No Arabic abstract
Almost two centuries ago Pierre-Joseph Proudhon proposed social contracts -- voluntary agreements among free people -- as a foundation from which an egalitarian and just society can emerge. A emph{digital social contract} is the novel incarnation of this concept for the digital age: a voluntary agreement between people that is specified, undertaken, and fulfilled in the digital realm. It embodies the notion of code-is-law in its purest form, in that a digital social contract is in fact a program -- code in a social contracts programming language, which specifies the digital actions parties to the social contract may take; and the parties to the contract are entrusted, equally, with the task of ensuring that each party abides by the contract. Parties to a social contract are identified via their public keys, and the one and only type of action a party to a digital social contract may take is a digital speech act -- signing an utterance with her private key and sending it to the other parties to the contract. Here, we present a formal definition of a digital social contract as agents that communicate asynchronously via crypto-speech acts, where the output of each agent is the input of all the other agents. We outline an abstract design for a social contracts programming language and show, via programming examples, that key application areas, including social community; simple sharing-economy applications; egalitarian currency networks; and democratic community governance, can all be expressed elegantly and efficiently as digital social contracts.
While digital social protection systems have been claimed to bring efficacy in user identification and entitlement assignation, their data justice implications have been questioned. In particular, the delivery of subsidies based on biometric identification has been found to magnify exclusions, imply informational asymmetries, and reproduce policy structures that negatively affect recipients. In this paper, we use a data justice lens to study Rythu Bharosa, a social welfare scheme targeting farmers in the Andhra Pradesh state of India. While coverage of the scheme in terms of number of recipients is reportedly high, our fieldwork revealed three forms of data justice to be monitored for intended recipients. A first form is design-related, as mismatches of recipients with their registered biometric credentials and bank account details are associated to denial of subsidies. A second form is informational, as users who do not receive subsidies are often not informed of the reason why it is so, or of the grievance redressal processes available to them. To these dimensions our data add a structural one, centred on the conditionality of subsidy to approval by landowners, which forces tenant farmers to request a type of landowner consent that reproduces existing patterns of class and caste subordination. Identifying such data justice issues, the paper adds to problematisations of digital social welfare systems, contributing a structural dimension to studies of data justice in digital social protection.
Digital Engineering, the digital transformation of engineering to leverage digital technologies, is coming globally. This paper explores digital systems engineering, which aims at developing theory, methods, models, and tools to support the emerging digital engineering. A critical task is to digitalize engineering artifacts, thus enabling information sharing across platform, across life cycle, and across domains. We identify significant challenges and enabling digital technologies; analyze the transition from traditional engineering to digital engineering; define core concepts, including digitalization, unique identification, digitalized artifacts, digital augmentation, and others; present a big picture of digital systems engineering in four levels: vision, strategy, action, and foundation; briefly discuss each of main areas of research issues. Digitalization enables fast infusing and leveraging novel digital technologies; unique identification enables information traceability and accountability in engineering lifecycle; provenance enables tracing dependency relations among engineering artifacts; supporting model reproducibility and replicability; helping with trustworthiness evaluation of digital engineering artifacts.
The objective of ontologies is to increase the compression of a given domain by eliminating interpretation problems. Among kinds of ontologies are linguistics ontologies which are ontologies used to simplify the interface between domain knowledge and linguistic components. Digital games have received increasing interest from educators in recent years for their potential to enhance the language learning and linguistic learning experience. Within the literature are games to teach ontologies of a specific domain, and games that use ontologies to facilitate the understanding of a given domain. Other educational games teach linguistics or vocabulary in contexts in which language is useful and meaningful. Although games help to understand difficult topics, the use of games that seek to meet the learning objectives of linguistics is not very popular and those focused on teaching linguistic ontologies are scarce. To solve the lack of the recreational resource for teaching linguistics in this document a prototype of a digital game called onto-ling is proposed. The goal is for the player to learn the relationship between concepts according to semantics, types of concepts and relationships through a game of levels.
A primary motivation for our research in digital ecosystems is the desire to exploit the self-organising properties of biological ecosystems. Ecosystems are thought to be robust, scalable architectures that can automatically solve complex, dynamic problems. However, the computing technologies that contribute to these properties have not been made explicit in digital ecosystems research. Here, we discuss how different computing technologies can contribute to providing the necessary self-organising features, including Multi-Agent Systems, Service-Oriented Architectures, and distributed evolutionary computing. The potential for exploiting these properties in digital ecosystems is considered, suggesting how several key features of biological ecosystems can be exploited in Digital Ecosystems, and discussing how mimicking these features may assist in developing robust, scalable self-organising architectures. An example architecture, the Digital Ecosystem, is considered in detail. The Digital Ecosystem is then measured experimentally through simulations, considering the self-organised diversity of its evolving agent populations relative to the user request behaviour.
A primary motivation for our research in digital ecosystems is the desire to exploit the self-organising properties of biological ecosystems. Ecosystems are thought to be robust, scalable architectures that can automatically solve complex, dynamic problems. However, the computing technologies that contribute to these properties have not been made explicit in digital ecosystems research. Here, we discuss how different computing technologies can contribute to providing the necessary self-organising features, including Multi-Agent Systems (MASs), Service-Oriented Architectures (SOAs), and distributed evolutionary computing (DEC). The potential for exploiting these properties in digital ecosystems is considered, suggesting how several key features of biological ecosystems can be exploited in Digital Ecosystems, and discussing how mimicking these features may assist in developing robust, scalable self-organising architectures. An example architecture, the Digital Ecosystem, is considered in detail. The Digital Ecosystem is then measured experimentally through simulations, considering the self-organised diversity of its evolving agent populations relative to the user request behaviour.