19 research outputs found

    Contextual dynamics of group-based sharing decisions

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    The use of Livemocha: a platform for independent language learning

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    The Covid -19 pandemic has affected all aspect of human’s life including the educational institution. All the activities are then held mostly online. Many online platform are used as a tool to interact between teacher and students. Despite their massive growth in online teaching, little research has been conducted about the use of online language learning community in learning foreign language. The aim of this study is to examine the use of Livemocha to learn foreign language independently. This study uses autoethnography method which uses the researcher personal experience to describe and analyze the data. Result of this study shows that the site is useful for learning English independently. This study concludes with suggestions for English Learning through social networking site

    ScreenTrack: Using a Visual History of a Computer Screen to Retrieve Documents and Web Pages

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    Computers are used for various purposes, so frequent context switching is inevitable. In this setting, retrieving the documents, files, and web pages that have been used for a task can be a challenge. While modern applications provide a history of recent documents for users to resume work, this is not sufficient to retrieve all the digital resources relevant to a given primary document. The histories currently available do not take into account the complex dependencies among resources across applications. To address this problem, we tested the idea of using a visual history of a computer screen to retrieve digital resources within a few days of their use through the development of ScreenTrack. ScreenTrack is software that captures screenshots of a computer at regular intervals. It then generates a time-lapse video from the captured screenshots and lets users retrieve a recently opened document or web page from a screenshot after recognizing the resource by its appearance. A controlled user study found that participants were able to retrieve requested information more quickly with ScreenTrack than under the baseline condition with existing tools. A follow-up study showed that the participants used ScreenTrack to retrieve previously used resources and to recover the context for task resumption.Comment: CHI 2020, 10 pages, 7 figure

    Privacy Enhancing Technologies (PET) and web-based social networks (WBSN)

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    The technological threatens to the right of privacy are not only limited to databases. WBSN and pervasive computer, for instance, are two clear examples of other privacy risks. WBSN have an economic value, and more and more tools focus on WBSN users' personal information. On the contrary, WBSN privacy is only a new research area. Internet communities are trust-based systems. Therefore, they need a privacy-respecting reputation system. Transparency tools should also allow individuals to check at any desired moment what personal data has been given to the data systems, and be able to alter or delete it. IT researchers usually consider privacy as a quantifiable attribute that can be negotiated and possibly exchanged by individuals in return for certain benefits. On the contrary, PET are necessary in WBSN. Thus, they cannot simply be individual options. Human rights, as public policies, should be preserved in the design of IT tools

    Understanding Roles and User Experience of Mobile Technology in Co-located Interaction

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    Over the last few decades, mobile phones have evolved into ubiquitous devices that support remote communication and various kinds of personal activities. Due to their personal nature, device users are engaged in interactions on mobile devices and pay less attention to other people around them. Furthermore, as the user interface is optimized for a single person use, it reduces sharing and interaction capabilities with co-located people, which negatively influences the opportunities for shared experiences and social activities. This thesis attempts to understand how mobile technology can be designed for co-located interaction.Previous literature on the topic indicates that mobile technology is designed and employed in co-located interaction to fulfill one of these objectives - inviting interaction, facilitating interaction, encouraging interaction or enforcing interaction. While mobile technology facilitating interaction is investigated the most, this research further explores the remaining three objectives.This thesis belongs to the research field of Human-Computer Interaction (HCI) and Computer-Supported Cooperative Work (CSCW). This research follows research through design approach, producing the contribution of knowledge through design interventions. This compound thesis includes six studies, introducing seven concepts for mobile application, a novel design for a mobile device, and two functional prototypes. Four studies explore mobile technology ‘inviting interaction’; one study explores the technology aiming to ‘encourage interaction’ and the other study explores the mobile technology ‘enforcing interaction’. The intended contexts of use are for leisure and non-work-related activities, with an emphasis on enhancing the co-located social interaction in the activities.The empirical findings of this thesis include both subjective user experiences and objective observations of users’ interactions engendered by mobile technology as well as reflections on the findings in light of existing literature. Based on these findings, this thesis provides insights about 1) The user experience in respect to mobile technology in different co-located interactions; and 2) The roles that mobile technology can play in co-located social interactions, and the design implications describing properties that influence interaction and collaboration between co-located users. These insights provide understandings about mobile technology for researchers and designers dealing with the colocated interaction domain. In addition, this thesis introduces a model of designing mobile technology for co-located interaction. The model intends to help researchers and designers in their early research and design process of mobile technology for co-located interaction. The model is built upon the relation between design objectives, design perspectives, dealing with limitations of mobile technology and the roles of technology in co-located interaction

