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Jun 1, 2026·Proceedings of the ACM Asia Conference on Computer and Communications Security
1 cites
SoK: Understanding zkVM: From Research to Practice

Guomin Yang, Yunbo Yang, Yuejia Cheng, Haibo Tang · 6 authors

Zero-knowledge virtual machine (zkVM) is a powerful infrastructure for proving the correctness of a program execution with a succinct proof, attracting significant interest from researchers, developers, and users. It has been widely used in applications such as blockchain rollups, privacy-preserving machine learning, and off-chain computation. As the field grows, a wide range of zkVMs have been proposed. However, they adopt different choices in instruction formats, trace layouts, and proving backends, which results in a highly heterogeneous design landscape and makes it difficult to understand the relations among these systems.To bridge this gap, we provide a comprehensive study of zkVMs that covers both their theoretical foundations and practical implementations. We decompose zkVMs into three layers: (1) the ISA layer, which defines instruction semantics and determines the structure of the execution trace, (2) the VM layer, which captures program execution and organizes constraints through modular circuit components, and (3) the proving layer, which converts execution traces into algebraic constraints and generates the final proofs. This decomposition allows us to isolate the role of each layer while also examining how they interact in real systems. To give readers a more direct understanding of how these design choices affect performance, scalability, and usability, we conduct a comprehensive experimental evaluation of representative zkVMs following this layered framework. Finally, we conclude the paper by summarizing the main observations from our analysis and outlining several potential directions for zkVM design and implementation.

Open access
Interactive and Immersive Displays
Innovative Human-Technology Interaction
Usability and User Interface Design
Original source
Jan 29, 2026·European Journal of Information Systems
0 cites
Why do people buy NFTs: a configurational approach to understanding the adoption of non-fungible tokens

Michael Mertel, Kai-Ingo Voigt

Non-fungible tokens (NFTs) are unique digital tokens issued on a blockchain to represent the proof of ownership of (digital) items. Despite their impressive technological capabilities and millions of users, research and practice lack an understanding of the factors motivating NFT purchases. In this study, we employ a sequential mixed-method approach to reveal what drives users to purchase NFTs. We performed 65 in-depth interviews (Study 1) with individuals who purchased at least one NFT to explore the factors that influence their decisions. Building on these insights, we carry out two surveys: one with 265 individuals who have purchased NFTs (Study 2), and another with 272 individuals who have considered buying an NFT but have not done so (Study 3). Using a fuzzy-set qualitative comparative analysis, we reveal the combinations of influencing factors leading to NFT adoption in our sample. Building on self-determination theory, our aggregated findings emphasize the importance of intrinsic interest. We developed four propositions grounded in our data to guide future research. This study provides unique empirical insights into the adoption behaviour of NFTs as an emerging technology from a user perspective.

Open access
Usability and User Interface Design
Technology Use by Older Adults
Innovative Human-Technology Interaction
Original source
Dec 5, 2025·How Video Games Made the Metaverse
0 cites
Interoperability

Kelly Vero

This chapter explores interoperability as the foundation for functional, inclusive and emotionally resonant digital experiences – from smart homes to the metaverse. Through critiques of Internet of Things (IoT), Non-Fungible Tokens (NFTs) and Web3, it argues for human-centred design that prioritises discoverability, dignity and decentralised control. Drawing lessons from games like Bury Me My Love and platforms like Spatial , it shows how autonomy, mastery and purpose (AMP) can guide persistent virtual worlds. Interoperability is reframed not just as a technical goal, but also as a social, economic and ethical imperative – crucial to everything from refugee support to metaverse monetisation.

Healthcare Technology and Patient Monitoring
Mobile Agent-Based Network Management
Usability and User Interface Design
Original source
Dec 2, 2025·2025 International Conference on Sustainable Technology and Engineering (i-COSTE)
0 cites
Extending Usability Heuristics for Blockchain Applications: A Domain-Specific Framework for Enhanced Evaluation

