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Proceedings of the 2016 ACM International Conference on Supporting Group Work最新文献

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The Emergence of High-Speed Interaction and Coordination in a (Formerly) Turn-based Groupware Game (以前的)回合制群件游戏中高速交互和协调的出现
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2957315
C. Gutwin, Mutasem Barjawi, David Pinelle
Although some forms of distributed groupware now enable fast-paced real-time collaboration (e.g., first-person shooter games), little work has been done to determine how coordination and interaction occur when people attempt to work together at high speed. Understanding the elements of high-speed coordination is important, because shared-workspace groupware systems offer opportunities for new kinds of high-speed work that is, they provide freedom from the physical constraints that can slow and restrict coordination in physical shared spaces. To better understand high-speed coordination, and to examine whether these opportunities can enable new kinds of interaction in groupware, we created and studied a new multi-player game (called RTChess) that is based on traditional chess, but adds multiple players and removes all turns from the gameplay. The result is a free-for-all game where people are limited only by their ability to move quickly and expertly a situation that is more like a team sport than a tabletop game. We carried out an observational study of 448 games of RTChess to look for the emergence of high-speed interaction, team coordination, and interactional expertise. We found that people can interact extremely quickly through distributed groupware, and saw evidence that people build expertise and develop several kinds of coordination in the game. Groupware systems like RTChess indicate that coordination and interaction in shared-workspace collaboration can occur at high speed, and suggest ways to free groupware users from the slow and stilted interactions that are common in many current multi-user systems.
尽管某些形式的分布式群件现在支持快节奏的实时协作(例如,第一人称射击游戏),但很少有人研究当人们试图在一起高速工作时如何进行协调和交互。理解高速协调的要素是很重要的,因为共享工作空间群件系统为新型高速工作提供了机会,也就是说,它们提供了从物理约束中解放出来的机会,这些物理约束会减缓和限制物理共享空间中的协调。为了更好地理解高速协作,并检查这些机会是否能够在群件中实现新的交互方式,我们创造并研究了一种新的多人游戏(称为RTChess),它基于传统的国际象棋,但增加了多个玩家,并从游戏玩法中删除了所有回合。结果便是一款免费的游戏,在这里玩家只受到快速且熟练移动的能力的限制,这种情况更像是团队运动而非桌面游戏。我们对448局RTChess进行了一项观察性研究,以寻找高速互动、团队协调和互动专业知识的出现。我们发现人们可以通过分布式群件非常快速地进行互动,并且有证据表明人们在游戏中积累了专业知识并发展了多种协作方式。像RTChess这样的群件系统表明,共享工作空间协作中的协调和交互可以高速进行,并提出了将群件用户从当前许多多用户系统中常见的缓慢而生硬的交互中解放出来的方法。
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引用次数: 5
On Being Actionable: Mythologies of Business Intelligence and Disconnects in Drill Downs 关于可操作:商业智能的神话和演练中的断开
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2957283
N. Verma, A. Voida
We present results from a case study of the use of business intelligence systems in a human services organization. We characterize four mythologies of business intelligence that informants experience as shared organizational values and are core to their trajectory towards a "culture of data": data-driven, predictive and proactive, shared accountability, and inquisitive. Yet, for each mythology, we also discuss the ways in which being actionable is impeded by a disconnect between the aggregate views of data that allows them to identify areas of focus for decision making and the desired "drill down" views of data that would allow them to understand how to act in a data-driven context. These findings contribute initial empirical evidence for the impact of business intelligence's epistemological biases on organizations and suggest implications for the design of technologies to better support data-driven decision making.
