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

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The Role of Social Media in Participatory Democracy: A Case Study of Facebook Groups 社会媒体在参与式民主中的作用:以Facebook群组为例
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2997020
J. Gachau
This dissertation investigates three Facebook groups as case studies of the role of social media in enhancing participatory democracy. I argue that the groups were formed to provide avenues for articulating discourses that are counter to the dominant voices of their societies. The study posits that in stratified societies there typically emerges a dominant hegemonic public opinion, which is inimical to the needs, hopes, desires, and aspirations of subordinate classes. The key research question I ask is: How are these groups using social media to build and articulate identities that question the dominant public opinion about issues that have traditionally been controlled by a hegemonic voice?
这篇论文调查了三个Facebook小组作为社交媒体在加强参与式民主中的作用的案例研究。我认为,这些团体的成立是为了提供表达与社会主流声音相反的话语的途径。该研究认为,在分层社会中,通常会出现一种占主导地位的霸权舆论,这种舆论与从属阶级的需求、希望、欲望和愿望是敌对的。我提出的关键研究问题是:这些群体如何利用社交媒体建立和表达身份,质疑传统上由霸权声音控制的主流公众意见?
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引用次数: 3
Raising your Eminence inside the Enterprise Social Network 在企业社交网络中提升你的地位
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2957281
S. Kremer-Davidson, Inbal Ronen, L. Leiba, Avi Kaplan, Maya Barnea
Companies are motivating their employees to become socially engaged in enterprise social networks as a means to raise employee engagement. This is also beneficial for employees as it provides an opportunity for them to get a voice and raise their eminence. Unfortunately, not all employees are born "social butterflies" and many have difficulties in becoming more socially active. Failing to engage in an effective manner creates frustration which over time decreases their activity and lowers their chance to become socially eminent. This paper is a first of a kind study that reveals insights on social behavioral patterns of socially eminent employees. We extracted a comprehensive set of tips and recommendations to help employees become more socially eminent and investigate if and how eminent employees engage differently than others. We conducted interviews with top socially eminent employees and a quantitative inspection of bloggers behavioral patterns. Furthermore, we show that indeed best practices stated by socially eminent employees are fulfilled by eminent bloggers and less by others. We also found differences in how socially eminent employees engage compared to less eminent employees.
企业正在激励员工参与企业社交网络,作为提高员工敬业度的一种手段。这对员工也有好处,因为这为他们提供了一个发声的机会,提高了他们的知名度。不幸的是,并不是所有的员工都是天生的“社交蝴蝶”,许多人很难变得更活跃。不能以有效的方式参与会产生挫败感,随着时间的推移,这种挫败感会减少他们的活动,降低他们成为社会名流的机会。本文首次对社会杰出员工的社会行为模式进行了研究。我们提取了一套全面的技巧和建议,以帮助员工变得更加社会杰出,并调查杰出员工是否以及如何与其他人不同。我们对社会上最杰出的员工进行了采访,并对博客作者的行为模式进行了定量检查。此外,我们表明,社会杰出员工所陈述的最佳实践确实是由杰出的博主实现的,而不是由其他人实现的。我们还发现,与不那么杰出的员工相比,社会杰出员工的敬业度存在差异。
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引用次数: 4
Enhancing Evaluation of Potential Romantic Partners Online 加强对潜在浪漫伴侣的在线评估
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2997030
Douglas Zytko
Online dating systems are a common way to discover romantic partners. Yet there persists a gap in knowledge regarding how users of these systems determine which potential partners are worthy of in-person meetings, as well as the outcomes of these in-person meeting decisions. The objective of this dissertation is two-fold: 1) to understand how online dating system users make decisions to meet or not meet potential romantic partners in-person, and 2) to understand how online dating system designs currently support--and could better support--predictions of initial in-person attraction to potential romantic partners.
