E-GOVERNMENT AND POLICY SIMULATION IN
INTELLIGENT VIRTUAL ENVIRONMENTS
Fotis Aisopos
1
, Magdalini Kardara
1
, Philipp Senger
2
, Roman Klinger
2
, Athanasios Papaoikonomou
1
,
Konstantinos Tserpes
1
, Michael Gardner
3
and Theodora Varvarigou
1
1
Distributed, Knowledge and Media Systems Lab, National Technical University of Athens, Athens, Greece
2
Department of Bioinformatics, Fraunhofer SCAI, 53754 Sankt Augustin, Germany
3
School of Computer Science and Electronic Engineering, University of Essex, Colchester, U.K.
Keywords: Virtual Worlds, Intelligent Environments, e-Government, Policy Simulation, Role-playing.
Abstract: Recently, there has been an increase of interest in the social impact of virtual reality technologies, as virtual
worlds experienced an increase of their popularity in various social groups (teenagers, businesses). The
growing trend for people to spend more time in suchlike virtual spaces implies a demand for intelligent
virtual environments, that could mimic the real world as a simulation and provide functionalities and tools
for behaviour analysis and adaptation to user preferences. Within the context of e-government, this paper
presents the ongoing project +Spaces, which is developing a range of virtual environment tools. The
platform architecture is presented and technical challenges involved in creating intelligent virtual spaces for
e-government as well as draft policies to be used in role-playing simulations are discussed.
1 INTRODUCTION
With the emergence of the 3D internet and the
appearance of 3D virtual worlds (VWs) and social
networks, for social and business purposes, virtual
environments have established themselves into
people's life. VWs consultancy K Zero has reported
that registered accounts in the virtual worlds sector
have reached 1.7 billion during the fourth quarter of
2011, having an increase of 125% over the last two
years (KZero Worldswide, 2012). Social networking
services, however, still have the biggest market
share, as these communities are visited by 67% of
the global online population (Nielsen Reports,
2009).
The increase of popularity implies a great social
impact of those environments over various user
groups. Thus, there is a great deal of interest in using
immersive virtual environments for a range of
“intelligent” applications, adapting to the
preferences and behaviours of the users. The user
virtual reactions as well as their social graphs
(graphs representing the connections between users
of a virtual world) would be useful to be exploited as
much as possible. Social networks and virtual
worlds harbour a huge amount of structured as well
as unstructured data, which can be beneficial for
political analysis.
Davies (Davies et al., 2008) reported on how
intelligent virtual worlds can be used to simulate real
spaces such as an intelligent campus. He described
iCampus, which allows people to inhabit a virtual
environment, interacting with each other and with
devices in a similar way to a real campus. Within
this space there were simulations of smart spaces
which included the University of Essex’ iSpace and
MiRTLE facilities (Gardner et al., 2008).
+Spaces (“Positive Spaces” – Policy Simulation
in Virtual Spaces) is exploring how virtual
environments (virtual worlds and social networks)
can be used to allow government bodies measure
public opinion in a large scale and maximize the
value from prospective policy measures by
leveraging the power of these communities. Thus, it
is building a range of intelligent applications,
varying from polling and debating applications to
more advanced role-playing simulations for such
environments. This paper presents those applications
as well as scenarios illustrating how they can be
used to achieve mass participation of citizens and
extract valuable conclusions from their behaviour.
129
Aisopos F., Kardara M., Senger P., Klinger R., Papaoikonomou A., Tserpes K., Gardner M. and Varvarigou T..
E-GOVERNMENT AND POLICY SIMULATION IN INTELLIGENT VIRTUAL ENVIRONMENTS.
DOI: 10.5220/0003935701290135
In Proceedings of the 8th International Conference on Web Information Systems and Technologies (WEBIST-2012), pages 129-135
ISBN: 978-989-8565-08-2
Copyright
c
2012 SCITEPRESS (Science and Technology Publications, Lda.)
The paper is organized as follows: Section 2
describes the current practices on e-government and
presents the idea of +Spaces. Section 3 presents the
+Spaces applications as well as the supporting
intelligent mechanisms for virtual environments,
while Section 4 provides implementation scenarios
and the platform architecture. Finally, Section 5
presents initial results of the first project pilot
including the poll application and Section 6 the
conclusions of the current work.
