742 research outputs found

    Reorganize your blogs: Supporting blog re-visitation with natural language processing and visualization

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    Temporally-connected personal blogs contain voluminous textual content, presenting challenges in re-visiting and reflecting on experiences. Other data repositories have benefited from natural language processing (NLP) and interactive visualizations (VIS) to support exploration, but little is known about how these techniques could be used with blogs to present experiences and support multimodal interaction with blogs, particularly for authors. This paper presents the effect of reorganization—reorganizing the large blog set with NLP and presenting abstract topics with VIS—to support novel re-visitation experiences to blogs. The BlogCloud tool, a blog re-visitation tool that reorganizes blog paragraphs around user-searched keywords, implements reorganization and similarity-based content grouping. Through a public use session with bloggers who wrote about extended hikes, we observed the effect of NLP-based reorganization in delivering novel re-visitation experiences. Findings suggest that the re-presented topics provide new reflection materials and re-visitation paths, enabling interaction with symbolic items in memory

    Multispecies design and ethnographic practice: Following other-than-humans as a mode of exploring environmental issues

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    Since the early 1980s, the concept of sustainability has been employed by designers to confront the problems deriving from the emergence of the environmental crisis. On the one hand, if this contributed to generating systemic design approaches and methods to mitigate the human impact on the planet, little has been done to explore sustainability as a concept that extends beyond anthropocentrism. Examining environmental issues by considering other-than-human viewpoints could introduce alternative scenarios compared to those envisioned through technocentric means. This work considers a speculative design project that provides a multispecies reading of the notion of environmental contamination through the engagement of human and vegetal perspectives. The considered methodology focusses on the transdisciplinary tactic of “following” plant collectives across the multiple sites and actors that populate their life. Building on post-humanism theories and Guattari’s concept of “ecosophy”, this paper entails that sustainability should be seen not just as the outcome of a design process, but also as a behavioural attitude, and design as an implementation of that attitude. It is argued that following other-than-humans can teach designers to think sustainably by cultivating relations of reciprocity that help to shed light on the multispecies landscapes of the Anthropocene

    ECSCW 2013 Adjunct Proceedings The 13th European Conference on Computer Supported Cooperative Work 21 - 25. September 2013, Paphos, Cyprus

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    This volume presents the adjunct proceedings of ECSCW 2013.While the proceedings published by Springer Verlag contains the core of the technical program, namely the full papers, the adjunct proceedings includes contributions on work in progress, workshops and master classes, demos and videos, the doctoral colloquium, and keynotes, thus indicating what our field may become in the future

    Change-centric improvement of team collaboration

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    In software development, teamwork is essential to the successful delivery of a final product. The software industry has historically built software utilizing development teams that share the workplace. Process models, tools, and methodologies have been enhanced to support the development of software in a collocated setting. However, since the dawn of the 21st century, this scenario has begun to change: an increasing number of software companies are adopting global software development to cut costs and speed up the development process. Global software development introduces several challenges for the creation of quality software, from the adaptation of current methods, tools, techniques, etc., to new challenges imposed by the distributed setting, including physical and cultural distance between teams, communication problems, and coordination breakdowns. A particular challenge for distributed teams is the maintenance of a level of collaboration naturally present in collocated teams. Collaboration in this situation naturally d r ops due to low awareness of the activity of the team. Awareness is intrinsic to a collocated team, being obtained through human interaction such as informal conversation or meetings. For a distributed team, however, geographical distance and a subsequent lack of human interaction negatively impact this awareness. This dissertation focuses on the improvement of collaboration, especially within geographically dispersed teams. Our thesis is that by modeling the evolution of a software system in terms of fine-grained changes, we can produce a detailed history that may be leveraged to help developers collaborate. To validate this claim, we first c r eate a model to accurately represent the evolution of a system as sequences of fine- grained changes. We proceed to build a tool infrastructure able to capture and store fine-grained changes for both immediate and later use. Upon this foundation, we devise and evaluate a number of applications for our work with two distinct goals: 1. To assist developers with real-time information about the activity of the team. These applications aim to improve developers’ awareness of team member activity that can impact their work. We propose visualizations to notify developers of ongoing change activity, as well as a new technique for detecting and informing developers about potential emerging conflicts. 2. To help developers satisfy their needs for information related to the evolution of the software system. These applications aim to exploit the detailed change history generated by our approach in order to help developers find answers to questions arising during their work. To this end, we present two new measurements of code expertise, and a novel approach to replaying past changes according to user-defined criteria. We evaluate the approach and applications by adopting appropriate empirical methods for each case. A total of two case studies – one controlled experiment, and one qualitative user study – are reported. The results provide evidence that applications leveraging a fine-grained change history of a software system can effectively help developers collaborate in a distributed setting