S R Nair, Anal Kumar, Jashnil Kumar

Blockchain technology is a modern day decentralized databases which presents unique usability changes like “transaction irreversibility, decentralized trust models, and cryptographic key management” which places excessive responsibilities on users that can lead to financial loss and hinders its adoption. Failing to address these usability changes, the current heuristic evaluation models like Nielsen's ten principles need to be revised. Therefore, this paper aims to investigate whether new heuristics are needed to evaluate blockchain applications effectively. During the investigation a critical gap was identified in establishing usability evaluation methods, demonstrating that Nielsen's widely adopted heuristics failed to address 40% of common blockchain-specific usability problems (e.g., users sending funds to incorrect addresses due to poor reversibility awareness). 33 empirical studies were analyzed using systematic review and metaanalysis, mainly focused on blockchain wallets, DeFi (Decentralized Finance) platforms, NFT (Non-Fungible Tokens) marketplaces and Decentralized Autonomous Organizations (DAOs). A set of core usability issues were extracted and thematic analysis was conducted to develop four new blockchain-specific heuristic principles:(1) Transaction Finality Awareness (explicit warnings for irreversible actions), (2) Cryptographic Self-Custody Affordance (intuitive key/seed phrase management), (3) Fee Transparency & Control (realtime gas fee estimation), and (4) Decentralized Value Proposition Clarity. This paper proposes a validation methodology via heuristic evaluation of three blockchain applications by five experts would show a significant increase in detected usability flaws when using the extended heuristics versus Nielsen's original set, projected at approximately 31% based on our gap analysis. Reducing the risk of user errors will require a tailored criteria that will provide experts domain specific heuristics to create a user-friendly Dapp. Thus, this paper not only aims to create a novel domain specific heuristic evaluation for blockchain experts to use as a pre- deployment evaluation tool but also to create safer UX (user experience) for dApps.

Usability and User Interface Design
Personal Information Management and User Behavior
Innovative Human-Technology Interaction
Original source
Nov 19, 2025·Zenodo (CERN European Organization for Nuclear Research)
0 cites
WEB3 GAMING PROSPECTS A Case Study of the Sandbox

Rizqi, Pranata, Khairul, Umam

This material has been presented on 1st International Conference on Communication and Digital Multimedia ( ICCDM ) 2025, 19 November, 2025

Open access
2 source records
Interactive and Immersive Displays
Usability and User Interface Design
Augmented Reality Applications
Original source
Jan 1, 2025·Theseus (Ammattikorkeakoulujen)
0 cites
Hajautetun NFT-sovelluksen kehittäminen Ethereum-verkossa

Issula, Noora

Tämä opinnäytetyö tarkastelee lohkoketjuteknologian ominaisuuksia ja hajauttamisen keskeisiä periaatteita. Työn ensisijaisena tavoitteena oli perehtyä Ethereum-lohkoketjuverkossa toimivan ja erityisesti digitaalisiin hallintatodistuksiin (NFT) perustuvan hajautetun sovelluksen kehittämiseen. Tämän lisäksi tavoitteena oli tarjota yksinkertaistettu perusta älysopimusten ja hajautettujen sovellusten kehittämiseen. Työn kehys muodostuu aihetta ympäröivästä kirjallisuuskatsauksesta ja oman henkilökohtaisen kehitysprojektin toteutuksen sekä tulosten raportoinnista. Aluksi perehdytään hajautettujen tietokantojen keskeisiin periaatteisiin vertaillen näiden vahvuuksia ja rajoitteita suhteessa keskitettyihin tietokantoihin. Tarkastelun kohteena on myös lohkoketjuteknologian vallitsevat rajoitteet ja sen haasteet sekä tietoturvallisuus ja sen hallinta. Lisäksi syvennytään tarkemmin työhön toteutetussa kehitysprojektissa hyödynnettyyn Ethereum-alustaan ja sen erityispiirteisiin. Oman kehitysprojektin toteutus nojautui työn alussa esitellyn teorian lisäksi muun muassa Ethereumin ja Solidityn dokumentaation. Kehitysprojekti toteutettiin hyödyntäen Scaffold-ETH 2 -työkalupakkia ja sen tarjoamaa kehitysympäristöä. Tämä mahdollisti syventymisen älysopimuksen ja sovelluksen hajautettujen toiminnallisuuksien kehittämiseen yksinkertaistaen lisäksi muun muassa käyttäjäinteraktioiden toteutusta sekä sovelluksen testaamista kehitysprosessin aikana. Projektissa toteutettu älysopimus perustuu ERC-721-standariin, joka on kehitetty erityisesti NFT-pohjaisten sopimusten kehykseksi. Toteutuksessa hyödynnettiin lisäksi hajautettua tiedostojärjestelmää (IPFS) mintattavan NFT:n kuvatiedoston ja metatietojen tallennukseen. Kehitysprojektin tuloksena saatiin toteutettua kevyt testiverkossa toimiva prototyyppimallinen hajautettu sovellus, joka mahdollistaa NFT:n luomisprosessin eli minttaamisen käyttäjän valitsemalla kuvatiedostolla. Sovelluksessa on myös äänestystoiminto, jossa NFT-kohtaiset äänet kirjataan lohkoketjuun sisäisesti. Käyttäjän minttaamien tokenien lukumäärä on rajoitettu enintään kolmeen, ja jokaisella käyttäjällä on käytössään vain yksi ääni. Tämä kehitysprojektin tuotos havainnollistaa hyvin, kuinka lohkoketjujen ja älysopimusten avulla voidaan luoda lisäarvoa ja käyttäjien välistä vuorovaikutusta sovelluksen sisäisesti, ilman tarvetta kolmansille osapuolille tai keskitetyille järjestelmille.

