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Proceedings of the 2003 ACM International Conference on Supporting Group Work最新文献

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The evolution of artifacts in cooperative work: constructing meaning through activity 合作工作中人工制品的演化:透过活动建构意义
Marlin M. Cluts
A two year case study of cooperative work was inspired by the installation of CSCW software in a community bank. The framework for the research was developed by combining activity theory and the principles of communities of practice. This framework provided a useful model and insight into the evolution of artifact meaning, sharing, and credibility. In essence, users needed to experience results within the activity system and social structure of the community to establish meaning and credibility. The study applied the theory and language of activity theory and communities of practice to make sense of case phenomena and provide a richer context for understanding traditional principles.
在一家社区银行安装CSCW软件,启发了一个为期两年的合作工作案例研究。本研究的框架是将活动理论与实践社区原则相结合而形成的。这个框架为工件的意义、共享和可信度的演变提供了一个有用的模型和洞察。从本质上讲,用户需要在社区的活动系统和社会结构中体验结果,以建立意义和可信度。该研究运用了活动理论和实践社区的理论和语言来理解案例现象,并为理解传统原则提供了更丰富的背景。
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引用次数: 34
Studying the effect of similarity in online task-focused interactions 研究相似性对在线任务互动的影响
D. Cosley, Pamela J. Ludford, L. Terveen
Although the Internet provides powerful tools for social interactions, many tasks-for example, information-seeking-are undertaken as solitary activities. Information seekers are unaware of the invisible crowd traveling in parallel to their course through the information landscape. Social navigation systems attempt to make the invisible crowd visible, while social recommender systems try to introduce people directly. However, it is not clear whether users desire or will respond to social cues indicating the presence of other people when they are focused on a task. To investigate this issue, we created an online game-playing task and paired subjects to perform the task based on their responses to a short survey about demographics and interests. We studied how these factors influence task outcomes, the interaction process, and attitudes towards one's partner. We found that demographic similarity affected how people interact with each other, even though this information was not explicit, while similarities or differences in task-relevant interests did not. Our findings suggest guidelines for developing social recommender systems and show the need for further research into conditions that will help such systems succeed.
尽管互联网为社会互动提供了强大的工具,但许多任务——例如,信息搜索——是作为单独的活动进行的。信息寻求者没有意识到,在信息景观中,有一群看不见的人群与他们的路线平行行进。社交导航系统试图让看不见的人群变得可见,而社交推荐系统试图直接介绍人们。然而,当用户专注于一项任务时,他们是否愿意或会对表明其他人存在的社交线索做出反应,目前还不清楚。为了调查这个问题,我们创建了一个在线游戏任务,并配对受试者根据他们对人口统计和兴趣的简短调查的反应来执行任务。我们研究了这些因素如何影响任务结果、互动过程和对伴侣的态度。我们发现,人口统计学上的相似性会影响人们之间的互动方式,尽管这一信息并不明确,而与任务相关的兴趣的相似性或差异性则不会。我们的研究结果为开发社交推荐系统提供了指导方针,并表明需要进一步研究有助于此类系统成功的条件。
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引用次数: 24
Supporting activity-centric collaboration through peer-to-peer shared objects 通过点对点共享对象支持以活动为中心的协作
Werner Geyer, J. Vogel, Li-Te Cheng, Michael J. Muller
We describe a new collaborative technology that is mid-way between the informality of email and the formality of shared workspaces. Email and other ad hoc collaboration systems are typically lightweight and flexible, but build up an unmanageable clutter of copied objects. At the other extreme, shared workspaces provide formal, structured collaboration, but are too heavyweight for users to set up. To bridge this gap between the ad hoc and formal, this paper introduces the notion of "object-centric sharing", where users collaborate in a lightweight manner but aggregate and organize different types of shared artifacts into semi-structured activities with dynamic membership, hierarchical object relationships, as well as real-time and asynchronous collaboration. We present a working prototype implemented with a replicated peer-to-peer architecture, which we describe in detail, and demonstrate its performance in synchronous and asynchronous modes.
我们描述了一种介于非正式的电子邮件和正式的共享工作空间之间的新型协作技术。电子邮件和其他临时协作系统通常轻量级且灵活,但会产生难以管理的复制对象。在另一个极端,共享工作空间提供正式的、结构化的协作,但是对于用户来说太重量级了。为了弥合临时和正式之间的差距,本文引入了“以对象为中心的共享”的概念,其中用户以轻量级的方式协作,但将不同类型的共享工件聚合和组织成具有动态成员、分层对象关系以及实时和异步协作的半结构化活动。我们提出了一个用复制点对点架构实现的工作原型,并对其进行了详细描述,并演示了其在同步和异步模式下的性能。
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引用次数: 62
Using cursor prediction to smooth telepointer jitter 使用光标预测平滑远程指针抖动
C. Gutwin, Jeff Dyck, J. Burkitt
Telepointers are an important type of embodiment in real-time distributed groupware. Telepointers can increase the presence of remote participants and can provide considerable awareness information about people's locations and activities. However, the motion of a telepointer is often disrupted by network jitter. Although some strategies exist for dealing with jitter, none of these techniques are able to restore the immediacy and smoothness of a real cursor. In this paper we investigate the use of prediction - commonly used in networked simulations and games - to reduce the effects of jitter on telepointer motion. To determine whether prediction can be effective for improving telepointers, we carried out two experiments that tested the effects of different prediction schemes (some real and some artificial) on people's ability to interpret telepointer gestures. These studies show that although cursor prediction is still a difficult problem, there are both potential performance improvements, and definite preference advantages. Our studies suggest that telepointer prediction should be routinely used to increase the immediacy and naturalness of remote interaction, and suggest that prediction can also improve interpretation in certain situations.
