cars on the road worldwide (which is even higher compared to the number of active Facebook users). The aim of the workshop goes beyond “just presenting Facebook updates”. To outline a primitive application scenario, with socially inspired car-to-car interaction automatic driver assistance systems would have the foundation to autonomously communicate <strong>and</strong> negotiate with each other car without driver involvement. The central objective is to provoke an active debate on the adequacy of the concept of socializing cars, addressing questions such as who can communicate what, when, how, <strong>and</strong> why? To tackle these questions, we would like to invite researchers to take part in an in-depth discussion of this timely, relevant, <strong>and</strong> important field of investigation. Categories <strong>and</strong> Subject Descriptors H.1.m [Models <strong>and</strong> Principles]: Miscellaneous—social vehicle relationships; K.4.2 [Computers <strong>and</strong> Society]: Social issues—status, norm, culture, ethics Keywords <strong>Adjunct</strong> <strong>Proceedings</strong> of the 4th International Conference on <strong>Automotive</strong> <strong>User</strong> <strong>Interfaces</strong> <strong>and</strong> Interactive Vehicular Applications (<strong>Automotive</strong>UI '<strong>12</strong>), October 17–19, 20<strong>12</strong>, Portsmouth, NH, USA <strong>Automotive</strong> emotions; crowd sourcing; cultural di↵erences; social status <strong>and</strong> norm; social vehicle relationships; socializing cars Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage <strong>and</strong> that copies bear this notice <strong>and</strong> the full citation on the first page. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission <strong>and</strong>/or a fee. <strong>Automotive</strong>UI’<strong>12</strong>, October 17-19, Portsmouth, NH, USA. Copyright (c) 20<strong>12</strong> ACM 978-1-4503-1751-1/<strong>12</strong>/10 ... $15.00 Myounghoon Jeon Mind, Music, Machine Lab Michigan Technological University mjeon@mtu.edu Anind K. Dey Human-Computer Interaction Institute Carnegie Mellon University anind@cs.cmu.edu 1. EVOLUTION OF SOCIAL INTERACTION In primitive times, social interaction between human individuals happened when sitting around the campfire or in the cave. This style of interaction kept almost unchanged until the mid of the twentieth century when first consumer electronics for the mass popped up, mainly driven by advances in telecommunication <strong>and</strong> electronic engineering. This progression was backed up by the emergence of information <strong>and</strong> communication technologies. Mainly caused by price decline, people started to use computers for private purposes at their homes. At this time, the transfer from face-to-face communication to human-computer interaction started its triumphal procession (<strong>and</strong> the HCI domain was born) [1]. First wave: Disappearing interpersonal interaction While in former times extended families where living together on the countryside, this changed a lot with increased technological advance (actually starting with the industrial revolution in the beginning of the 19th century). After their job, people where sitting alone in their flats <strong>and</strong> over the time their social behavior <strong>and</strong> communication abilities degenerated. The situation has become particularly aggravated with broad emergence of ICT in the 20th century – human individuals spent more <strong>and</strong> more time in using the computer, watching TV, playing with video consoles, etc. In 1996 the “Tamagotchi ”h<strong>and</strong>helddigitalpetwasinitially launched, a computer device that lets the player care for the pet as much or as little as he/she chooses. The “outcome” depends on the player’s actions <strong>and</strong> playing with this device can be interpreted as a simple form of social interaction. As of 2010, over 76 million Tamagotchis have been sold worldwide. This number is a clear indication that humans need some kind of social interaction. Second wave: Globalization <strong>and</strong> virtualization With the availability of powerful backbone networks together with high penetration of personal computers, the Internet has opened a whole new world of opportunities for each <strong>and</strong> every individual user. While in the early days information gathering (Altavista) <strong>and</strong>shopping(Amazon, eBay) was the focus of users, people are nowadays using applications/games to escape into virtual worlds (Second Life) <strong>and</strong> to live there their life with whatever character they like. <strong>12</strong>7