2012 Tenth Annual International Conference on Privacy, Security and Trust
978-1-4673-2326-0/12/$31.00 ©2012 IEEE 153
A concordance framework for building trust
evidences
Anirban Basu
*†
, Natasha Dwyer
‡
and Stephen Naicken
†
*
Graduate School of Engineering, Tokai University, 2-3-23 Takanawa, Minato-ku, Tokyo 108-8619, Japan
abasu@cs.dm.u-tokai.ac.jp
†
Department of Informatics, University of Sussex, Brighton BN1 9QJ, UK
{a.basu,stephenn}@sussex.ac.uk
‡
Victoria University, Footscray Park Campus, Ballarat Road, Footscray, 3011, Australia
natasha.dwyer@vu.edu.au
Abstract—Online dating is one domain, which would benefit
from the application of computational trust. One of the problems
with the application of traditional computational trust models,
as identified in our previous work, is authenticity of information
provided by parties which helps other users ascertain whether
they want to go on dates. In this position paper, we suggest a
solution: a concordance based framework for a game to be built
into a online dating system. The game provokes users to provide
spontaneous and thus more genuine data about themselves. The
key feature of the game is the respect for privacy that supports
and encourages the user to provide authentic information. Future
work will comprise of implementation of the game and its user
testing.
Index Terms—computational trust, emotive application, trust
evidence, game
I. I NTRODUCTION
One of the key problems of any trust model, particularly in
a highly emotive context, is with the lack of truthfulness on the
part of the user in the “information gathering” stage [1]. In the
domain of online dating, some respondents purposefully lie in
their profiles in attempts to attract potential dates. However,
trustors seek genuine information about others because this
gives an indication of what a person is ‘really’ like, that is the
data has not been filtered [2].
In this position paper, we propose a framework of a game
for users to play which helps assess whether two parties are
broadly in agreement, i.e., concordant about certain opinions
or not. The aim is not for users to build trust but rather
to assess whether they might trust other users with certain
qualities. Fukuyama [3] argues that we have more trust in those
who share our values. Rather than our trust-based decisions
being motivated by pure self-interest, our decisions are shaped
by the belief that people with similar values to our own will
be interested in a positive outcome for the group with whom
they identify [4]. At the core of the proposed framework is
the posing of questions that provokes respondents to provide
more truthful answers that others can use to build an authentic
trust assessment. As the user needs to respond quickly to
the questions, the user is likely to provide information spon-
taneously without the opportunity to contrive answers. The
game can help an online dating system, amongst many other
application scenarios, to build more authentic trust evidence
displays for potential dating partners. While anonymised and
non-persistent player identities constitute a privacy-respecting
step, pseudonymous but persistent identities [5] can be used
to detect liars while not compromising privacy. To encourage
users to answer as authentically as possible, the game is in
real time. Users do not have the time to contrive their answers.
The spontaneous nature of the game is intended to capture an
authentic measure of concordance.
II. A FRAMEWORK FOR CONCORDANCE
A. Gameplay
The principles of the game are as follows: (I) At the start
of the game, a player is asked to choose a partner from a list
of active users (i.e., other players). If the choice is accepted,
the game starts. (II) In each level, a player is asked to answer
a set of questions on a numeric scale, e.g., from 1 to 10,
within a time limit. The question itself is subtle and levels are
used to group questions belonging to the same general topic.
(III) In essence, questions can also be set by users themselves
but before being posed to users, these ought to meet certain
criteria: subtlety, respect for privacy and so on. (IV) Privacy is
respected by not storing user data; by not allowing questions
that can form the basis of inference-based attacks. This gives
the participants the confidence to provide truthful answers,
especially around sensitive topics. The players are also not
required to answer any question that they do not wish to.
(V) Concordant and discordant answers are calculated for each
level between a pair of players. Players may choose to continue
to the next level with the same partner, or select a different
partner. (VI) At the end of the game, a player gets a good idea
about how similar or dissimilar other players are in various
contexts (i.e., levels). This helps two potential dates embark
on a more direct form of meaningful interaction
1
.
B. Measures of concordance
Given two players A and B, and the centrality measures
for their answers as c
A
and c
B
respectively, the parties are
said to be concordant on their opinions (o
k,A
and o
k,B
for
1
Note that for safety reasons, offline communication may be preceded by
third-party verification processes, which are beyond the scope of this paper.