我们介绍了在一个人力服务组织中使用商业智能系统的案例研究的结果。我们描述了四种商业智能神话,线人将其体验为共享的组织价值观,并且是他们走向“数据文化”轨迹的核心:数据驱动、预测和主动、共享责任和好奇。然而,对于每一个神话,我们还讨论了可操作性被数据的聚合视图(允许他们识别决策的重点领域)和期望的数据“深入”视图(允许他们了解如何在数据驱动的上下文中行动)之间的脱节所阻碍的方式。这些发现为商业智能的认识论偏差对组织的影响提供了初步的经验证据,并为更好地支持数据驱动决策的技术设计提供了启示。
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引用次数: 8
Lifecycles of Computer Clubs: Rhythms and Patterns of Collaboration and Learning in an Intercultural Setting 计算机俱乐部的生命周期:跨文化环境下合作与学习的节奏与模式
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2957306
Anne Weibert, M. Sprenger, D. Randall, V. Wulf
This long-term study analyzes the structure of a technology-mediated local initiative fostering cross-cultural understanding and respect: come_IN intercultural computer clubs provide open yet guided access to modern information and computer technology and offer a space for computer-related collaborative practices of children and adults in intercultural German neighborhoods. Our study addresses problems associated with 'cultural integration' and attempts to solve them through this provision. It reveals rhythms, lifecycles and breakdown situations which, transferred to a general level, form the basic structure for a sustainable implementation of a technology-related local initiative fostering cross-cultural understanding and respect. The study is based on field notes taken in three of these clubs.
这项长期研究分析了以技术为媒介的促进跨文化理解和尊重的地方倡议的结构:come_IN跨文化计算机俱乐部提供开放但有指导的现代信息和计算机技术,并为德国跨文化社区的儿童和成人提供与计算机相关的协作实践空间。我们的研究解决了与“文化融合”相关的问题,并试图通过这一规定来解决这些问题。它揭示了节奏、生命周期和故障情况,这些情况转移到一般水平,形成了可持续实施与技术相关的地方倡议的基本结构,促进了跨文化的理解和尊重。这项研究是基于其中三个俱乐部的实地记录。
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引用次数: 5
Handheld Augmented Reality for Distributed Collaborative Crime Scene Investigation 手持式增强现实分布式协同犯罪现场调查
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2957302
D. Datcu, S. Lukosch, H. Lukosch
Recent research showed that augmented reality (AR) technology is a promising approach to support distributed teams in crime scene investigation. This paper reports on the development and evaluation of a handheld AR system to support team situational awareness and collaboration among co-located and remote forensic investigators. The AR system runs on a smartphone strapped to the wrists of the local investigators and on a laptop for the remote investigator. The AR system has been evaluated with three experienced forensic investigators and was carried out in two rounds: (1) with one local and one remote investigator and (2) with two local and one remote investigator. The evaluation focused on the usability of the AR system and its effect on situational awareness as well as collaboration quality. Compared to earlier experiments using head-mounted devices (HMDs), the findings suggest that the handheld AR system addresses limitations of current HMD based AR system, but the necessary division of attention between smartphone AR system and real environment impacts the situational awareness.
最近的研究表明,增强现实(AR)技术是支持分布式团队进行犯罪现场调查的一种很有前途的方法。本文报告了一种手持式AR系统的开发和评估,该系统可支持团队态势感知以及同地和远程法医调查员之间的协作。增强现实系统在本地调查员手腕上的智能手机和远程调查员的笔记本电脑上运行。由三名经验丰富的法医调查员对AR系统进行了评估,并分两轮进行:(1)由一名当地调查员和一名远程调查员进行评估;(2)由两名当地调查员和一名远程调查员进行评估。评估的重点是AR系统的可用性及其对态势感知和协作质量的影响。与之前使用头戴式设备(HMD)进行的实验相比,研究结果表明,手持AR系统解决了当前基于HMD的AR系统的局限性,但智能手机AR系统与真实环境之间必要的注意力划分影响了态势感知。
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引用次数: 34
Machine Learning and Grounded Theory Method: Convergence, Divergence, and Combination 机器学习和扎根理论方法:收敛、发散和组合
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2957280
Michael J. Muller, Shion Guha, E. Baumer, David Mimno, N. Shami
Grounded Theory Method (GTM) and Machine Learning (ML) are often considered to be quite different. In this note, we explore unexpected convergences between these methods. We propose new research directions that can further clarify the relationships between these methods, and that can use those relationships to strengthen our ability to describe our phenomena and develop stronger hybrid theories.