    Analysing, visualising and supporting collaborative learning using interactive tabletops

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    The key contribution of this thesis is a novel approach to design, implement and evaluate the conceptual and technological infrastructure that captures student’s activity at interactive tabletops and analyses these data through Interaction Data Analytics techniques to provide support to teachers by enhancing their awareness of student’s collaboration. To achieve the above, this thesis presents a series of carefully designed user studies to understand how to capture, analyse and distil indicators of collaborative learning. We perform this in three steps: the exploration of the feasibility of the approach, the construction of a novel solution and the execution of the conceptual proposal, both under controlled conditions and in the wild. A total of eight datasets were analysed for the studies that are described in this thesis. This work pioneered in a number of areas including the application of data mining techniques to study collaboration at the tabletop, a plug-in solution to add user-identification to a regular tabletop using a depth sensor and the first multi-tabletop classroom used to run authentic collaborative activities associated with the curricula. In summary, while the mechanisms, interfaces and studies presented in this thesis were mostly explored in the context of interactive tabletops, the findings are likely to be relevant to other forms of groupware and learning scenarios that can be implemented in real classrooms. Through the mechanisms, the studies conducted and our conceptual framework this thesis provides an important research foundation for the ways in which interactive tabletops, along with data mining and visualisation techniques, can be used to provide support to improve teacher’s understanding about student’s collaboration and learning in small groups

    Virtual Leadership in Complex Multiorganizational Research and Development Programs

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    A 2002 congressional mandate initiated the U.S. Department of Homeland Security\u27s (DHS) Centers of Excellence programs with a requirement to conduct cross-organizational research and development. The resulting complex multiorganizational programs required more effective virtual leadership and management strategies. Fifteen years later, the presidential budget showed that 61% of the DHS budget was targeted for such research and development. The complex management strategies and virtual leadership skills required to lead the programs were lacking, as top scientific researchers are drawn upon to manage programs. The purpose of this study was to understand followers\u27 perspectives regarding virtual leadership and collaboration within complex multiorganizational DHS Centers of Excellence programs. Complex-systems and leader-member exchange theories formed the conceptual framework. Fifteen individuals, representing 10 Centers of Excellence programs, were interviewed about virtual leadership strategies used to motivate highly educated scientists across program organizations. A case study analysis of participants\u27 perspectives revealed 4 key findings. The first finding was that programs employed shared leadership where project subteams were self-managed. The second finding was that the programs focused on applied research, resulting in subteam structures segmented by discipline. The third finding showed that collaboration occurred within collocated subteams and coordination was most common between virtual partners. The final finding was that highly educated participants were primarily self-motivated. Targeted training can lead to positive social change through influencing the existing paradigm of leadership for these programs

    Applications of Virtual Reality

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    Information Technology is growing rapidly. With the birth of high-resolution graphics, high-speed computing and user interaction devices Virtual Reality has emerged as a major new technology in the mid 90es, last century. Virtual Reality technology is currently used in a broad range of applications. The best known are games, movies, simulations, therapy. From a manufacturing standpoint, there are some attractive applications including training, education, collaborative work and learning. This book provides an up-to-date discussion of the current research in Virtual Reality and its applications. It describes the current Virtual Reality state-of-the-art and points out many areas where there is still work to be done. We have chosen certain areas to cover in this book, which we believe will have potential significant impact on Virtual Reality and its applications. This book provides a definitive resource for wide variety of people including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students

    Introductory programming: a systematic literature review

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    As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming. This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research
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