2012 1st International Conference on Future Trends in Computing and Communication Technologies
Framework for Ubiquitous Social Networks
Atta ur Rehman Khan1, Mazliza Othman1, Abdul Nasir Khan1, Imran Ali khan2
1
2
Faculty of Science and Information Technology, University of Malaya, Kuala Lumpur, Malaysia
Department of Computer Science, COMSATS Institute of Information Technology, Abbottabad, Pakistan
attaurrehman@siswa.um.edu.my, mazliza@um.edu.my, anasir@siswa.um.edu.my, imran@ciit.net.pk
Abstract– This paper presents a novel framework for
ubiquitous social networks (USNs). Instead of making
virtual connections, on the basis of human social networks,
an effort has been made to facilitate interactions among
human social networks with the help of virtual social
networks. The imperative domains that support ubiquitous
social networks are highlighted and different scenarios are
provided to project real world applications of proposed
framework. Our proposed framework can provide
preliminary foundations for creating “ubiquitous social
networks” in true essence.
A. Social Networks
In recent years, social networks have shown enormous
growth and are continuing to grow rapidly [1]. Cheap cell
phones and internet packages have played a vital role in
the growth of social networks. In addition, the usage of
personal computer for access to social networks is no
longer required [2]. Due to these reasons, the usage of
smart phones for social networks is continuously
increasing.
Social networks have received enormous appreciation
in recent years and among them the top most visited social
networks are Facebook, MySpace, Twitter and LinkedIn
[3]. Facebook is mainly used for entertainment purposes
and to connect people with their family and friends.
LinkedIn, on the other hand, tends to be professional and
business oriented, where people collaborate with
professionals for business purposes [4].
Keywords– Ubiquitous computing, ubiquitous social network,
ubiquitous wearable computers, social networks, wearable
computers, mobile ubiquitous computing.
I.
INTRODUCTION
In today’s world, full of informative technologies, it is
becoming really important for people to have considerate
and diversified social connections. To establish such
connections, it is good to know people from different
social backgrounds, expertise domains, career levels,
interests and goals. Opportunities of making such
connections are usually available, but people are unaware
of such connections or hesitant to network with unknown
people. To nullify the affect of such scenarios, a
framework has been proposed to support ubiquitous social
networking in true essence. This framework is not only
beneficial in providing opportunities for making social
connections but also provides a foundation for realizing
social networks in a totally different approach.
Considering the scenarios in the paper, the
functionality of this framework is not limited to
highlighted applications. Our proposed framework can
support all types of virtual social networks, as far as the
social network providers allow the use of such frameworks
(APIs support for features).
B. Wearable Computers
Since the dawn of computer age, computers are dumb
and sit on the desk. Different areas of computer science are
under research but not a single person is able to answer a
very basic question. How should the computers be used?
Or what is the true way of using a computer? Now, with
the advancements in pervasive computing and wearable
computers, it seems that finally, scientists would be able to
answer this challenging question.
Ubiquitous social networks (USNs) depends on
different technologies and only with the support of such
technologies, the existence of USNs can be made possible.
The three imperative domains required to support USNs
are:
People have always dreamed of ubiquitous wearable
computers that can interact with the users intelligently and
according to the context of the situation. Ubiquitous
wearable computers are assumed to be smart and efficient
that they can make our daily tasks easier. Such wearable
computers could be worn on the body or became a part of
the clothing. A good example of such wearable computers
can be a badge, a pair of glasses, a hand band, head
mounted display or data input glove. Some scientists do
not accept the mentioned devices as wearable computers
and provides their own definition. They believe that a
a) Social Networks
b) Wearable Computers
c) Mobile Ubiquitous Computing
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2012 1st International Conference on Future Trends in Computing and Communication Technologies
USN is basically a merger of the aforementioned
technologies that have already achieved their promised
objectives. Fig. 1 shows USN supported by the
aforementioned domains.
wearable computer should act like a part of a body and
must not be considered as a separate device [5].
One may ask a question about smart phones, “are they
wearable computers?”. The answer could be “Yes and
No”, depending on how you define wearable computers.
Smart phone are now equipped with sophisticated features
like Wi-Fi, GPS, sensors, cameras and high computational
processors, which were not imaginable few years back.
Hence, smart phone is considered a positive step towards
true wearable computers.