Open access
Usability and User Interface Design
Software Engineering and Design Patterns
Teaching and Learning Programming
Original source
May 2, 2023·Computer
0 cites
The Interactive Web

Martin Campbell‐Kelly, William Aspray, Jeffrey R. Yost, Honghong Tinn · 5 authors

Since the early 2000s, the World Wide Web has transformed many aspects of peoples’ lives and ushered in new technologies, life-changing applications, and opportunities for social interaction. This trend was accelerated by the rise of mobile devices, first laptop computers and later smartphones. Although these devices are more powerful than mainframe computers of an earlier generation, they are further empowered by an infrastructure largely invisible to users – cloud storage and server farms. The web has given rise to global enterprises that were no more than the promise of things to come in the 1990s – such as Google, Facebook, Twitter, Amazon, and Netflix. All of these have had major social and economic impacts. They have transformed the way many of us interact with our communities, how we choose and purchase goods, and how we consume media of all kinds. Their impact has transformed not only our lives but also our shopping districts. More innovation is on the horizon, such as cryptocurrencies and non-fungible tokens, whose histories are yet to unfold.

Diverse Global Research Studies
Usability and User Interface Design
Web Applications and Data Management
Original source
Oct 12, 2022·arXiv (Cornell University)
6 cites
Towards Web3 Applications: Easing the Access and Transition

Guangsheng Yu, Xu Wang, Qin Wang, Tingting Bi · 8 authors

Web3 is leading a wave of the next generation of web services that even many Web2 applications are keen to ride. However, the lack of Web3 background for Web2 developers hinders easy and effective access and transition. On the other hand, Web3 applications desire for encouragement and advertisement from conventional Web2 companies and projects due to their low market shares. In this paper, we propose a seamless transition framework that transits Web2 to Web3, named WebttCom, after exploring the connotation of Web3 and the key differences between Web2 and Web3 applications. We also provide a full-stack implementation as a use case to support the proposed framework, followed by interviews with five participants that show four positive and one natural response. We confirm that the proposed framework WebttCom addresses the defined research question, and the implementation well satisfies the framework WebttCom in terms of strong necessity, usability, and completeness based on the interview results.

Open access
2 source records
Usability and User Interface Design
Multimedia Communication and Technology
Mobile and Web Applications
Original source
Jul 5, 2022·FER Repository
0 cites
Marketplace of Non-Fungible Tokens

Valentin Marinac

Cilj ovog završnog rada je bio implementirati NFT-ove koji referenciraju stvarne uređaje kojima može upravljati samo vlasnik dotičnog NFT-a te web stranicu gdje se takvi NFT-ovi mogu kupovati i prodavati. NFT-ovi predstavljaju vlasništvo nad uređajima. Nove NFT-ove mogu dodati korisnici stranice, a ne samo njen vlasnik. Uređaji potvrđuju da je netko njihov vlasnik pomoću digitalnog potpisa. NFT-ovi su implementirani na Ethereumu.

Software Engineering and Design Patterns
Usability and User Interface Design
Auction Theory and Applications
Original source
Jan 1, 2020·KTH Publication Database DiVA (KTH Royal Institute of Technology)
0 cites
Kan avsiktlig friktion inom interaktions design minska antal användarfel vid insatsprocessen för blockkedjor med Proof-of-Stake teknik?

