44,487 research outputs found
RECOLED: A group-aware collaborative text editor for capturing document history
This paper presents a usability analysis of RECOLED, a shared document editor which supports recording of audio communication in remote collaborative writing sessions, and transparent monitoring of interactions, such as editing, gesturing and scrolling. The editor has been designed so that the collaboration results in the production of a multimedia document history which enriches the final product of the writing activity and can serve as a basis for post-meeting information retrieval. A discussion is presented on how post-meeting processing can highlight the usefulness of such histories in terms of tracking information that would be normally lost in usual collaborative editing settings
Preserving Communication Context. Virtual workspace and interpersonal space in Japanese CSCW.
The past decade has seen the development of a perspective\ud
holding that technology is socially constructed (Mackenzie and Wacjman, 1985; Bijker, Hughes and Pinch, 1987; Bijker and Law, 1992). This paper examines the social construction of one group of technologies, systems for computer supported cooperative work (CSCW). It describes the design of CSCW in Japan, with particular attention to the influence of culture on the design process. Two case studies are presented to illustrate the argument that culture is an important factor in technology design, despite commonly held assumptions about the neutrality and objectivity of science and technology. The paper further argues that, by looking at\ud
CSCW systems as texts which reflect the context of their production and the society from which they come, we may be better able to understand the transformations that operate when these texts are āreadā in the contexts of their implementation
Virtual Meeting Rooms: From Observation to Simulation
Virtual meeting rooms are used for simulation of real meeting behavior and can show how people behave, how they gesture, move their heads, bodies, their gaze behavior during conversations. They are used for visualising models of meeting behavior, and they can be used for the evaluation of these models. They are also used to show the effects of controlling certain parameters on the behavior and in experiments to see what the effect is on communication when various channels of information - speech, gaze, gesture, posture - are switched off or manipulated in other ways. The paper presents the various stages in the development of a virtual meeting room as well and illustrates its uses by presenting some results of experiments to see whether human judges can induce conversational roles in a virtual meeting situation when they only see the head movements of participants in the meeting
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Mobile Learning Revolution: Implications for Language Pedagogy
Mobile technologies including cell phones and tablets are a pervasive feature of everyday life with potential impact on teaching and learning. āMobile pedagogyā may seem like a contradiction in terms, since mobile learning often takes place physically beyond the teacher's reach, outside the walls of the classroom. While pedagogy implies careful planning, mobility exposes learners to the unexpected. A thoughtful pedagogical response to this reality involves new conceptualizations of what is to be learned and new activity designs. This approach recognizes that learners may act in more self-determined ways beyond the classroom walls, where online interactions and mobile encounters influence their target language communication needs and interests. The chapter sets out a range of opportunities for out-of-class mobile language learning that give learners an active role and promote communication. It then considers the implications of these developments for language content and curricula and the evolving roles and competences of teachers
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Towards computer supported cooperative design
This thesis first reviews the literature about the nature of cooperative design activity and its technological support. It is noted that knowledge of how designers work together in real-world settings is less than complete. Moreover, after over a decade of developments in Computer Supported Cooperative Work, the state-of-the-art in collaborative technology does not fully support such activities. Two substantial case studies are presented. The first draws upon fieldwork with designers at a large, distributed engineering design company, where a pilot study of collaborative technologies was carried out, focusing on the organisational context for such interventions and the reasons behind the qualified success of the experimental technology. In the light of the lack of use of synchronous tools in particular, a second case study was carried out. This was a complementary analysis of face-to-face co-working in a series of meetings held by a small design group. The results of both pieces of fieldwork are analysed in the context of existing studies of designers in both real-world and laboratory settings. This leads to the identification of a number of important characteristics of cooperative design, some newly identified, others confirming or extending the results of existing work. They include the identification of tension between traditional engineering design culture and the underlying assumptions of new technology; the intrinsic difficulties in sharing some types of design artefacts; and the way in which design entails an interweaving of individual and group activity, with consequences for resource exploitation, distributed cognition and workspace navigation in group sessions. The findings are integrated into an organising framework for cooperative design, with emphasis on the support of coworking designers distributed across multiple sites. Current technologies are reviewed against scenarios based on the framework and recommendations are made for further work
Using natural user interfaces to support synchronous distributed collaborative work
Synchronous Distributed Collaborative Work (SDCW) occurs when group members work together at the same time from different places together to achieve a common goal. Effective SDCW requires good communication, continuous coordination and shared information among group members. SDCW is possible because of groupware, a class of computer software systems that supports group work. Shared-workspace groupware systems are systems that provide a common workspace that aims to replicate aspects of a physical workspace that is shared among group members in a co-located environment. Shared-workspace groupware systems have failed to provide the same degree of coordination and awareness among distributed group members that exists in co-located groups owing to unintuitive interaction techniques that these systems have incorporated. Natural User Interfaces (NUIs) focus on reusing natural human abilities such as touch, speech, gestures and proximity awareness to allow intuitive human-computer interaction. These interaction techniques could provide solutions to the existing issues of groupware systems by breaking down the barrier between people and technology created by the interaction techniques currently utilised. The aim of this research was to investigate how NUI interaction techniques could be used to effectively support SDCW. An architecture for such a shared-workspace groupware system was proposed and a prototype, called GroupAware, was designed and developed based on this architecture. GroupAware allows multiple users from distributed locations to simultaneously view and annotate text documents, and create graphic designs in a shared workspace. Documents are represented as visual objects that can be manipulated through touch gestures. Group coordination and awareness is maintained through document updates via immediate workspace synchronization, user action tracking via user labels and user availability identification via basic proxemic interaction. Members can effectively communicate via audio and video conferencing. A user study was conducted to evaluate GroupAware and determine whether NUI interaction techniques effectively supported SDCW. Ten groups of three members each participated in the study. High levels of performance, user satisfaction and collaboration demonstrated that GroupAware was an effective groupware system that was easy to learn and use, and effectively supported group work in terms of communication, coordination and information sharing. Participants gave highly positive comments about the system that further supported the results. The successful implementation of GroupAware and the positive results obtained from the user evaluation provides evidence that NUI interaction techniques can effectively support SDCW
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