29 research outputs found

    Computer - Supported Cooperative Work - Concepts and Trends

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    The research field Computer-Supported Cooperative Work (CSCW) is concerned with understanding social interaction and the design, development, and evaluation of technical systems supporting social interaction in teams and communities – or in other words it is about researching the use of computer-based technology for supporting collaboration. The field was coined in the 1980th by researchers from computer science, information science and social science. In this paper we will briefly introduce CSCW – its concepts and current trends - and thereby focus on the role of Informatics in the field – from application integration to ubiquitous user interfaces

    CSCW and Social Computing - The Past and the Future

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    CSCW and Enterprise 2.0 - Towards an Integrated Perspective

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    In CSCW we are researching support for collaboration in work groups for several decades now. Web 2.0 and Social Software entered this field from another starting point recently, and quickly expanding towards support for collaboration in enterprises (Enterprise 2.0). However, the interaction between both fields is minimal. In this paper I am trying to contribute to bridging the gap by identifying the core contributions of the two fields, and how they can be integrated or used to the benefit of both fields

    Non-verbal aspects of collaboration in virtual worlds: a CSCW taxonomy-development proposal integrating the presence dimension

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    Virtual worlds, particularly those able to provide a three-dimensional physical space, have features that make them suitable to support collaborative activities. These features distinguish virtual worlds from other collaboration tools, but current taxonomies of the field of Computer-Supported Cooperative Work do not account for several distinctive features of virtual worlds, namely those related with non-verbal communication. We intended to find out how the use of an avatar, gestures, spatial sounds, etc., influence collaboration in order to be able to include non-verbal communication in taxonomies of the field Computer-Supported Cooperative Work. Several cases of collaboration in virtual worlds are analysed, to find the impact of these non-verbal characteristics of virtual worlds. We proposed adding the concept of Presence to taxonomies of Computer-Supported Cooperative Work and contribute with guidance for future taxonomy development that includes it as a new dimension. This new dimension of Presence is subdivided into "avatar" and "physical space" subdimensions. In turn, these are divided into "physical appearance", "gestures, sounds and animations" and "focus, nimbus and aura"; "environment" and "objects / artefacts". This new taxonomy-development proposal may contribute to inform better design of virtual worlds in support of cooperative work.info:eu-repo/semantics/publishedVersio

    Empowering Driver-Passenger Collaboration: Designing In-Car Systems with a focus on Social Connectedness, Fairness, and Team Performance

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    Driving a car can be difficult when it comes to distractions caused by operating the in-vehicle infotainment system (IVIS). In-car passengers often help with performing IVIS-related tasks. However, an IVIS is often not designed with a focus on task collaboration. In this article, we focus on how to design in-car systems with the goal to support collaboration between a driver and a front-seat passenger. Based on infotainment-oriented tasks, we initially explore five key collaborative control concepts by means of an IVIS which differ from each other in terms of the number of available IVIS screens (one or two), access to menus (restricted and unrestricted), and the nature of performing tasks in parallel or one after the other. Results from a simulator study with N = 16 pairs show significant effects of the concepts on social collaboration in terms of perceived social connectedness (measured with sub-dimensions connectedness, affiliation, belongingness, companionship), team performance (coordination effectiveness and team cohesion), and fairness. We found that especially a dedicated passenger IVIS screen empowers front-seat passengers, reduces power dynamics, supports fairness, and minimizes driver distraction (caused by interacting passengers). We discuss the implications of these findings and posit recommendations to design future IVIS in passenger cars with improved driver-passenger collaboration by explicitly designing for balanced power roles, situational awareness, active communication, and a balance between drivers’ privacy and trust toward the passenger. Additionally, we outline a systematic overview of future work to explore the research field of driver-passenger collaboration in more breadth and depth.</p

    Designing for Collaborative Non-Driving-Related Activities in Future Cars:Fairness and Team Performance

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    With the gradual transition towards assisted and automated driving, the car will transform into a more social environment where passengers and drivers engage in Non-Driving-Related Activities (NDRA). To support collaboration among occupants in future vehicles, research suggests interactive systems controlled by several users at once. In this paper, we explore five concepts for the collaborative performance of NDRA with the use-case of music playlist creation. While prior work investigated the effect on social connectedness, we expand insights towards team performance and fairness. Results from a mixed-subject experiment (N=27) show that the concepts have major consequences on team performance and fairness. Certain concepts can promote or hinder coordination effectiveness and, in turn, impact intra-vehicular collaboration. Our observations also indicate that fairness is key to fostering social collaboration in AVs, while it does not naturally define a high team performance. Subsequently, we provide recommendations to guide future designs of collaborative NDRAs in vehicles.</p

    Software colaborativo y gestión de conocimiento: del groupware al wiki

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    This text reviews the basic concepts of collaborative software, analyzing the evolution from groupware to social software. It reviews the issues posed by its introduction, acceptance and use in user communities and organizations. Finally, it analyzes in detail the characteristics and use of wiki tools in information and knowledge management

    ECSCW 2011 Conference Supplement: European Conference on Computer-Supported Cooperative Work Aarhus, 24.-28. September 2011

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    Dual eye-tracking (DUET) is a promising methodology to study and support collaborative work. The method consists of simultaneously recording the gaze of two collaborators working on a common task. The main themes addressed in the workshop are eye-tracking methodology (how to translate gaze measures into descriptions of joint action, how to measure and model gaze alignment between collaborators, how to address task specificity inherent to eye-tracking data) and more generally future applications of dual eye-tracking in CSCW. The DUET workshop will bring together scholars who currently develop the approach as well as a larger audience interested in applications of eye-tracking in collaborative situations. The workshop format will combine paper presentations and discussions. The papers are available online as PDF documents at http://www.dualeyetracking.org/DUET2011/

    FeatureIT : a platform for collaborative software development

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    The development of enterprise software is a complex activity that requires a diverse set of stakeholders to communicate and coordinate in order to achieve a successful outcome. In this dissertation I introduce a high-level physical architecture for a platform titled FeatureIT that has the goal of supporting the collaboration between stakeholders throughout the entire Software Development Life Cycle (SDLC). FeatureIT is the result of unifying the theoretical foundations of the multi-disciplinary field of Computer Supported Cooperative Work (CSCW) with the paradigm and associated technologies of Web 2.0. The architecture was borne out a study of literature in the fields of CSCW, Web 2.0 and software engineering, which facilitated the identification of functional and non-functional requirements necessary for the platform. The design science research methodology was employed to construct this architecture iteratively to satisfy the requirements while validating its efficacy against a comprehensive set of scenarios that typically occur in the SDLC.ComputingM. Sc. (Information Systems
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