12 research outputs found

    A review of the empirical studies of computer supported human-to-human communication

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    This paper presents a review of the empirical studies of human-to-human communication which have been carried out over the last three decades. Although this review is primarily concerned with the empirical studies of computer supported human-to-human communication, a number of studies dealing with group work in non-computer-based collaborative environments, which form the basis of many of the empirical studies of the recent years in the area of CSCW, are also discussed. The concept of person and task spaces is introduced and then subsequently used to categorise the large volume of studies reported in this review. This paper also gives a comparative analysis of the findings of these studies, and draws a number of general conclusions to guide the design and evaluation of future CSCW systems

    Representing place and situation in an online social environment

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2000.Includes bibliographical references (leaves 61-66).This thesis presents work focused on the creation of a sociable space for communication online. Sociable communication requires the ability to converse with others using simple and meaningful mechanisms, supporting flexibility and expressiveness. Equally important is the ability for people to read the space they inhabit and make sense of it in socially significant ways, such as people watching to observe others' interests and interaction styles. A third key to sociable communication is emphasis on identity and embodiment, giving participants a strong sense of themselves and others through their online representations. These issues are approached through research in areas ranging from sociology to urban architecture, directed at finding bases for the design of capabilities that are useful and engaging in the context of computer support for distributed multiparty communication. The result of this research is Talking in Circles, a graphical audio conferencing environment that employs abstract graphics for representation and provides lightweight access to multiple expressive modes. This thesis discusses foundations for work towards sociable communication online as well as the design and implementation processes involved in the creation of the Talking in Circles system. User experiences with the system, lessons learned and directions for further research into sociable communication are then detailed.by Roy Alexis Rodenstein Kartofel.S.M

    Virtual software in reality

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    Software visualisation is an important weapon in the program comprehension armoury. It is a technique that can, when designed and used effectively, aid in understanding existing program code. It can achieve this by displaying information in new and different forms, which may make obvious something missed in reading the code. It can also be used to present many aspects of the data at once. Software, despite many software engineering advances in requirements, design and implementation techniques, continues to be complex and large and if anything seems to be growing in these respects. This means that techniques that failed to aid comprehension and maintenance are certainly not going to be able to deal with the current software. Therefore this area requires research to be able to suggest solutions to deal with the information overload that is sure to occur. There are several issues that this thesis addresses; all of them related to the creation of software visualisation systems that are capable of being used and useful well into the next generation of software systems. The scale and complexity of software are pressing issues, as is the associated information overload problem that this brings. In an attempt to address this problem the following are considered to be important: abstractions, representations, mappings, metaphors, and visualisations. These areas are interrelated and the first four enable the final one, visualisations. These problems are not the only ones that face software visualisation systems. There are many that are based on the general theory of the applicability of the technique to such tasks as program comprehension, rather than the detail of how a particular code fragment is shown. These problems are also related to the enabling technology of three- dimensional visualisations; virtual reality. In summary the areas of interest are: automation, evolution, scalability, navigation and interaction, correlation, and visual complexity. This thesis provides an exploration of these identified areas in the context of software visualisation. Relationships that describe, and distinguish between, existing and future software visualisations are presented, with examples based on recent software visualisation research. Two real world metaphors (and their associated mappings and representations) are defined for the purpose of visualising software as an aid to program comprehension. These metaphors also provide a vehicle for the exploration of the areas identified above. Finally, an evaluation of the visualisations is presented using a framework developed for the comparative evaluation of three-dimensional, comprehension oriented, software visualisations. This thesis has shown the viability of using three-dimensional software visualisations. The important issues of automation, evolution, scalability, and navigation have been presented and discussed, and their relationship to real world metaphors examined. This has been done in conjunction with an investigation into the use of such real world metaphors for software visualisation. The thesis as a whole has provided an important examination of many of the issues related to these types of visualisation in the context of software and is therefore a valuable basis for future work in this area