Emil Gustavsson, Gabriel Ellebrink

Denna studie undersöker huruvida avsiktligt implementerad friktion inom interaktionsdesign kan minska antal användarfel vid insatsprocessen för blockkedjor med Proof-of-Stake teknik. Friktion som avsiktligt implementerats har tidigare visats kunna leda till färre användarfel. Det spekuleras i att blockkedjor kan komma att användas i större utsträckning i framtiden. Eftersom fel i insatsprocessen för en blockkedja med Proof-of-Stake teknik kan leda till att pengar går förlorade valdes det området för att undersökas närmare om friktion kan leda till färre användarfel. Studien avgränsas till en typ av avsiktlig friktion som kallas design for pauses som syftar till att få användaren att tillfälligt stanna upp med sin interaktion. I studien skapades två versioner av en prototyp på en insatsprocess till blockkedjan Ethereum som testades på två olika testgrupper. Ena versionen av prototypen innehöll avsiktligt implementerad friktion och i den andra versionen adderades ingen friktion avsiktligt. Deltagarna i testet ombads utföra insatsprocessen i prototypen där deras interaktioner granskades och statistik fördes på antal användarfel. Användarfelen delades upp i två kategorier: slarvfel och misstag. Resultaten från testerna visar på att avsiktlig friktion av typen design for pauses minskar antal användarfel av typen misstag. Ytterligare forskning krävs för att besvara om design for pauses kan bidra till att minska antal användarfel av typen slarvfel.

Open access
Usability and User Interface Design
Open Source Software Innovations
Original source
Aug 17, 2015·Human Factors The Journal of the Human Factors and Ergonomics Society
5 cites
Assessing Technology in the Absence of Proof

Peter de Vries, Stéphanie M. van den Berg, Cees Midden

OBJECTIVE: The present research addresses the question of how trust in systems is formed when unequivocal information about system accuracy and reliability is absent, and focuses on the interaction of indirect information (others' evaluations) and direct (experiential) information stemming from the interaction process. BACKGROUND: Trust in decision-supporting technology, such as route planners, is important for satisfactory user interactions. Little is known, however, about trust formation in the absence of outcome feedback, that is, when users have not yet had opportunity to verify actual outcomes. METHOD: Three experiments manipulated others' evaluations ("endorsement cues") and various forms of experience-based information ("process feedback") in interactions with a route planner and measured resulting trust using rating scales and credits staked on the outcome. Subsequently, an overall analysis was conducted. RESULTS: Study 1 showed that effectiveness of endorsement cues on trust is moderated by mere process feedback. In Study 2, consistent (i.e., nonrandom) process feedback overruled the effect of endorsement cues on trust, whereas inconsistent process feedback did not. Study 3 showed that although the effects of consistent and inconsistent process feedback largely remained regardless of face validity, high face validity in process feedback caused higher trust than those with low face validity. An overall analysis confirmed these findings. CONCLUSION: Experiential information impacts trust even if outcome feedback is not available, and, moreover, overrules indirect trust cues-depending on the nature of the former. APPLICATION: Designing systems so that they allow novice users to make inferences about their inner workings may foster initial trust.

Open access
Human-Automation Interaction and Safety
Usability and User Interface Design
Team Dynamics and Performance
Original source
May 20, 2015·Concurrency and Computation Practice and Experience
1 cites
Contemporary Computer Supported Collaboration: Systems, Technologies, Algorithms, and Applications