2 PROBLEM FORMULATION
AND RELATED WORK
2.1 Current Practice
Over the last years, there is a growing trend for
citizens to influence the decision-making process,
something that yields many important benefits (Irvin
et al., 2004), also encouraged by new technologies
allowing mass participation. Government agencies
also seek to refine their policy-making processes by
assessing the impact of prospective policies on the
society prior to their implementation. The advent of
the internet and its pervasiveness in Western
societies led many developers to create applications
based on mass participation, using opinion polls and
forums to exploit the crowd sourcing philosophy
(Jaeger, 2003).
Nonetheless, these tools have not met with the
high expectations that agencies had of them (Scott,
2006 and Grönlund, 2010), for a number of reasons:
Firstly, most e-government tools are predominantly
applied using their own portals, lacking scaling
(Oostveen et al., 2004) as they focus on specific
groups without being able to easily extend them (e.g.
beyond national level). Secondly, due to their very
nature, they have a narrow focus, both in time and
subject, on specific and simple topics, failing to
provide a holistic, long-term view. Thirdly,
participation is restricted to a minority, namely
citizens motivated enough by the issue in question to
invest time in participating, or specific target groups
(Phang et al., 2008). Government agencies need to
rather take advantage of existing forums in which a
representative distribution of individuals from all
socio-economic and cultural backgrounds exists.
2.2 e-Governance in Virtual Spaces
In this context, the term “Virtual Space” (VS) is not
only restricted to 3D virtualized environments, such
as Second Life, but as well referring to other worlds
allowing users to socialize online, such as social
network platforms. However, although 2D networks
also provide the ability for their users to “live” in
these spaces, it is the 3D virtual worlds that emulate
some complex socio-economic aspect of real-life
through an open-market concept, not reaching,
though, the popularity of 2D networks, as shown
above.
The most evolved virtual worlds have rules and
regulations analogous to a legislative framework. In
worlds such as massively multi player online role-
playing games (MMORPGs) like World of Warcraft,
and life simulation games like Farmville, virtual
economies exist with their own currency and rules
defining the possession and persistence of property.
Virtual items can be bought and sold between
individuals for real money (Guo et al., 2007).
Spontaneous effects including mass-protests, crime,
and harassment, with consequent population
migrations have been witnessed in these
environments (Jenkins et al., 2007). In each of these
examples, participants tend to extend their
personality through their avatars (Castronova, 2005).
Virtual spaces in general allow individuals to
present profiles of themselves, oriented towards
work-related contexts, romantic relationship
initiation, or connecting those with shared interests
(Ellison et al., 2006). Social networking is now often
used in political campaigns (Powell et al., 2011).
The existence of the conditions mentioned above
implies an economic and political system with
properties similar to those seen in real economies.
Several aspects of economic theory could be used to
study virtual environments, as significant research
has been conducted towards the direction of relating
virtual world economics to the economics of the real
world (Ondrejka, 2004), (MacInnes, 2004). The
relative liberty and anonymity between users,
provided through the use of avatars, can reduce the
power of peer pressure to conform to societal or
cultural norms and stereotypes. For example, in
2007 Italian workers of an international organization
went on strike. About 1850 workers expressed their
strike related activities across the organization's
various sites in Second Life (Attwell, 2008).
2.3 The +Spaces Perspective
As derived from the previous paragraphs, virtual
spaces seem as an ideal “microsociety”, mimicking
the real world, where large numbers of citizens can
debate on simulated legislations and policies. Exact
real-world simulations, however, involve some form
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of implementation of a game-like environment e.g.
public transport or a marketplace, which represents a
real-world situation. This can be impossible to
implement, requiring an accurate representation of a
real-world setting within an artificial virtual
environment. The alternative scenario decided to be
followed in this work, is to focus on existing virtual
spaces in which users are already collaborating with
one another, such as online e-learning virtual worlds
mentioned above, already providing a simulation of
a real-world activity (i.e. learning).
Figure 1: Virtual demonstrations in Second Life.
+Spaces aims to provide policy makers with the
means for testing their legislation through such
applications in a number of virtual environments,
coupled with technologies for aggregating, filtering
and analysing this information. Information derived
from those environments is then represented in an
appropriate fashion to enable policy makers to draw
conclusions on the potential outcomes of the policies
they propose. Our work also targets at increasing
participation in this process through social
networking sites and extend it to new social
communities who are currently not heard. 2D virtual
environments can help e-governance applications to
achieve critical mass in the participation.
3 CREATING POLICY MAKING
APPLICATIONS IN VIRTUAL
SPACES
3.1 +Spaces Applications
+Spaces aims to act as a mediator between
government applications and virtual environments.
