6,007 research outputs found

    Introducing instant messaging and chat in the workplace

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    Designing multiplayer games to facilitate emergent social behaviours online

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    This paper discusses an exploratory case study of the design of games that facilitate spontaneous social interaction and group behaviours among distributed individuals, based largely on symbolic presence 'state' changes. We present the principles guiding the design of our game environment: presence as a symbolic phenomenon, the importance of good visualization and the potential for spontaneous self-organization among groups of people. Our game environment, comprising a family of multiplayer 'bumper-car' style games, is described, followed by a discussion of lessons learned from observing users of the environment. Finally, we reconsider and extend our design principles in light of our observations

    Adoption of Instant Messaging Technologies by University Students

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    The main objective of this paper is to better understand the nature and patterns of students’ socialization patterns in relation to the adoption of Instant Messaging (IM) systems. A model based on the Extended Planned Behavior Theory (EPBT) was applied to a sample of 80 students of software engineering at the University of New South Wales, Australia. Based on the EPBT model, a questionnaire was administered to these students. A number of key concepts were identified in relation to the students’ adoption of IM. It was also found that students use IM to support a number of task-related purposes such as collaborating with their classmates about group work and assignments, as well as for scheduling and coordinating meetings and significant results were obtained

    Adoption of Instant Messaging Technologies by University Students

    Get PDF
    The main objective of this paper is to better understand the nature and patterns of students’ socialization patterns in relation to the adoption of Instant Messaging (IM) systems. A model based on the Extended Planned Behavior Theory (EPBT) was applied to a sample of 80 students of software engineering at the University of New South Wales, Australia. Based on the EPBT model, a questionnaire was administered to these students. A number of key concepts were identified in relation to the students’ adoption of IM. It was also found that students use IM to support a number of task-related purposes such as collaborating with their classmates about group work and assignments, as well as for scheduling and coordinating meetings and significant results were obtained

    Virtual Advice Services

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    The chapter looks at the issues involved with implementing and running a chat enquiry service, from choosing an appropriate product to staff training and publicity. The experiences of a number of UK Higher Education Institutions currently offering chat enquiry services are discussed at various stages. Aspects of more advanced use, such as web ‘co-browsing’ and virtual advice by appointment are also included. The chapter closes by considering what the future holds for virtual advice services and the potential impact of the growth in mobile technologies

    V-CHAT - Versatile Chat

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    We focus our research on text based messaging systems and the impact they have when they are implemented in a work structure and how this kind of software can improve workflow and interaction between firms and clients both in B2B and B2C relations. In recent years many online text chat systems have been developed and use. Internet Relay Chat or IRC, ICQ, AOL and MSN are some examples of the most popular tools for real-time communications via the Internet and have been used both for doing serious work, decision making and for entertainment purpose. Messaging programs tend to imitate each other and they imitate other chat programs either. Each new release simply adds new features that keep the use of this software nothing but a cheaper alternative to phone. Nowadays Instant Messaging, chat system and video conference software must evolve and specialize into something more flexible, sophisticated and secure

    Real Time Communication - Modes of Use in Distributed Teams

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    Uses of Social Software in Personal and Organizational Settings

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    Applying Communication Technology: Introducing Email and Instant Messaging in the Hospitality Curriculum

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    Research has documented the importance and multiple uses of email and instant messaging (IM) in today’s organizations. Although companies grapple with issues related to these technologies, researchers estimate that hospitality organizations are increasingly dependent on electronic communication for internal and external communication. The authors recommend a way for hospitality educators to prepare students for their future responsibilities. The knowledge and skills required to address individual and corporate-level challenges are presented in the form of a portable course unit that can be integrated into hospitality classes in a variety of disciplines

    Introducing Real-Time Collaboration Systems: Development of a Conceptual Scheme and Research Directions

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    This paper presents Real-Time Collaboration (RTC), a new and emerging type of Information and Communication Technology (ICT) system that has its roots in both the telecommunications and groupware market. The aim of the paper is twofold. First, it outlines the evolution of RTC systems and offers a conceptualization of RTC consisting of usage scenarios and four main building blocks - integration of communication channels, presence information, context integration, and further collaboration features. Second, in order to understand the organizational implications of this complex and socially embedded information system, the paper intends to offer a starting point for future research on RTC by touching upon and systematizing different directions and typical questions for researching RTC and its organizational implications
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