    Mixed reality architecture

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    This thesis develops and investigates Mixed Reality Architectures (MRA), dynamic shared architectural topologies, which span physical and virtual spaces. A theoretical framework is developed to describe the field of possible architectures. As the result of a first pilot study, this is then extended with the concept of the Mixed Reality Architectural Cell (MRACell). MRACells consist of one physical and one virtual space, linked by a two-way video and audio connection. The video of a real physical space is rendered on an MRACell, which can move within the virtual environment. A projector and screen in the real space renders an image of the virtual environment from the point of view of that MRACell. Inhabitants can move their MRACell in relation to all others within the shared virtual environment, allowing ad hoc as well as planned remote social interaction. In this sense MRACells can be described as novel architectural interfaces extending real physical space, via a shared virtual environment to link to other real spaces. An in-depth study lasting one year and involving six office-based MRACells, used video recordings, the analysis of event logs, diaries and an interview survey. This produced a series of ethnographic vignettes describing social interaction within MRA in detail. The study found that the MRA was effective at supporting remote social interaction between users. Usage patterns appeared to be motivated by awareness and communication or conversely privacy requirements. This usage maintained and strengthened social ties. Social interaction was both visible to others and part of the everyday activities at the respective office spaces. It resulted from the virtual adjacencies introduced by MRA that allowed the ‘spatial’ integration of remote locations. However, the virtual spatial framework making this possible, introduced new topological limitations on the number of concurrent connections that were available. Overall, it was found that the dynamic architectural topology directly affected social interaction, while social interaction itself re-shaped the topology. These findings are of direct relevance to current developments, which aim to use communications media to overcome the spatial dispersion of work groups in modern organizations. Finally, the differences in use that were observed between groups of inhabitants suggest that spatial cognition in Mixed Reality is affected both by the interface technology and by the social practices surrounding it. In response, it is suggested that in order to investigate the new generation of mixed physical and virtual technologies, cognitive science should take into account their affordances as ‘virtual extensions’ to both our bodies and to our environment

    Computer supported interaction in distributed design teams

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    Thesis (Sc. D.)--Massachusetts Institute of Technology, Dept. of Civil and Environmental Engineering, 1998.Includes bibliographical references (leaves ).by Karim Mohie El Din Hussein.Sc.D

    Producto de telepresencia para la educación superior en el ámbito nacional

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    Durante los años 2003 y 2004, el laboratorio de Realidad Virtual de la universidad Eafit adelantó el proyecto “Telepresencia aplicada a la Educación Superior”, con apoyo de Colciencias y de la Universidad Eafit ([66]).Como parte del proyecto, se construyó un prototipo de un sistema de Telepresencia que combina audio y video sobre Internet un mundo virtual colaborativo. Este sistema permite que un instructor y sus alumnos interactúen de manera sincrónica, a pesar de estar físicamente en sitios diferentes. Los resultados de la primera etapa, utilizando el prototipo, permiten concluir que el uso del sistema en conjunto con un enfoque pedagógico asociado (en nuestro caso la Enseñanza para la Comprensión ([5]), permite que los alumnos en un proceso de enseñanza a distancia obtengan niveles de comprensión iguales o superiores a los que se les brinda una enseñanza presencial ([1]). En la Figura 1.1 se muestran los dispositivos necesarios tanto del lado del profesor como de los alumnos para la realización de una clase soportada con con el prototipo en su versión actual

