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12: Adjunct Proceedings - Automotive User Interfaces and ...

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ABSTRACT<br />

“The Social Car”:<br />

Workshop on Socially-Inspired C2X Interaction<br />

Andreas Riener<br />

Institute for Pervasive Computing<br />

Johannes Kepler University Linz<br />

riener@pervasive.jku.at<br />

Andrea Gaggioli<br />

Dipartimento di Psicologia<br />

Univ. Cattolica del Sacro Cuore<br />

<strong>and</strong>rea.gaggioli@unicatt.it<br />

With everywhere available Internet connectivity <strong>and</strong> the success<br />

<strong>and</strong> broad penetration of social network services, this<br />

technology has also emerged in the automotive domain. Social<br />

services provide a basis for allowing cars to share sort<br />

of social information (e.g., feelings <strong>and</strong> emotions) amongst<br />

other vehicles, for example by taking information from diagnostics<br />

systems such as engine or powertrain control units<br />

into account. The potential is enormous, given the amount<br />

of cars on the road worldwide (which is even higher compared<br />

to the number of active Facebook users).<br />

The aim of the workshop goes beyond “just presenting<br />

Facebook updates”. To outline a primitive application scenario,<br />

with socially inspired car-to-car interaction automatic<br />

driver assistance systems would have the foundation to autonomously<br />

communicate <strong>and</strong> negotiate with each other car<br />

without driver involvement. The central objective is to provoke<br />

an active debate on the adequacy of the concept of<br />

socializing cars, addressing questions such as who can communicate<br />

what, when, how, <strong>and</strong> why? To tackle these questions,<br />

we would like to invite researchers to take part in an<br />

in-depth discussion of this timely, relevant, <strong>and</strong> important<br />

field of investigation.<br />

Categories <strong>and</strong> Subject Descriptors<br />

H.1.m [Models <strong>and</strong> Principles]: Miscellaneous—social vehicle<br />

relationships; K.4.2 [Computers <strong>and</strong> Society]: Social<br />

issues—status, norm, culture, ethics<br />

Keywords<br />

<strong>Adjunct</strong> <strong>Proceedings</strong> of the 4th International Conference on <strong>Automotive</strong> <strong>User</strong> <strong>Interfaces</strong> <strong>and</strong><br />

Interactive Vehicular Applications (<strong>Automotive</strong>UI '<strong>12</strong>), October 17–19, 20<strong>12</strong>, Portsmouth, NH, USA<br />

<strong>Automotive</strong> emotions; crowd sourcing; cultural di↵erences;<br />

social status <strong>and</strong> norm; social vehicle relationships; socializing<br />

cars<br />

Permission to make digital or hard copies of all or part of this work for<br />

personal or classroom use is granted without fee provided that copies are<br />

not made or distributed for profit or commercial advantage <strong>and</strong> that copies<br />

bear this notice <strong>and</strong> the full citation on the first page. To copy otherwise, to<br />

republish, to post on servers or to redistribute to lists, requires prior specific<br />

permission <strong>and</strong>/or a fee.<br />

<strong>Automotive</strong>UI’<strong>12</strong>, October 17-19, Portsmouth, NH, USA.<br />

Copyright (c) 20<strong>12</strong> ACM 978-1-4503-1751-1/<strong>12</strong>/10 ... $15.00<br />

Myounghoon Jeon<br />

Mind, Music, Machine Lab<br />

Michigan Technological University<br />

mjeon@mtu.edu<br />

Anind K. Dey<br />

Human-Computer Interaction Institute<br />

Carnegie Mellon University<br />

anind@cs.cmu.edu<br />

1. EVOLUTION OF SOCIAL INTERACTION<br />

In primitive times, social interaction between human individuals<br />

happened when sitting around the campfire or in the<br />

cave. This style of interaction kept almost unchanged until<br />

the mid of the twentieth century when first consumer electronics<br />

for the mass popped up, mainly driven by advances<br />

in telecommunication <strong>and</strong> electronic engineering. This progression<br />

was backed up by the emergence of information <strong>and</strong><br />

communication technologies. Mainly caused by price decline,<br />

people started to use computers for private purposes<br />

at their homes. At this time, the transfer from face-to-face<br />

communication to human-computer interaction started its<br />

triumphal procession (<strong>and</strong> the HCI domain was born) [1].<br />

First wave: Disappearing interpersonal interaction<br />

While in former times extended families where living together<br />

on the countryside, this changed a lot with increased<br />

technological advance (actually starting with the industrial<br />

revolution in the beginning of the 19th century). After their<br />

job, people where sitting alone in their flats <strong>and</strong> over the<br />

time their social behavior <strong>and</strong> communication abilities degenerated.<br />

The situation has become particularly aggravated<br />

with broad emergence of ICT in the 20th century –<br />

human individuals spent more <strong>and</strong> more time in using the<br />

computer, watching TV, playing with video consoles, etc.<br />

In 1996 the “Tamagotchi ”h<strong>and</strong>helddigitalpetwasinitially launched, a computer device that lets the player care for the<br />

pet as much or as little as he/she chooses. The “outcome”<br />

depends on the player’s actions <strong>and</strong> playing with this device<br />

can be interpreted as a simple form of social interaction. As<br />

of 2010, over 76 million Tamagotchis have been sold worldwide.<br />

This number is a clear indication that humans need<br />

some kind of social interaction.<br />

Second wave: Globalization <strong>and</strong> virtualization<br />

With the availability of powerful backbone networks together<br />

with high penetration of personal computers, the Internet<br />

has opened a whole new world of opportunities for each<br />

<strong>and</strong> every individual user. While in the early days information<br />

gathering (Altavista) <strong>and</strong>shopping(Amazon, eBay)<br />

was the focus of users, people are nowadays using applications/games<br />

to escape into virtual worlds (Second Life) <strong>and</strong><br />

to live there their life with whatever character they like.<br />

<strong>12</strong>7

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