Waleed W. Smari, Antonio Montero Navarro, William K. McQuay

During the past two decades, we have seen rising interest in computer-supported collaboration and, with the advent of the Web 2.0 and semantic technologies, increased importance for collaborative work. Worldwide, people expect unlimited access to information within and across cultures. Social networking continues to expand and impact collaboration approaches at the personal and enterprise levels. As a result, the computer-supported collaboration research community has turned its attention to the study of human social behavior from records such as blogs, wikis, social media, and social networking sites 1. The desire for mobile and pervasive connectivity is pushing expansion of an ever growing wired and wireless high speed backbone that globally combines computing, sensing, and communication technologies. Annually, new classes of mobile devices are added to the traditional desktop, laptop, tablet, and smartphones. However, computer-based collaboration encompasses complex hardware and software issues that have been in the focus of the research community for a long time 2. In 1981, Johnson-Lenz coined the term groupware as ‘intentional group processes plus software to support them’ 3. By 1988, the term computer-supported cooperative work was defined as ‘a scientific discipline guiding the design and development of groupware in a meticulous and appropriate way’ 4. Computer-supported cooperative work (CSCW) is a multidisciplinary discipline that encompasses technical, human, and social factors that can vary its implementations depending on the context, culture, organization, and country that apply it 5. As collaborative/cooperative applications evolved, important challenges also arose for developers 6. As a result, significant on-going research works address topics such as collaboration systems infrastructure, human systems, collaboration work and processes, and unique domain-specific issues. The field of infrastructure is one of the most active areas in computer-supported collaboration, with research focused on underlying technologies such as cloud computing, big data, service-oriented architectures, smart networks, and grids. Advanced infrastructure technologies offer a vision of resources (networks, computational servers, storage, search engines, collaboration tools and applications, etc.) as a service, with greater ease to collaborate while lowering cost. The Internet of Things (IoT) captures the growing importance of sensor swarms and collaborative devices that are often attached to one's smartphone or tablet. At the same time, there are new complementary challenges for privacy and security as we attempt to understand how to handle trust in complex systems and how to measure trustworthiness in human-to-human, human-to-machine, and machine-to-machine collaborations. The field of human systems focuses on the human component in collaboration such as coordination and cooperation mechanisms, cultural and psychological aspects, natural languages, human-machine interaction and interfaces, human centric aspects of trust and trustworthiness, cognitive engineering, and user-centered design. The field of collaboration work and processes focuses on aspects that traditionally relate to management and business but gradually have been considered by the software engineering area, such as virtual and remote project coordination, distributed team management, workflows, coordination, distributed and virtual organizations, and distributed design and development. Finally, the domains where computer-based collaboration can be applied continue to grow and are almost endless. Social media, knowledge management, e-learning, financial systems, simulation environments, decision making, design and engineering, logistics, e-business, telemedicine, public health, and emergency and disaster response are some examples of these domains. The annual International Conference on Collaboration Technologies and Systems, held since 1999, comes in the mid of these exciting developments. The conference has also produced special journal issues in recent years and this is one of them. This special issue contains eleven papers representing recent advances in the areas of the infrastructure, operation, evaluation, and application of collaboration systems. These papers were carefully selected from the 2012 International Conference on Collaboration Technologies and Systems (CTS 2012), which was held at the Westin Westminster Hotel, Denver, Colorado, USA, on 21–25 May, 2012 7 and the 2013 International Conference on Collaboration Technologies and Systems (CTS 2013), which was held at the Sheraton San Diego Hotel & Marina, San Diego, California, USA, on 20–24 May, 2013 8. Selected papers from the conference were invited for extended submission based on the conference technical program committee and the track organizers recommendations. In addition and in order to provide a wider overview of the current research in collaboration related topics, an open Call for Papers was publicly announced and distributed. In response, additional papers were received with a total of eighteen papers submitted for consideration. The complete set of submissions went through three rigorous review cycles, with three to six reviews per paper per cycle. Upon the conclusion of the review process, the eleven submissions that received the highest review ratings were accepted for publication in this special issue. The papers published in this special issue can be classified under three groups: collaborative system design methodologies, security and trust, and collaborative applications. The selected papers in each of these groups are briefly introduced in this section. There are six manuscripts that fall under this category, which covers a wide range of issues, approaches, and solutions. Drabble 9 presents an overview of the Cassandra Analysis and Planning System (CAPS) collaborative design tool kit, which provides designers with the capabilities to identify the direct