远程指示器是实时分布式群件中的一种重要实现形式。远程指示器可以增加远程参与者的存在,并且可以提供有关人们的位置和活动的大量意识信息。然而,远程指针的运动经常受到网络抖动的干扰。尽管存在一些处理抖动的策略,但这些技术都无法恢复真正光标的即时性和平滑性。在本文中,我们研究了预测的使用-通常用于网络模拟和游戏-减少抖动对远程指针运动的影响。为了确定预测是否能够有效地改善远程指示,我们进行了两个实验,测试了不同的预测方案(一些是真实的,一些是人为的)对人们理解远程指示手势能力的影响。这些研究表明,虽然光标预测仍然是一个难题,但有潜在的性能改进和明确的偏好优势。我们的研究表明,应该经常使用远程指示器预测来增加远程交互的即时性和自然性,并表明预测也可以在某些情况下改善解释。
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引用次数: 40
Motorcycling and social interaction: design for the enjoyment of brief traffic encounters 摩托车和社交互动:为享受短暂的交通体验而设计
M. Esbjörnsson, O. Juhlin, Mattias Östergren
We report an ethnographic fieldwork that reveals the importance of social interaction, and especially traffic encounters, for the enjoyment of motorcycling. Motorcyclists spend an appreciable amount of time on the roads to meet other bikers. During the brief traffic encounters, they interact visually by means of their driving, their choice of bike and personal equipment. We uncover problematic issues in this practice and how these are currently addressed. The activities on the roads are partly arranged, and partly complemented by the use of a public message-board on the web. The findings are summarized as a set of implications informing the development of the Hocman prototype. Hocman is a mobile HTTP peer-to-peer application, which supports social interaction between motorcyclists.
我们报告了一项民族志田野调查,揭示了社会互动的重要性,特别是交通遭遇,对于享受摩托车。骑摩托车的人花相当多的时间在路上与其他骑摩托车的人相遇。在短暂的交通碰撞中,他们通过驾驶、自行车和个人设备的选择进行视觉互动。我们发现了这个实践中的问题,以及目前如何解决这些问题。道路上的活动部分是安排好的,部分是通过网络上的公共留言板来补充的。这些发现被总结为一组启示,为霍曼原型的发展提供了信息。Hocman是一个移动HTTP点对点应用程序,它支持摩托车手之间的社交互动。
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引用次数: 27
The active lurker: influence of an in-house online community on its outside environment 主动潜伏者:内部网络社区对其外部环境的影响
Masamichi Takahashi, Masakazu Fujimoto, Nobuhiro Yamasaki
In this study, we focus on participants called lurkers, who do not post any messages in an online community such as interactive mailing lists and bulletin board systems. We propose a method of classifying participants including lurkers based on two criteria: what types of actions they take outside the online community, and whether or not the online community affects their thoughts. In addition, based on the results of interviews, we propose hypotheses regarding factors that characterize the categories of lurkers. We conduct a questionnaire survey of all participants in two in-house online communities to verify our method and test the hypotheses. There are a considerable number of lurkers who have a strong and wide influence outside the online community. We conclude that such lurkers cannot be neglected in an evaluation of online communities within a company. We also discuss the possibility of online community management by focusing on not only posters but also lurkers who are indirect contributors to increasing the influence of an online community on its outside environment.
在这项研究中,我们关注的是被称为“潜伏者”的参与者,他们不在互动邮件列表和公告板系统等在线社区中发布任何消息。我们提出了一种基于两个标准对参与者(包括潜伏者)进行分类的方法:他们在网络社区之外采取的行动类型,以及在线社区是否影响他们的想法。此外,根据访谈结果,我们提出了关于潜伏者类别特征因素的假设。我们对两个内部在线社区的所有参与者进行问卷调查,以验证我们的方法并测试假设。有相当多的潜伏者在网络社区之外拥有强大而广泛的影响力。我们的结论是,在评估公司内部的在线社区时,不能忽视这些潜伏者。我们还讨论了网络社区管理的可能性,不仅关注发帖者,还关注潜伏者,他们是增加网络社区对外部环境影响的间接贡献者。
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引用次数: 114
From genre analysis to the design of meetingware 从类型分析到会议用品的设计
P. Antunes, C. Costa
Genre analysis is an approach to study organizational structures, focusing on communication patterns, which can be applied to the specific context of meetings. This research investigates the impact of genre analysis on the design of meetingware. The paper describes how genre analysis was used to develop meetingware for several organizations and meeting genres. The paper covers the whole design process, from genre elicitation to validation. The obtained results indicate that genre analysis impacts meetingware design in five major dimensions: organizational integration, situated nature, meeting lifecycle view, focus on communication patterns, and preservation of the meeting context.