The functionality of +Spaces is exposed through a
usable API that allows application developers to
implement and deploy experiment applications on
various virtual spaces and provides tools to support
those, by processing and analysing aggregated data,
grouping user behaviours and protecting the
platform from malicious use. Interaction with
citizens in +Spaces involves sensitive personal data,
thus it is necessary for all users to give their consent
prior to participating in an experiment. For
validating the platform, three policy making
applications have been selected to be used, presented
in the following sections.
3.1.1 Polling
A polling application is appropriate for investigating
policy issues requiring only simple feedback. Polls
typically include presenting a topic with one or more
questions. Questions may encourage various types of
responses, selecting a single or multiple possible
answers or providing a level of agreement with a
statement, giving unstructured text-based responses.
From a virtual environment perspective, a poll is a
simple forum where people provide feedback
through their avatars/profiles. In +Spaces, it is
formed as a public polling booth that only one user
can take control of at a time, taking into account
users’ privacy. The main advantage of polls over
other applications is that they enable strictly defined
questions, so they are appropriate in cases where
such definition is possible.
3.1.2 Debating
Unlike polling, the debate application requires not
only quantitative but mainly qualitative feedback
from the citizens. Debating experiments are initiated
by presenting a topic of interest, raising various
arguments and questions, and calling for responses.
Participants' contribution to debates, synchronous or
a-synchronous, is typically not structured, and
relates not only to the initial statement but also to
other users’ contributions. Through debate
application, users of virtual environments experience
the sense of participating in a meeting, hearing
opinions, and even expressing their opinions. For
virtual worlds, a scenario as such can be illustrated
in the work of Drew Harry (Harry et al., 2008),
exploring novel ways to support meetings in those
worlds, including elements of both polls and debates
(Figure 2).
3.1.3 Role-playing Simulation
The role-playing simulation applications are the
most challenging to implement, providing a virtual
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Figure 2: Debating in a virtual world meeting space.
space in which the participants are assigned roles
(e.g. policy maker, civil servant, local government
agent, citizen, etc.) to act out a particular
government policy scenario (e.g. implementation of
a new waste removal service by private contractors)
through an online role-play simulation activity. In
role-playing, even when acknowledged to be
artificial, participants adapt their personalities to
their roles, as in the case of Stanford prison
experiment (Zimbardo et al., 2000). The role-play
simulations can take place in a virtual world visually
recreating the location of the intended policy (e.g.
town hall, local street), using the appropriate
avatar’s outfits and respective rights, to approach
simulation as much as possible. By monitoring
users’ behaviour throughout the whole role-playing
simulation and analysing it via an intelligent data
analysis service, we can investigate the effect of the
applied changes to each role.
3.2 Intelligent Virtual Spaces
Data&Statistical Analysis
Reputation&Recommendation
IdentityManagement&Authorization
DataManagement&BaselineSecurity
Virtual
Environments
+Spaces
Policy Makers
Real World
simulation
exploitation
provision
Figure 3: +Spaces data flow.
In Figure 3, an overview of the information flow in
+Spaces can be seen. The last stage before all data is
collected from virtual environments to be distributed
to policy makers are the recommendation and
reputation functionalities, as well as the data and
statistical analysis. Those operations are adding
'intelligence' to the platform, processing data from
the virtual spaces to derive new information. They
include tasks such as performing data correlations
and graphs for policy makers, recommendations for
virtual environments users etc.
3.2.1 Recommendation Service
In +Spaces, the recommendation service uses
content-based techniques, to provide personalized
recommendations to virtual environment users,
proposing experiments of interest (Guy, et al.,
2009)and recommend participants for a new
experiment. This supports the platform by attracting
people to different polls and debates, based on their
own and their friends’ behaviour. Based on their
profile, they may be invited in a particular virtual
space, for a role-playing simulation.
Thus, this service also assists towards creating a
critical mass for the project scenarios. A
recommendation may be initiated by the experiment
owner himself, by providing an initial list of
potential participants during the creation process,
which will be passed on to the Recommendation
Service by the middleware. This capability makes
the virtual environment more attractive to users, and
helps with the diffusion of +Spaces applications
among users (Freyne et al., 2009).
3.2.2 Reputation Service
The reputation framework depends on users’ actions
and social network. For instance, the popularity of
some users or the positive responses to them in
debates can contribute to their reputation.
Information derived from this service is essential to
analyse the user behaviour, filtering the data
delivered to the data analysis service. The main
scope of this tool is to identify patterns of malicious
behaviour, and assign low reputation rates to such
users.
Additional types of reputation are involvement,
influence, etc. that weigh experiments' participants.