在线约会系统是发现浪漫伴侣的一种常见方式。然而,关于这些系统的用户如何确定哪些潜在的合作伙伴值得面对面会议,以及这些面对面会议决定的结果,仍然存在知识差距。本论文的目的有两个方面:1)了解在线约会系统用户如何做出决定,以满足或不满足潜在的浪漫伴侣,2)了解在线约会系统设计目前如何支持-并且可以更好地支持-对潜在浪漫伴侣的初始面对面吸引力的预测。
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引用次数: 2
Chess as a Conversation: Artefact-Based Communication in Online Competitive Board Games 象棋作为一种对话:在线竞争性棋盘游戏中基于人工制品的交流
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2957314
G. McEwan, C. Gutwin
Online board-game sites are popular settings for group activity. However, unlike many kinds of group interaction, previous research has found that there is often little verbal conversation during games, which seems strange in a social situation. One reason that has been suggested for the lack of talk is that actions in the game are themselves communicative acts that can replace verbal utterances. There is little known, however, about how games can substitute for verbal conversation. In this paper we carry out a study exploring meaning and shared understanding through the moves of a board game. Participants played a board game and then retrospectively analysed the communicative meaning of each move; we analysed their responses as indicative of "joint actions" in four layers of interaction. Our study shows that game moves can provide a great deal of communication, and that there are both similarities and differences to verbal conversations at each level. The physical layer, containing the board, is a foundation similar to that of people speaking the same language. The syntactic layer, consisting of the game rules, allows demonstration of expertise but is not noticed by players except in unusual circumstances. The strategic layer, consisting of competitive use of the syntactic rules, diverges considerably from a verbal conversation in terms of shared understanding, because players are actively attempting to avoid revealing their meaning. The personality layer allows players to make inferences about the other player as a person, just as in verbal communication. Our analysis provides new evidence that even simple turn-based games contain a great deal of interaction richness and subtlety, and that the different levels of communication should be considered by designers as a real and legitimate vehicle for social interaction.
在线棋盘游戏网站是团体活动的热门场所。然而,与许多群体互动不同的是,之前的研究发现,在游戏过程中很少有口头交流,这在社交场合似乎很奇怪。缺少对话的一个原因是,游戏中的行动本身就是交流行为,可以取代口头表达。然而,关于游戏如何取代口头交流,我们所知甚少。在本文中,我们通过棋盘游戏的走法来探索意义和共同理解。参与者先玩一个棋盘游戏,然后回顾分析每一步的交流意义;我们分析了他们的反应,认为这是四层互动中的“联合行动”。我们的研究表明,游戏动作可以提供大量的交流,并且在每个级别上,口头对话既有相似之处,也有不同之处。包含板子的物理层是类似于说同一种语言的人的基础。由游戏规则组成的语法层允许展示专业技能,但除非在特殊情况下,否则不会被玩家注意到。战略层面(游戏邦注:包括竞争性地使用句法规则)在共同理解方面与口头对话存在很大差异,因为玩家会主动避免透露自己的意思。人格层面让玩家能够对其他玩家进行推断,就像在口头交流中一样。我们的分析提供了新的证据,即即使是简单的回合制游戏也包含了大量的互动丰富性和微妙性,设计师也应该将不同层次的交流视为社交互动的真实而合理的载体。
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引用次数: 8
Near Real-Time Peer-to-Peer Shared Editing on Extensible Data Types 基于可扩展数据类型的近实时点对点共享编辑
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2957310
Petru Nicolaescu, Kevin Jahns, M. Derntl, R. Klamma
Near real-time collaboration using Web browsers is becoming rapidly more and more popular for many applications such as text editing, coding, sketching and others. These applications require reliable algorithms to ensure consistency among the participating Web clients. Operational Transformation (OT) and more recently Commutative Replicated Data Types (CRDT) have become widely adopted solutions for this kind of problem. However, most existing approaches are non-trivial and require trade-offs between expressiveness, suitable infrastructure, performance and simplicity. The ever growing number of potential use cases, the new possibilities of cutting-edge messaging protocols that shaped the near real-time Web, and the use of N-way communication between clients (e.g. WebRTC), create a need for peer-to-peer algorithms that perform well and are not restricted to only a few supported data types. In this paper, we present YATA, an approach for peer-to-peer shared editing applications that ensures convergence, preserves user intentions, allows offline editing and can be utilized for arbitrary data types in the Web browser. Using Yjs, its open-source JavaScript library implementation, we have evaluated the performance and multiple usage of YATA in Web and mobile browsers, both on test and real-world data. The promising evaluation results as well as the uptake by many commercial vendors and open-source projects indicate a wide applicability of YATA.