类型分析是一种研究组织结构的方法,侧重于交流模式,可以应用于特定的会议环境。本研究探讨了类型分析对会议用品设计的影响。本文描述了如何使用类型分析来为几个组织和会议类型开发会议软件。本文涵盖了整个设计过程,从类型启发到验证。研究结果表明,类型分析对会议工具设计的影响主要体现在五个方面:组织整合、情境性、会议生命周期、关注沟通模式和会议环境的保存。
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引用次数: 14
Text chat in action 文字聊天在行动
J. O'Neill, David B. Martin
Synchronous text communication is becoming recognized as a valuable workplace communication medium yet some studies of group text chat indicate that its properties can lead to interactional incoherence. We consider this issue through a detailed analytic examination of text chat transcripts by showing how participants manage their interactions through considering multiple threads, turn taking and topic change. We reveal the routine practices that participants employ to create and manage coherent interaction. These practices arise from the turn taking system in operation, which facilitates straightforward repair of misunderstandings. We conclude by considering the implications of this for design and for the organisation and management of interactions of various forms.
同步文本通信正在成为一种有价值的工作场所通信媒介,但一些对群文本聊天的研究表明,其特性可能导致交互不连贯。我们通过文本聊天记录的详细分析检查来考虑这个问题,通过展示参与者如何通过考虑多个线程、轮流和主题变化来管理他们的互动。我们揭示了参与者用来创建和管理连贯互动的常规实践。这些做法产生于轮流制度的运作,这有利于直接修复误解。我们通过考虑这对设计和各种形式的相互作用的组织和管理的影响来结束。
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引用次数: 156
"Breaking the code", moving between private and public work in collaborative software development “打破代码”,在协作软件开发中的私人和公共工作之间移动
C. D. Souza, D. Redmiles, P. Dourish
Software development is typically cooperative endeavor where a group of engineers need to work together to achieve a common, coordinated result. As a cooperative effort, it is especially difficult because of the many interdependencies amongst the artifacts created during the process. This has lead software engineers to create tools, such as configuration management tools, that isolate developers from the effects of each other's work. In so doing, these tools create a distinction between private and public aspects of work of the developer. Technical support is provided to these aspects as well as for transitions between them. However, we present empirical material collected from a software development team that suggests that the transition from private to public work needs to be more carefully handled. Indeed, the analysis of our material suggests that different formal and informal work practices are adopted by the developers to allow a delicate transition, where software developers are not largely affected by the emergent public work. Finally, we discuss how groupware tools might support this transition.
软件开发是典型的合作努力,一组工程师需要一起工作以实现共同的、协调的结果。作为一项协作工作,由于在过程中创建的工件之间存在许多相互依赖关系,因此它特别困难。这导致软件工程师创建工具,例如配置管理工具,将开发人员与彼此工作的影响隔离开来。在这样做的过程中,这些工具在开发人员的私人和公共工作方面建立了区别。为这些方面以及它们之间的转换提供技术支持。然而,我们展示了从一个软件开发团队收集的经验材料,这些材料表明,从私人到公共工作的转变需要更小心地处理。实际上,对我们材料的分析表明,开发人员采用了不同的正式和非正式的工作实践,以允许一个微妙的过渡,软件开发人员在很大程度上不会受到紧急公共工作的影响。最后,我们将讨论群件工具如何支持这种转换。
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引用次数: 134
Making sense of collaboration: the challenge of thinking together in global design teams 合作的意义:在全球设计团队中一起思考的挑战
A. Larsson
Industry globalization brings with it inevitable changes to traditional organizational structures. The notion of global virtual teams, working together across geographical, cultural and functional borders, is becoming increasingly appealing. This paper presents observations of how a team of designers negotiate shared understanding in the collaborative design of Virtual Pedals for Volvo Car Corporation. Although the team was globally distributed during most of the development process, examples are drawn from collocated design sessions, since this enables careful examination of the multifaceted ways in which collocated designers use a wide variety of artifacts and techniques to create common ground. The findings highlight the situational and interactional characteristics of design collaboration and suggest that the addition of shared 'objects to think with' in distributed design environments could greatly facilitate global design teams in their collaborative process of 'thinking together apart'.
产业全球化给传统的组织结构带来了不可避免的变化。跨越地域、文化和职能边界共同工作的全球虚拟团队的概念正变得越来越有吸引力。本文介绍了一个设计师团队如何在沃尔沃汽车公司虚拟踏板的协同设计中达成共识的观察结果。尽管在大多数开发过程中,团队是全球分布的,但示例是从组合设计会议中提取的,因为这可以仔细检查组合设计师使用各种各样的工件和技术来创建共同基础的多方面方式。研究结果强调了设计协作的情境性和交互性特征,并表明在分布式设计环境中添加共享的“思考对象”可以极大地促进全球设计团队在“共同思考”的协作过程中。
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引用次数: 116
期刊
Proceedings of the 2003 ACM International Conference on Supporting Group Work
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