106,284 research outputs found
Human-Human Collaboration in Virtual Teams
Extended and networked enterprises distribute the design of products, planning of the production process, and manufacturing regionally if not globally. Employees are therefore confronted with collaborative work over remote sites. A cost effective collaboration depends highly on the organization maintaining a common understanding for this kind of work and a suitable support with information and communication technology. The usual face to face work is going to be replaced at least partly if not totally by computer mediated collaboration. Creating and maintaining virtual teams is a challenge to work conditions as well as technology. New developments on cost-effective connections are providing not only vision and auditory perception but also haptic perception. Research results for improving remote collaboration are presented. Individual, social and cultural aspects are considered as new requirements on the employees of networked and extended enterprises.working teams; networks; production process; collaborative work; virtual teams; ICT
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A debate dashboard to enhance on-line knowledge sharing
Purpose â Web 2.0 technologies have radically modified the way in which knowledge is created, managed and shared, improving productivity and accelerating innovation processes for the enterprises. These technologies have allowed enterprises to produce knowledge, leverage collective intelligence and build social capital on a scale that was unimaginable a few years ago. In this paper we focus on a particular kind of web-based collaborative platforms known as argument mapping tools and we discuss the main barriers to the adoption of them. Literature has proved that these argument mapping tools provide large and small and medium enterprise with several advantages, but nevertheless, they have low level adoption. In this paper we explore new technological solutions to support the adoption of argument mapping tools. In particular, we propose the design of a Debate Dashboard to provide visual feedback to support online deliberation. These visual feedback aims at compensating the loss of information due to the mediation of the technology. The Debate Dashboard is composed of a set of suitable visualization tools that have been selected on the basis of a literature review of the visualization tools.
Design/methodology/approach - We propose a literature review of existing visualization tools. Building on the literature review we selected thirty visualization tools, which have been classified on the basis of the kind of feedback they are able to provide. We identify three classes of feedback: Community feedback (identikit of users), Interaction feedback (about how users interact) and Absorption feedback (about generated content and its organization). We distilled the Debate Dashboard features by building on results of a literature review on Web 2.0 tools for data visualization. As output of literature review we selected six visualization tools. We consider these selected tools as a sort of starting point. Indeed, our aim is the improvement of them through the addition of further features and functions in order to make them more effective in providing feedback.
Originality/value â Our paper enriches the debate about computer mediated conversation and visualization tools. We propose a Dashboard prototype to augment collaborative
knowledge mapping tools by providing visual feedback on conversations. The Dashboard will provide at the same time three different kinds of feedback about: details of the
participants to the conversation, interaction processes and generated content. This will allow the improvement of the benefits and reduce the costs deriving from the use of
mapping tools. Moreover, another important novelty is that visualization tools will be integrated to mapping tools, as until now they have been used only to visualize data contained in forums (as Usenet or Slash.dot), chat or email archives
Practical implications â The Dashboard provides feedback about participants, interaction processes and generated contents, thus supporting the adoption of mapping tools as
technologies able to foster knowledge sharing among remote workers or/and customers and supplier.
The integration of Debate Dashboard with common online argument mapping tools aims at enabling the following advantages:
1. Reduction of misunderstanding;
2. Reduction of cognitive effort required to use argument mapping tools;
3. Improvement of the exploration and the analysis of the maps - the Debate Dashboard feedback improves the usability of the object (the map), thus allowing users to pitch into the conversation in the right place
The Effect of Haptic Feedback on Basic Social. Interaction within Shared Virtual Environments
This paper describes an experiment that studies the effect of basic haptic feedback in creating a sense of social interaction within a shared virtual environment (SVE). Although there have been a number of studies investigating the effect of haptic feedback on collaborative task performance, they do not address the effect it has in inducing social presence. The purpose of this experiment is to show that haptic feedback enhances the sense of social presence within a mediated environment. An experiment was carried out using a shared desktop based virtual environment where 20 remotely located couples who did not know one another had to solve a puzzle together. In 10 groups they had shared haptic communication through their hands, and in another group they did not. Hence the haptic feedback was not used for completing the task itself, but rather as a means of social interacting â communicating with the other participant. The results suggest that basic haptic feedback increases the sense of social presence within the shared VE
Division of labour and sharing of knowledge for synchronous collaborative information retrieval
Synchronous collaborative information retrieval (SCIR) is concerned with supporting two or more users who search together at the same time in order to satisfy a shared information need. SCIR systems represent a paradigmatic shift in the way we view information retrieval, moving from an individual to a group process and as such the development of novel IR techniques is needed to support this. In this article we present what we believe are two key concepts for the development of effective SCIR namely division of labour (DoL) and sharing of knowledge (SoK). Together these concepts enable coordinated SCIR such that redundancy across group members is reduced whilst enabling each group member to benefit from the discoveries of their collaborators. In this article we outline techniques from state-of-the-art SCIR systems which support these two concepts, primarily through the provision of awareness widgets. We then outline some of our own work into system-mediated techniques for division of labour and sharing of knowledge in SCIR. Finally we conclude with a discussion on some possible future trends for these two coordination techniques
Movement, Action, and Situation: Presence in Virtual Environments
Presence is commonly defined as the subjective feeling of "being there". It has been mainly conceived of as deriving from immersion, interaction, and social and narrative involvement with suitable technology. We argue that presence depends on a suitable integration of aspects relevant to an agent's movement and perception, to her actions, and to her conception of the overall situation in which she finds herself, as well as on how these aspects mesh with the possibilities for action afforded in the interaction with the virtual environment
Hands-on haptics: exploring non-visual visualization using the sense of touch
No abstract available
Using motivation derived from computer gaming in the context of computer based instruction
This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstractâ this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game playerâs perception; (ii) the game designersâ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning
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