扎根理论方法(GTM)和机器学习(ML)通常被认为是完全不同的。在本文中,我们将探讨这些方法之间意想不到的收敛。我们提出了新的研究方向,可以进一步阐明这些方法之间的关系,并可以利用这些关系来增强我们描述现象的能力,并发展更强大的混合理论。
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引用次数: 72
Characterizations of Online Harassment: Comparing Policies Across Social Media Platforms 网络骚扰的特征:跨社交媒体平台的政策比较
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2957297
Jessica A. Pater, Moon K. Kim, Elizabeth D. Mynatt, Casey Fiesler
Harassment in online spaces is increasingly part of public debate and concern. Pervasive problems like cyberbullying, hate speech, and the glorification of self-harm have highlighted the breadth and depth of harassment taking place online. In this study we conduct a content analysis of the governing policies for fifteen social media platforms as they relate to harassment (of oneself and/or of community members) and other associated behaviors. We find that there is a striking inconsistency in how platform-specific policies depict harassment. Additionally, how these policies prescribe responses to harassment vary from mild censuring to the involvement of law enforcement. Finally, based on our analysis and findings, we discuss the potential for harnessing the power of the online communities to create norms around problematic behaviors.
网络空间的骚扰日益成为公众讨论和关注的一部分。网络欺凌、仇恨言论和美化自我伤害等普遍存在的问题凸显了网络骚扰的广度和深度。在这项研究中,我们对15个社交媒体平台的管理政策进行了内容分析,因为它们与骚扰(自己和/或社区成员)和其他相关行为有关。我们发现,在特定平台的政策如何描述骚扰方面存在惊人的不一致。此外,这些政策如何规定对骚扰的反应,从温和的谴责到执法部门的参与,不一而足。最后,基于我们的分析和发现,我们讨论了利用在线社区的力量来制定问题行为规范的潜力。
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引用次数: 104
Tracky Notes: Trackable Sticky Notes for Indexing a Video of Meetings 可追踪便签:可追踪便签用于索引会议视频
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2996285
Yoshiyuki Kajiwara, S. Fukushima, Daiya Aida, T. Naemura
Video records are sometimes used during meetings nowadays in order to compensate for the incompleteness of hand-written minutes. To use video effectively to record the minutes of a meeting, indices are considered necessary in addition to standard functions of movie players. Some systems can form indices by sensing human actions in the world, but such indices are not directly relevant to the contents of the discussions that occur in meetings. In this study, we propose an automated meeting index system based on people's discussions during daily meetings in the world. In our system, indices based on the contents of discussion can be automatically formulated in meetings if only paper, writing implements, and a camera are arranged in a certain manner. To this end, we develop trackable sticky notes, called "Tracky Notes," as indices. Tracky Notes can be tracked with visible markers through a camera, and is robust against occlusion. We then propose a meeting viewer where Tracky Notes are used as indices. Finally, we report the result of a user study conducted in a university classroom. The study revealed the appropriate region of visible markers and the robustness against occlusion of Tracky Notes. We also measured the effectiveness of our system comparing with standard functions of movie players.
现在开会时有时会使用录像,以弥补手写会议记录的不完整性。为了有效地利用视频记录会议记录,除了电影播放器的标准功能外,还需要索引。有些系统可以通过感知世界上的人类行为来形成指数,但这些指数与会议中讨论的内容没有直接关系。在这项研究中,我们提出了一个基于人们在日常会议中的讨论的自动会议索引系统。在我们的系统中,只要纸张、书写工具和相机按一定的方式排列,就可以在会议中自动制定基于讨论内容的索引。为此,我们开发了可追踪的便利贴,称为“追踪便签”,作为索引。trackenotes可以通过相机用可见标记跟踪,并且具有抗遮挡的鲁棒性。然后,我们提出一个会议查看器,其中track Notes用作索引。最后,我们报告了在大学课堂上进行的用户研究的结果。该研究揭示了可见标记的适当区域和对track Notes遮挡的鲁棒性。我们还比较了我们的系统与电影播放器的标准功能的有效性。
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引用次数: 0
Reading Elinor Ostrom In Silicon Valley: Exploring Institutional Diversity on the Internet 阅读埃莉诺·奥斯特罗姆在硅谷:探索互联网上的制度多样性
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2957311
M. Silberman
This paper, submitted to the Design Fictions track at ACM GROUP 2016, is a review of a non-existent book, "Reading Elinor Ostrom in Silicon Valley: Exploring Institutional Diversity on the Internet," edited by a non-existent researcher named Kieran X. Yuval and published in 2021 (a date, at time of writing, decidedly in the future) by NJU Press, a non-existent academic press. In contrast to the fictitious nature of the editor, book, and press, Elinor Ostrom was a real person and everything described about her and her work in the paper is, to the best of the author's knowledge, true.