Based on the reputation rate is passed on to the data
analysis mechanism, the system assesses each user’s
credibility and trustworthiness. The results of the
reputation service is used in order to support the
experiments moderators, who can potentially ban or
mute malicious users.
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3.2.3 Data Analysis Service
The data analysis of the different types of
applications provides aggregated information about
the results of a question of interest. In polls,
according to a main question we get the distribution
of different answers in pie or bar charts. To further
investigate the results, another question can be
selected as a filter for the results, or a filter on
demographic data can also be applied to those.
Debates are less structured, consisting of a
chronologic and not contextual sequence of different
free text contributions. To get an overview of the
debate topics, we incorporate latent Dirichlet
allocation as topic models (Blei et al., 2003). This
results in lists of the most important words
representing a topic and links between them, in an
intuitive overview of the whole debate structure and
development over time. Additionally, an adapted
sentiment analysis (Kim et al., 2006) is applied, to
assign a measure to each topic.
In role-playing simulations, a combination of the
previous tools combined with clustering algorithms
leads to a specific and detailed analysis of each. The
outcome provides an analysis, which records the
changes in the opinion of the participants on
arguments and/or time. This can especially be
coupled to debate analysis, to understand the reasons
of certain user behaviours.
4 IMPLEMENTATION
ARCHITECTURE
To bring all these capabilities together, a service
oriented architecture is created, based on loosely
coupled distributed services, ensuring flexibility and
fault tolerance and also safeguarding the anonymity
and confidentiality of the sensitive data processed
within the platform. Towards interoperability, we
abstract each virtual environment’s functionality to a
basic set of services that are exposed in a
standardized way, to create a so-called middleware.
Hosting the services outside of the platforms enables
combinations into larger application workflows, thus
we deliver both platform and software as a service.
A high level view of the architecture is illustrated
in Figure 4. The +Spaces platform acts as the middle
layer between the underlying virtual platforms and
the e-Government application layer that allows
policy makers to deploy and manage applications
through a Front-End. A key concept is to support
existing and future virtual spaces through adaptors
on top of their existing interfaces (APIs). Seamless
access to those adaptors is provided through the VS
Management Layer, acting as an abstraction layer on
top of them. The +Spaces Middleware handles the
communication and data flow between the
government end-users, the VS Management Layer
and the built-in and external analysis services. Apart
from the three built-in analysis services mentioned,
the platform potentially supports the addition of
more services with similar or different
functionalities, to provide a wider variety of tools.
Figure 4: +Spaces architecture.
5 FIRST PILOT EVALUATION
0
5
10
15
20
25
04/26 05/04 05/12 05/20 05/29
Number of contributions
Date Month/Day
All spaces
Facebook
Twitter
Wonderland
Figure 5: Distribution of the participation of the first pilot
phase splitted into different virtual spaces compared to all
spaces.
The first pilot focused on deploying and testing the
poll application in three different Virtual Spaces
(Wonderland
1
, Facebook, Twitter). Thus, we
recruited participants applying one real policy in
order to measure the technical feasibility of running
1
Open source 3D virtual collaboration toolkit | Open Wonderland,
http:// http://openwonderland.org/
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an experiment in several environments. A specific
poll concerning smoking banning in all public
spaces was created, monitoring and aggregating the
information back to the governmental agency.
Figure 5 provides the distribution of the user
participation for all virtual spaces. The total number
of answered questions in these 77 participations of
the first pilot is about 473 (~7 answers per poll).
Initial trials were successful, with the platform
being stable even when receiving tens of concurrent
actions and the end-users being satisfied from depth
and user friendliness of the poll results analysis.
6 CONCLUSIONS AND FUTURE
WORK
In this paper, we presented the work being
performed for +Spaces to create an intelligent
platform that will support policy makers and involve
virtual citizens in the policy making process. The
interoperability supported, along with intelligent
auxiliary services (Recommendation Service,
Reputation Service and Data Analysis Service),
illustrate the added value of the platform.
The first pilot provided valuable feedback, which
led to various correction actions concerning the user-
friendliness and the intelligent services functionality.
A more concrete evaluation along with some more
useful conclusions will be extracted during the next
two pilots operation and evaluation, including
debates and role-playing simulations respectively.
The policy will be the same for both, so as to make a
correlation between them and richer results
expected, will be helpful to evaluate data analysis
efficiency.
ACKNOWLEDGEMENTS
+Spaces is funded by the EU FP7, theme ICT-
2009.7.3: ICT for Governance and Policy
Modelling, under Contract No. 248726.
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