effects of their own decisions and their indirect effects on the designs of others. The CAPS provides capabilities for reasoning with both quantitative and qualitative constraints and employs two dependency reasoning engines—one handles quantitative values and the other controls qualitative ones. CAPS supports a dynamic design process which identifies the most important design decisions, alerts the impacted designers, and supports a mitigation process to deal with any issues. The paper describes the CAPS architecture and an initial evaluation against a large collaborative task involving the design of a helicopter's electrical, hydraulic, structural, and mechanical systems. Tanaka et al. 10 study the effects real-time avatars had on distant communications when the avatars served as a substitute for videos in distributed environments. The paper discusses two experiments involving videos, photos, or avatars to supplement voice communications. In the first experiment, the subjects watched a conversation partner's video, avatar, photo, or nothing when speaking to the distant partner. The trials were made separately to observe the effects of motion and appearance on the frequency of pauses and speed of speaking. In the second experiment, the researchers compared avatar chat and a tele-operated robot conferencing to find how a physical embodiment influenced the degree of smoothness of speech. Traditionally, in distributed collaborative systems, video connections have been considered unimportant to effective distant communication. Dorn and Taylor 11 investigate the adaptability of the collaboration structure based on an analysis framework consisting of aspects such as behavior, asynchrony, state, and execution. They discuss seven distinctively different collaboration patterns in terms of those aspects. These collaboration patterns and resulting insights into their inherent adaptability may guide design decisions and trade-off analyses for the development of collaborative environments. The collaboration pattern construct is an extension of design pattern concepts and mechanisms from the software architecture domain. The success of software architecture description languages 20 led the authors to investigate a modeling approach for collaboration topologies and the development of a human Architecture Description Language (hADL) for specifying adaptation authority or flexibility conditions. In Davoust et al. 12, the authors define, classify, and characterize distributed wikis. They have identified three classes of distributed wiki systems, each using a different collaboration model and distribution scheme: highly available wikis, decentralized social wikis, and federated wikis. They have classified existing distributed wikis according to these classes and detail their underlying complexities and social and technical motivations. Davoust et al. 13 address the challenge that existing wiki systems, such as Wikipedia, depend on a centralized authority and cannot easily accommodate multiple points of view. The authors present P2Pedia, a social peer-to-peer wiki system, where users have their own local repository and can collaborate by creating, discovering, editing, and sharing pages with their peers but without synchronizing them. Multiple versions of each page can thus coexist on each repository and across the network, which allows for multiple points of view. Browsing or searching the wiki can yield multiple page versions. The authors describe an experimental study where the system was deployed for academic writing exercises, and the results are analyzed to demonstrate this collaboration approach. Missikoff et al. 14 present an end-to-end framework based on an open, collaborative approach for developing and maintaining business domain ontologies. While modern virtual enterprises require the definition of a common, agreed to, and shared conceptual basis that is captured in a reference ontology, no single methodology has been recognized as the primary solution for building ontologies. The authors propose a method for building domain ontologies, which is capable of integrating in one single software framework the features of cooperative participation, shared agreement, multilevels of formalism, and reuse of knowledge. The authors' methodology is characterized by a social participation approach that allows a community of practice, including knowledge engineers, domain experts, and ontology stakeholders to cooperate to produce conceptual models and reach consensus on their suitability while providing formal encoding into a computational ontology. Security and privacy issues in collaboration environments continue to be a major concern. We have three manuscripts that address some of the contemporary concerns. In Aldini et al. 15, the authors have proposed a collaborative framework for checking Android applications for malware by generating probabilistic behavior contracts. Repackaged Android applications are based on genuine applications, but they can include some hidden malwares to access private data or user credit information. The proposed framework performs analysis of the app's behavior at run-time from a contract that is built dynamically from monitoring real world usage. The contract specifies the set of legal actions that can be performed by an application. In the proposed framework, application contracts are generated dynamically by a central server that merges execution traces that are collected and shared continuously by collaborative users executing the application. Because the contract is built by monitoring real user behaviors, it is possible to detect misbehaviors that may not be noticed through static analysis alone. Kong et al. 16 present a technique for indoor location of mobile devices using Bluetooth wireless signal strength. The proposed method treats locations as fuzzy sets and fuzzifies the signal strength to define set membership. Membership values are then fused from multiple sources using a rules engine to deduce location values. The principal