    Contextual Social Networking

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    The thesis centers around the multi-faceted research question of how contexts may be detected and derived that can be used for new context aware Social Networking services and for improving the usefulness of existing Social Networking services, giving rise to the notion of Contextual Social Networking. In a first foundational part, we characterize the closely related fields of Contextual-, Mobile-, and Decentralized Social Networking using different methods and focusing on different detailed aspects. A second part focuses on the question of how short-term and long-term social contexts as especially interesting forms of context for Social Networking may be derived. We focus on NLP based methods for the characterization of social relations as a typical form of long-term social contexts and on Mobile Social Signal Processing methods for deriving short-term social contexts on the basis of geometry of interaction and audio. We furthermore investigate, how personal social agents may combine such social context elements on various levels of abstraction. The third part discusses new and improved context aware Social Networking service concepts. We investigate special forms of awareness services, new forms of social information retrieval, social recommender systems, context aware privacy concepts and services and platforms supporting Open Innovation and creative processes. This version of the thesis does not contain the included publications because of copyrights of the journals etc. Contact in terms of the version with all included publications: Georg Groh, [email protected] zentrale Gegenstand der vorliegenden Arbeit ist die vielschichtige Frage, wie Kontexte detektiert und abgeleitet werden können, die dazu dienen können, neuartige kontextbewusste Social Networking Dienste zu schaffen und bestehende Dienste in ihrem Nutzwert zu verbessern. Die (noch nicht abgeschlossene) erfolgreiche Umsetzung dieses Programmes fĂŒhrt auf ein Konzept, das man als Contextual Social Networking bezeichnen kann. In einem grundlegenden ersten Teil werden die eng zusammenhĂ€ngenden Gebiete Contextual Social Networking, Mobile Social Networking und Decentralized Social Networking mit verschiedenen Methoden und unter Fokussierung auf verschiedene Detail-Aspekte nĂ€her beleuchtet und in Zusammenhang gesetzt. Ein zweiter Teil behandelt die Frage, wie soziale Kurzzeit- und Langzeit-Kontexte als fĂŒr das Social Networking besonders interessante Formen von Kontext gemessen und abgeleitet werden können. Ein Fokus liegt hierbei auf NLP Methoden zur Charakterisierung sozialer Beziehungen als einer typischen Form von sozialem Langzeit-Kontext. Ein weiterer Schwerpunkt liegt auf Methoden aus dem Mobile Social Signal Processing zur Ableitung sinnvoller sozialer Kurzzeit-Kontexte auf der Basis von Interaktionsgeometrien und Audio-Daten. Es wird ferner untersucht, wie persönliche soziale Agenten Kontext-Elemente verschiedener Abstraktionsgrade miteinander kombinieren können. Der dritte Teil behandelt neuartige und verbesserte Konzepte fĂŒr kontextbewusste Social Networking Dienste. Es werden spezielle Formen von Awareness Diensten, neue Formen von sozialem Information Retrieval, Konzepte fĂŒr kontextbewusstes Privacy Management und Dienste und Plattformen zur UnterstĂŒtzung von Open Innovation und KreativitĂ€t untersucht und vorgestellt. Diese Version der Habilitationsschrift enthĂ€lt die inkludierten Publikationen zurVermeidung von Copyright-Verletzungen auf Seiten der Journals u.a. nicht. Kontakt in Bezug auf die Version mit allen inkludierten Publikationen: Georg Groh, [email protected]
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