这篇论文提交给了ACM GROUP 2016的设计小说专场,是对一本不存在的书《在硅谷阅读埃莉诺·奥斯特罗姆:探索互联网上的制度多样性》的评论,这本书由一位名叫基兰·x·尤瓦尔(Kieran X. Yuval)的不存在的研究员编辑,并于2021年(写作时的日期,肯定是未来)由NJU出版社出版,这是一个不存在的学术出版社。与编辑、书籍和出版社的虚构性质相反,埃莉诺·奥斯特罗姆是一个真实的人,据作者所知,报纸上对她和她的工作的描述都是真实的。
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引用次数: 10
Autonomy Support for Elderly People through Everyday Life Gadgets 通过日常生活工具支持老年人的自主性
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2996284
Dominik Hornung, Claudia Müller, A. Boden, Martin Stein
Research in the field of assistive technologies often claims to support their target group's autonomy. However, autonomy is mostly interpreted by the researchers and designers as independence or its meaning is not further specified. There are few studies where the users' perception and interpretation of autonomy is taken into account. Hence, technology for supporting autonomy is often rather intricate and based on a generalized notion of autonomy. We argue that autonomy contains more dimensions than just mere independence. Furthermore, we argue that the perception of autonomy is individually differing and focussing on small, individual solutions my help in shaping autonomy support on an individual level.
辅助技术领域的研究通常声称支持其目标群体的自主性。然而,自主性大多被研究者和设计者解释为独立,或者其含义没有进一步明确。很少有研究考虑到用户对自主性的感知和解释。因此,支持自治的技术通常相当复杂,并且基于广义的自治概念。我们认为,自主性包含更多的维度,而不仅仅是独立。此外,我们认为自主性的感知是个体差异的,并专注于小的,个性化的解决方案,这有助于在个人层面上形成自主性支持。
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引用次数: 5
Analysis of Human Nodding Behavior during Group Work for Designing Nodding Robots 点头机器人设计中群体工作中人类点头行为分析
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2996287
Hayato Kihara, S. Fukushima, T. Naemura
Nodding has various communicative functions in humans, such as agreement, emphasis and turn-taking and can also create various positive impressions in communication by the person exhibiting the behavior. The ultimate aim of our research is to facilitate communication by implementing nodding behavior in robots. This study analyzed videos of human conversations in groups and focused on three aspects of people's nodding behavior as they listened to others: 1) Time period to complete a nodding cycle and each nods, 2) Time delay before initiating a nodding response, and 3) Number of continuous nods used at one time. We found that: 1) The mode time period to a nod was 0.27 s, with 96% of all nods occurring within 0.17~0.57 s. 2) The mode time delay before initiating a nodding response was 0.30 s, with 95% of all nods occurring within -0.78~1.4 s. 3) Fewer than six continuous nods were used 97% of the time - one nod, 55%, two nods, 24%, three nods, 12%, four nods, 3.0%, and five nods, 2.1%. Ultimately, the research findings serve as guidelines for implementing accurate human nodding behavior in robots.
点头在人类中具有多种交际功能,如表示同意、强调和轮流等,也可以在交际中给做出这种行为的人留下各种积极的印象。我们研究的最终目的是通过在机器人中实现点头行为来促进交流。这项研究分析了人类群体对话的视频,重点研究了人们在听别人说话时点头行为的三个方面:1)完成一个点头周期和每次点头的时间周期;2)开始点头回应的时间延迟;3)一次连续点头的次数。我们发现:1)到一个节点的模态时间周期为0.27 s, 96%的节点发生在0.17~0.57 s之间。2)开始一个节点响应之前的模态时间延迟为0.30 s, 95%的节点发生在-0.78~1.4 s之间。3)97%的时间使用少于6个连续节点,1个节点占55%,2个节点占24%,3个节点占12%,4个节点占3.0%,5个节点占2.1%。最终,研究结果可以作为在机器人中实现准确的人类点头行为的指南。
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引用次数: 5
期刊
Proceedings of the 2016 ACM International Conference on Supporting Group Work
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