    Avatar augmented online conversation

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.Includes bibliographical references (p. 167-175).One of the most important roles played by technology is connecting people and mediating their communication with one another. Building technology that mediates conversation presents a number of challenging research and design questions. Apart from the fundamental issue of what exactly gets mediated, two of the more crucial questions are how the person being mediated interacts with the mediating layer and how the receiving person experiences the mediation. This thesis is concerned with both of these questions and proposes a theoretical framework of mediated conversation by means of automated avatars. This new approach relies on a model of face-to-face conversation, and derives an architecture for implementing these features through automation. First the thesis describes the process of face-to-face conversation and what nonverbal behaviors contribute to its success. It then presents a theoretical framework that explains how a text message can be automatically analyzed in terms of its communicative function based on discourse context, and how behaviors, shown to support those same functions in face-to-face conversation, can then be automatically performed by a graphical avatar in synchrony with the message delivery. An architecture, Spark, built on this framework demonstrates the approach in an actual system design that introduces the concept of a message transformation pipeline, abstracting function from behavior, and the concept of an avatar agent, responsible for coordinated delivery and continuous maintenance of the communication channel. A derived application, MapChat, is an online collaboration system where users represented by avatars in a shared virtual environment can chat and manipulate an interactive map while their avatars generate face-to-face behaviors.(cont.) A study evaluating the strength of the approach compares groups collaborating on a route-planning task using MapChat with and without the animated avatars. The results show that while task outcome was equally good for both groups, the group using these avatars felt that the task was significantly less difficult, and the feeling of efficiency and consensus were significantly stronger. An analysis of the conversation transcripts shows a significant improvement of the overall conversational process and significantly fewer messages spent on channel maintenance in the avatar groups. The avatars also significantly improved the users' perception of each others' effort. Finally, MapChat with avatars was found to be significantly more personal, enjoyable, and easier to use. The ramifications of these findings with respect to mediating conversation are discussed.by Hannes Högni. Vilhjálmsson.Ph.D

    Large scale collaborative virtual environments

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    [N.B. Pagination of eThesis differs from printed thesis. The content is identical.] This thesis is concerned with the theory, design, realisation and evaluation of large-scale collaborative virtual environments. These are 3D audio-graphical computer generated environments which actively support collaboration between potentially large numbers of distributed users. The approach taken in this thesis reflects both the sociology of interpersonal communication and the management of communication in distributed systems. The first part of this thesis presents and evaluates MASSIVE-1, a virtual reality tele-conferencing system which implements the spatial model of interaction of Benford and Fahlén. The evaluation of MASSIVE-1 has two components: a user-oriented evaluation of the system’s facilities and the underlying awareness model; and a network-oriented evaluation and modelling of the communication requirements of the system with varying numbers of users. This thesis proposes the “third party object” concept as an extension to the spatial model of interaction. Third party objects can be used to represent the influence of context or environment on interaction and awareness, for example, the effects of boundaries, rooms and crowds. Third party objects can also be used to introduce and manage dynamic aggregates or abstractions within the environments (for example abstract overviews of distant crowds of participants). The third party object concept is prototyped in a second system, MASSIVE-2. MASSIVE-2 is also evaluated in two stages. The first is a user-oriented reflection on the capabilities and effectiveness of the third party concept as realised in the system. The second stage of the evaluation develops a predictive model of total and per-participant network bandwidth requirements for systems of this kind. This is used to analyse a number of design decisions relating to this type of system, including the use of multicasting and the form of communication management adopted

    Large scale collaborative virtual environments

    Get PDF
    [N.B. Pagination of eThesis differs from printed thesis. The content is identical.] This thesis is concerned with the theory, design, realisation and evaluation of large-scale collaborative virtual environments. These are 3D audio-graphical computer generated environments which actively support collaboration between potentially large numbers of distributed users. The approach taken in this thesis reflects both the sociology of interpersonal communication and the management of communication in distributed systems. The first part of this thesis presents and evaluates MASSIVE-1, a virtual reality tele-conferencing system which implements the spatial model of interaction of Benford and Fahlén. The evaluation of MASSIVE-1 has two components: a user-oriented evaluation of the system’s facilities and the underlying awareness model; and a network-oriented evaluation and modelling of the communication requirements of the system with varying numbers of users. This thesis proposes the “third party object” concept as an extension to the spatial model of interaction. Third party objects can be used to represent the influence of context or environment on interaction and awareness, for example, the effects of boundaries, rooms and crowds. Third party objects can also be used to introduce and manage dynamic aggregates or abstractions within the environments (for example abstract overviews of distant crowds of participants). The third party object concept is prototyped in a second system, MASSIVE-2. MASSIVE-2 is also evaluated in two stages. The first is a user-oriented reflection on the capabilities and effectiveness of the third party concept as realised in the system. The second stage of the evaluation develops a predictive model of total and per-participant network bandwidth requirements for systems of this kind. This is used to analyse a number of design decisions relating to this type of system, including the use of multicasting and the form of communication management adopted
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