6 research outputs found

    Constructing Social Systems through Computer-Mediated Communication

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    The question whether computer-mediated communication can support the formation of genuine social systems is addressed in this paper. Our hypothesis, that technology creates new forms of social systems beyond real-life milieus, includes the idea that the technology itself may influence how social binding emerges within on-line environments. In real-life communities, a precondition for social coherence is the existence of social conventions. By observing interaction in virtual environments, we found the use of a range of social conventions. These results were analyzed to determine how the use and emergence of conventions might be influenced by the technology. One factor contributing to the coherence of on-line social systems, but not the only one, appears to be the degree of social presence mediated by the technology. We suggest that social systems can emerge by computer-mediated communication and are shaped by the media of the specific environment

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    The Web of Community Trust - Amateur Fiction Online: A Case Study in Community Focused Design for the Semantic Web

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    This thesis describes a case study online community: online amateur authors. Taking this case study community as a base, this thesis considers how the concept of community is applied within the Semantic Web domain. Considering the community structures that can be demonstrated through the case study, this thesis makes the case for the recognition of a specific type of social network structure, one that fulfills the traditional definitions of ‘community’. We argue that this sub-type occupies an important position within social networks and our understanding of them due to the structures required for them to be so defined and that there are assumptions and inferences which can be made about nodes within this type of community group but not others. Having detailed our case study community and the type of network it represents, this thesis goes on to consider how the community could be supported beyond the mailing lists and journalling sites upon which it currently relies. Through our investigation of the community’s issues and requirements, we focus on identity and explore this concept within the context of community membership. Further we analyse the community practice of metadata annotation, in comparison to other metadata systems such as tagging, and as it related to the development of the community. We propose a number of ontological models which we argue could assist the community and, finally, consider ways in which these models could be made available to the community in keeping with current practice and level of technical knowledge as evidenced by the community

    Design reviews at a distance : a qualitative analysis of mediated interaction in 3D real-time virtual environments

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    PhD ThesisThe use of new media such as massively multi-user 3D virtual environments; ‘virtual worlds’, in design learning is directed by expectations that they have the potential to simulate human characteristics via Avatars. The three dimensional spatial and communicational properties afforded by this virtual environment provide an opportunity to distantly interact, visualise and keep records of the students’ design reviews, while reducing the levels of tension, defence and shyness experienced by some students in traditional face-to-face design reviews. This thesis proposes that despite these potentials for a successful interactional medium, properties of mediation, virtuality and remoteness of mediated design reviews affect how learning interactions are communicated and delivered; changing the overall learning experience, and thus its effectiveness. In order to determine the effectiveness of the mediated learning interaction process in 3D virtual worlds, this research performs a protocol analysis study where it proposes an assessment framework that examines indicators of effectiveness of three constituting processes; communication efficiency, learning effectiveness and learner-technology interaction. The study hypothesises that the availability and limitation of certain communication modes afforded by the virtual environment may affect the flow and sequences of synchronous communication, but not necessarily the quality and content of mutually communicated information. It proposes that certain properties of the technology, specifically those which aim to support different forms of interaction, such as embodiment, presence and remoteness will play a positive role in the effectiveness of the learning interaction process. This thesis hypothesises as well that students and tutors will continue to interact effectively and create a shared language of communication despite some communicational challenges. To test these hypotheses and examine the effectiveness of the learning interaction process, this thesis adopts an exploratory methodology. Varying in the degree of mediation, three categories of small size design review groups of students and tutors were conducted and closely observed. A coding scheme specific to the design review protocol was designed and developed in this thesis based on observations of the first category; face-to-face design reviews. Two other virtual reviews performed at two degrees of mediation/remoteness, allowed us to explore mediated interactions ‘within’ the 3D virtual world and ‘with’ the physical computer. Qualitatively-based interaction and content analyses of the recorded activities, in addition to questionnaires and focus groups with the participants, provided evidence that there are noticeable differences in both; verbal content and nonverbal interactions between the three design review categories, hence variations in learning effectiveness. It was found that not only the availability or restriction of certain communication modes that had caused these differences, but the way the users used, adopted and perceived the virtual properties of the medium, had played a significant role as well. It is hoped that the method developed in this thesis can shed more light upon the neglected communicational aspects of final design reviews and come closer to enhance the delivery of learning in the design studio. It is hoped as well that this research can inform the literature on virtual worlds as online-learning environments in design-based disciplines, by probing deeper than simply accepting or rejecting the use of the technology, but rather to analyse the properties they afford or deny within context. Furthermore, it is hoped that the recommendations of this research be employable to aid virtual world and Avatar designers to develop interactional aspects of virtual worlds to be considered for a wider range of more complicated interaction processes such as the architectural design review.Egyptian Government

    The Web of community trust : amateur fiction online : a case study in community focused design for the Semantic Web

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    This thesis describes a case study online community: online amateur authors. Taking this case study community as a base, this thesis considers how the concept of community is applied within the Semantic Web domain. Considering the community structures that can be demonstrated through the case study, this thesis makes the case for the recognition of a specific type of social network structure, one that fulfils the traditional definitions of ‘community’. We argue that this sub-type occupies an important position within social networks and our understanding of them due to the structures required for them to be so defined and that there are assumptions and inferences which can be made about nodes within this type of community group but not others. Having detailed our case study community and the type of network it represents, this thesis goes on to consider how the community could be supported beyond the mailing lists and journalling sites upon which it currently relies. Through our investigation of the community’s issues and requirements, we focus on identity and explore this concept within the context of community membership. Further we analyse the community practice of metadata annotation, in comparison to other metadata systems such as tagging, and as it related to the development of the community. We propose a number of ontological models which we argue could assist the community and, finally, consider ways in which these models could be made available to the community in keeping with current practice and level of technical knowledge as evidenced by the community.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Producing Identity in Collaborative Virtual Environments

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    The usability of Collaborative Virtual Envi-ronments is a function of technical affordances with the implicit and explicit intentions of us-ers. Intentions can be revealed by ‘cyborg eth-nography ’- a close examination of interac-tions and conversations conducted in CVE’s. Three CVE’s are examined ethnographically, for evidence that they have at least some char-acteristics of societies or social systems, and for the relevance of gender. It is found that social conventions develop around the theme ofpro-ducing identity, of which gender is one compo-nent. There is doubt that such conventions constitute evidence of a ‘virtual ’ social system. 1.1 Keywords Virtual Reality, social conventions, identity, collaborativ
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