The rest of this paper is organized as follows. In
Section II we describe the related work. Section III
explains proposed framework. In Section IV applications
and scenarios are described and finally the paper is
concluded in Section V.
II.
C. Mobile Ubiquitous Computing
Mobile ubiquitous computing refers to context aware
seamless interaction of devices and users with their
surrounding environment while on the move, in order to
facilitate users by achieving defined goals. This domain is
emerging rapidly due to its promising exiting feature of
computing anytime and anywhere. Ubiquitous computing
has already shown positive results by supporting
important applications of multiple domains that include
medical, military, habitat, smart environments etc.
To the best of our knowledge, this type of framework
has never been proposed. Therefore, we discuss the most
prominent work that has been done regarding ubiquitous
social networking below:
The iBand [8] is a wearable bracelet-like device that
stores personal contact information. When two persons
shake hands, the iBand recognizes the handshake gesture
and exchanges the contact information between the two
users. The users can later download the received contacts
on a system named kiosk. To make iBand more attractive,
it allows users to make their own personalized logo which
shows on top of the iBand and is exchanged along with the
contact information. Hence, different logos rotate on top of
the iBand, which indicates multiple received contacts. The
main drawback of iBand is the contact sharing control. If a
person shakes hand with anyone, the contact information is
immediately exchanged between the users even if they do
not want to exchange their contact information.
Considering cultural differences, it is not must for the
people to shake hands when they meet.
There are three main aspects of mobile computing,
namely mobile hardware, mobile communication and
mobile software [6]. Mobile computing differs from
traditional computing in that it does not require traditional
computers and networks. In addition, it is usually user
location aware.
Mark Weiser [7], who coined the term ubiquitous
computing for the first time, stated that “The most
profound technologies are those that disappear”. The
motivation behind this statement was the vision that
computers and computing will be embedded in everyday
appliances and environment, which will create smarter
environments. Today, we have smart homes that are
capable of sensing human presence and setting up home
environment according to desired conditions with
minimal or no user interaction.
The Smart-its Friends [9] is a project funded in part by
the Commission of the European Union. When Smart-its
enabled devices are shacked together and they form a
connection in between. When users wearing the devices go
out of transmission range of each other, a particular action
is triggered, depending on the application. For example,
informing a parent about a child who is getting far away
from the parent.
Social
Networks
Lovegety [10] is an egg-shaped device that comes in
male and female versions. The male and female versions
are produced in blue and pink colors respectively, and are
small enough to fit in hands. The owner of a device can set
the mode of lovegety according to their mood like simple
chat, singing or dating. When two opposite gender
lovegeties comes within range of 4.5 meters, the owners
are informed, hence, providing them with an opportunity
to interact.
Ubiquitous
Social Network
Wearable
Computers
RELATED WORK
Mobile
Ubiquitous
CharmBadge [11] is a hardware device about the size of
a business card. It is a computerized event badge that
stores contact information of its wearer. The users feed
their contact information in the charmbadge, and that
information is exchanged with other users upon coming in
range of each other. All contacts are stored in timely order
Computing
Figure 1: Ubiquitous Social Network
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2012 1st International Conference on Future Trends in Computing and Communication Technologies
USND device is authenticated to request profile from the
UbiServ by providing the unique ID that is retrieved from
USND of the target user. Upon receipt of the requested
profile, UbiServ checks that both USND devices are
within the same service area and the request is valid.
Finally, the UbiServ requests the social network for a
specific profile, which is served according to set
permissions (on social network).
(based on interaction time), which can later be downloaded
from the badge at a charmbadge information access center.
III.
PROPOSED FRAMEWORK
The proposed framework is based on existing social
network API’s. To fully utilize the potential of USNs,
some enhancements are proposed in social networks
API’s. The main components of our proposed framework
are as follows:
D. Proposed enhancements in Social networks
We propose the following basic enhancements in the
social network
A. UbiServ
UbiServ is the server component of the framework that
is connected to the internet. The main responsibilities of
the UbiServ include tracking people, authenticating itself
(UbiServ) with social network and fetching required data
from the social network by using social networks APIs. In
addition, UbiServ is responsible for user registration in
USN service area, managing users profile records retrieved
from social networks, privacy management and serving
Ubiquitous Social Network Device (USND) requests.
B. Ubiquitous Social Network Device
Ubiquitous Social Network Device (USND) is a client
side hardware component of the proposed framework.