benefits of this technique include that it requires little or no calibration, can be used with widely available commercial devices, and places more attention on location information such as a room and floor of a building rather than coordinates. In Tang et al. 17, the authors address the need for extensions to the role-based access control model as cloud service providers expand user activities for cross-tenant interaction. Currently, most cloud service providers isolate user activities and data within a single tenant boundary. It is anticipated that this situation will evolve to foster cross-tenant collaboration supported by Authorization as a Service (AaaS). At present, there is no widely accepted model for cross-tenant authorization. The authors have built on an existing informal multi-tenancy authorization system (MTAS) 21, formalized the MTAS model, and proposed extensions for finer-grained cross-tenant trust. They have demonstrated the utility and feasibility of MTAS by means of an example policy specification, developed a prototype system, and conducted experiments on the prototype. The design and development of collaboration applications are important to respond to society's needs and solutions. In this special issue, there are two papers that apply. Lang and Fink 18 address rival machine scheduling of one or more homogeneous machines by autonomous agents. Machine scheduling by itself is computationally complex, and the presence of autonomous agents makes the problem more difficult. Autonomous agents pursue their own goals, act noncooperatively, and might not be willing to reveal information due to privacy concerns. To overcome the conflict of interests and prevent strategic interactions, the authors present a negotiation protocol to facilitate the coordination of noncooperative agents. Pani et al. 19 present the design and evaluation of a patient-centric collaborative tele-rehabilitation framework aimed at supporting a multidisciplinary team in the follow-up of domiciliary patients. The proposed framework builds on the experience of a clinical trial that exploited a novel tele-rehabilitation device not originally intended to support collaborative scenarios. The authors argue that collaborative technology in healthcare represents an important way to improve the quality of the care services and at a reduced cost. The authors conducted semi-structured interviews with a panel of experts to evaluate the proposed approach. Based on the papers submitted to and accepted in this special issue, we can draw some interesting conclusions. Computer-supported collaboration is in the mainstream interest of the research community. It is utilized in the everyday way of work of individuals, communities, and organizations. This usage is identifying subtle problems that have to be solved by researchers and practitioners in academia and industry. Technological, procedural, human, and domain-dependent issues have to be addressed by works such as those presented in this special issue. However, because computer-supported collaboration is being used in vastly different domains, the problems that this use identify are of very diverse nature. As we have seen, the papers published in this special issue address collaborative design, real time avatars, collaboration patterns, distributed wikis, business ontologies, malware detection, location of mobile devices, access control, autonomous agents, and tele-health. We anticipate this trend to continue as these systems and technologies get more pervasive and experience wider usage in numerous sectors and application domains. In some cases, the issues addressed by computer-supported collaboration fall within the focus of interest of other well-established areas of computer science and engineering such as operating systems, software engineering, information systems, or telecommunications,. In other cases, they are more related to organizational and business, sociology, psychology, anthropology, or human factors. If computer-supported collaboration is to be a discipline on its own, the key issues that describe it have to be identified. It is commonly accepted that computer-supported collaboration is not just a narrow and deep computing discipline but, on the contrary, is a broad and multidisciplinary field that cuts across many computing and noncomputing areas. In our opinion, the definition of the discipline of computer-supported collaboration has to be one of the hot topics of the research community in the short term. Thus, the development of the computer-supported collaboration body of knowledge could help to define this discipline. We hope that works like this special issue promote the interest for this discipline and its research topics. The guest editors of this special issue would like to express their deep gratitude to all authors, external reviewers, and Geoffrey Fox for their efforts in making this special issue possible. Moreover, they wish to thank all of the external reviewers who contributed at different levels to this special issue: Marie-Hélène Abel, Gail-Joon Ahn, Mortaza S. Barg, Louise Barkhuus, Sanat K. Bista, Christos Bouras, Mario Cannataro, Kyle Chard, Giuliana Dettori, Schahram Dustdar, Ana María Fernández-Pampillón, Maria Grazia Fugini, Ronald Hartung, Andrea J. Hester, Douglas Hodson, Claudia Ignat, James Joshi, Malik Ahmad Kamran, Kyoung-Yun Kim, Gregorij Kurillo, Tanu Malik, Cristina Manresa, Laurent Moccozet, Pascal Molli, James Myers, Grzegorz J. Nalepa, Mads Nygaard, Francesco Palmieri, Daniel Perry, T.K. Prasad, Wolfgang Prinz, Paolo Renna, Vassil Roussev, Filippo A. Salustri, Liliana P. Santacruz, Antonio Sarasa, José Luis Sierra, Hala Skaf-Molli, Irena Spasic, Anna Squicciarini, Kyle Stewart, Julianne Stiller, Jeffrey Stuckman, Hassan Takabi, Giordano Tamburrelli, Srikumar Venugopal, Bin Wang, Liu Yang, Chee Shin Yeo, Dimitrios Zissis, and Urko Zurutuza.

Open access
Service-Oriented Architecture and Web Services
Usability and User Interface Design
Peer-to-Peer Network Technologies
Original source