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A debate dashboard to enhance on-line knowledge sharing
Purpose – 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 – 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 – 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
Augmented reality meeting table: a novel multi-user interface for architectural design
Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)
+SPACES: Serious Games for Role-Playing Government Policies
The paper explores how role-play simulations can be used to support policy discussion and refinement in virtual worlds. Although the work described is set primarily within the context of policy formulation for government, the lessons learnt are applicable to online learning and collaboration within virtual environments. The paper describes how the +Spaces project is using both 2D and 3D virtual spaces to
engage with citizens to explore issues relevant to new government policies. It also focuses on the most challenging part of the project, which is to provide environments that can simulate some of the complexities of real life. Some examples of different approaches to simulation in virtual spaces are provided and the issues associated with them are further examined.
We conclude that the use of role-play simulations seem to offer the most benefits in terms of providing a generalizable framework for citizens to engage with real issues arising from future policy decisions. Role-plays have also been shown to be a useful tool for engaging learners in the complexities of real-world issues, often generating insights which would not be possible using more conventional techniques
Interdependent policy instrument preferences: a two-mode network approach
In policymaking, actors are likely to take the preferences of others into account when strategically positioning themselves. However, there is a lack of research that conceives of policy preferences as an interdependent system. In order to analyse interdependencies, we link actors to their policy preferences in water protection, which results in an actor-instrument network. As actors exhibit multiple preferences, a complex two-mode network between actors and policies emerges. We analyse whether actors exhibit interdependent preference profiles given shared policy objectives or social interactions among them. By fitting an exponential random graph model to the actor-instrument network, we find considerable clustering, meaning that actors tend to exhibit preferences for multiple policy instruments in common. Actors tend to exhibit interdependent policy preferences when they are interconnected, that is, they collaborate with each other. By contrast, actors are less likely to share policy preferences when a conflict line divides them
Virtual Collaboration in the Online Educational Setting: A Concept Analysis
This study was designed to explore the concept of virtual collaboration within the context of an online learning environment in an academic setting. Rodgers’ method of evolutionary concept analysis was used to provide a contextual view of the concept to identify attributes, antecedents, and consequences of virtual collaboration. Commonly used terms to describe virtual collaboration are collaborative and cooperative learning, group work, group interaction, group learning and teamwork. A constructivist pedagogy, group-based process with a shared purpose, support and web-based technology are required for virtual collaboration to take place. Consequences of virtual collaboration are higher order thinking and learning to work with others.
A comprehensive definition of virtual collaboration is offered as an outcome of this analysis. Clarification of virtual collaboration prior to using it as a pedagogic tool in the online learning environment will enhance nursing education with the changes in nursing curriculum being implemented today. Further research is recommended to describe the developmental stages of the collaborative process among nursing students in online education and how virtual collaboration facilitates collaboration in practice
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