USND contains a unique ID through which the user profile
is identified on the social network. The main
responsibilities of this component is to register the user
with UbiServ, indentify other USND devices, request and
receive data from UbiServ and display the data to the user.
Internet
(Social Network API)
Wireless Link
User (USND)
Wireless Link
USN Service Area
Like normal user registration, UbiServ’s must
also be registered with social networks.
F. Privacy concerns
As privacy always remains a primary concern when
dealing with social network platforms, adequate efforts
must be made to address privacy concerns. We propose
the following considerations during the implementation of
this system
User (USND)
User (USND)
The social networks APIs must be capable of
recognizing and serving the UbiServ profile
requests.
E. Challenges
Currently, the main challenge in the implementation of
this prototype is the ID retrieval procedure through which
source USND will retrieve the ID of target the USND.
Different technologies [12], [13], [14], are under
consideration to overcome the aforementioned challenge
that includes near-field communication, and RFIDs.
Social Network
Wireless Link
Social network users must be able to keep
separate profile view for UbiServ requests in
order to have good privacy control. For example,
users may be interested in sharing their phone
number at specific social events, instead of
sharing it publically (online).
UbiServ
Figure 2: USN High Level Architecture
C. Working
The initial prototype of USN is based on a distributed
architecture and every USN service area consists of a
separate server. USN service area is the social event
coverage area that contains UbiServ and USND
registration module. Whenever a user enters a USN
service area, the UbiServ registers the user based on the
USND unique ID. Once the registration is done, the
Users must be able to set permissions on their
online profiles against UbiServ requests.
Users must have control of disabling the USN
service at USN Service Area (social event).
UbiServ must make sure that the USND device
is requesting data of only those users who are
present at the event.
UbiServ must be kept secure to avoid serving
unauthenticated requests.
IV.
APPLICATIONS AND SCENARIOS
To highlight the importance and capabilities of USNs,
different scenarios are provided as follows
A. Conferences
There is a conference going on and different domain
experts have gathered from all around the world to join
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2012 1st International Conference on Future Trends in Computing and Communication Technologies
that valuable event. During the tea break, all attendees
gather in the gallery and starts chitchat with known people.
A person is attending this conference for the first time and
he does not know anyone. He would love to meet experts
from his domain and make new connections, but
unfortunately there is no one to help him.
framework based on mobile cloud computing in order to
leverage full potential of proposed USNs.
He draws his USND and points it at a gentleman,
standing alone. The device shows the person name,
location, work domain and contact information. That
person works in a domain that matches his, and he walks
towards him, calling him by his name. After that, he
introduces himself and starts discussing issues related to
their domain. Later on, they add each other on virtual
social network and hopes for a long term relationship.
[2]
REFERENCES
[1]
[3]
[4]
[5]
[6]
B. Job Fares
There is a job fare taking place in a mega mall. All well
known companies have set their stalls, and are looking for
competent graduates. Students are submitting their CV’s
and companies officials are trying to make new
connections with other companies for joint collaborations.
[7]
[8]
One of the companies CEO is also at that event. He is
watching a guy who is explaining something to his friends.
The CEO gets inspired with the expressions and
presentation of the guy, and wants to check his
background. He draws USND from his pocket and points
it at the student. The device shows the student’s name,
qualifications, experience, job interest and contact
information. The academic background of the student
seems impressive and he considers appointing him. On the
way back to office, the CEO instructs the HR manager to
call that candidate for an interview.
[9]
C. Parties
There is a social event going on and people are coming
all around the city to make new friends. Among the
people, there is a girl who moved to the city a few days
ago for her studies. She is all alone and she doesn’t know
anyone. As she has to stay there for few years, she wants
to make new friends. She is conscious about making new
friends and wants to meet people who are of her interest.
[13]
[10]
[11]
[12]
[14]
With the help of USND, she checks the profiles and
pictures of the people present there. Finally, she selects a
few people who are of her interest and willing to make
new friends.
V.
CONCLUSION
In this paper, we proposed a novel framework that can
facilitate its users in real life by using online social
networks.
This
framework
will
make
the
researchers/service providers to think about social
networks in a totally different perspective. In addition, it
will provide opportunity for developing wide range of
unique social network applications. The prototype of
proposed model is currently under development. As a
future work, we intend to propose and implement a USN
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