使用Web浏览器的近实时协作在许多应用程序(如文本编辑、编码、素描等)中变得越来越流行。这些应用程序需要可靠的算法来确保参与的Web客户机之间的一致性。操作转换(OT)和最近的交换复制数据类型(CRDT)已成为这类问题广泛采用的解决方案。然而,大多数现有的方法都不是简单的,需要在表达性、合适的基础设施、性能和简单性之间进行权衡。潜在用例的数量不断增加,尖端消息协议的新可能性塑造了近乎实时的Web,以及客户端之间N-way通信的使用(例如WebRTC),创造了对性能良好且不限于少数支持数据类型的点对点算法的需求。在本文中,我们提出了YATA,一种用于点对点共享编辑应用程序的方法,它确保了聚合,保留了用户的意图,允许离线编辑,并且可以用于Web浏览器中的任意数据类型。使用Yjs(它的开源JavaScript库实现),我们评估了YATA在Web和移动浏览器中的性能和多重使用情况,包括测试和实际数据。有希望的评估结果以及许多商业供应商和开源项目的采用表明YATA具有广泛的适用性。
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引用次数: 38
Challenges of CI Initiatives in a Political Unstable Situation - Case Study of a Computer Club in a Refugee Camp 政治不稳定情况下CI倡议的挑战——以难民营电脑俱乐部为例
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2996281
Konstantin Aal, Marios Mouratidis, Anne Weibert, V. Wulf
This poster describes the research around computer clubs in Palestinian refugee camps and the various lessons learned during the establishment of this intervention such the importance of the physical infrastructure (e.g. clean room, working hardware), soft technologies (e.g. knowledge transfer through workshops), social infrastructure (e.g. reliable partners in the refugee camp, partner from the university) and social capital (e.g. shared vision and values of all stakeholders). These important insights can be transferred on other interventions in similar unstable environments.
这张海贴描述了围绕巴勒斯坦难民营电脑俱乐部的研究,以及在建立这一干预措施过程中获得的各种经验教训,如物理基础设施(如洁净室、工作硬件)、软技术(如通过研讨会转移知识)、社会基础设施(如难民营可靠的合作伙伴、大学合作伙伴)和社会资本(如所有利益相关者的共同愿景和价值观)的重要性。这些重要的见解可以转移到类似不稳定环境中的其他干预措施上。
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引用次数: 18
The Co-ordinates of Design Fiction: Extrapolation, Irony, Ambiguity and Magic 设计小说的坐标:外推、反讽、歧义和魔幻
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2957299
M. Blythe, Enrique Encinas
This paper argues that design fiction is a powerful term in part because it is malleable. A wide range of differing design fictions are emerging and we pursue a spatial metaphor to provide a map based on literary approaches. Following Margaret Atwood we trace design fiction back to marvel and wonder tales such as the Arabian Nights through to the science fiction of the nineteenth and twentieth century. We suggest science, magic, ambiguity and irony as the cardinal points of design fiction. We then apply these four different approaches to design fiction to the concept of a divorce app for older people. We argue that currently design fiction is dominated by scientistic and ironic design fiction and suggest that magic and ambiguity are currently under explored.
本文认为设计虚构是一个强大的术语,部分原因是它具有可塑性。各种不同的设计小说正在出现,我们追求一个空间隐喻,以文学方法为基础提供一个地图。跟随玛格丽特·阿特伍德,我们将设计小说追溯至奇迹故事,如《天方夜谭》,一直到19世纪和20世纪的科幻小说。我们认为科学、魔幻、模糊和讽刺是设计小说的基本点。然后,我们将这四种不同的小说设计方法应用于老年人离婚应用程序的概念。我们认为,目前的设计小说被科学主义和讽刺的设计小说所主导,并建议目前正在探索魔法和模糊性。
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引用次数: 49
The Coaches Said...What?: Analysis of Online Dating Strategies Recommended by Dating Coaches 教练说…什么?:约会教练推荐的网上约会策略分析
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2957287
Douglas Zytko, Sukeshini A. Grandhi, Quentin Jones
Despite the popularity of online dating systems, prior work indicates that online daters struggle to present and evaluate traits germane to attraction. However, the research community is largely unaware of successful online dating system-use strategies and how the knowledge of these strategies could inform system design. In this paper we begin to address this gap in knowledge with an interview study of online dating coaches who consider their advocated system-use strategies successful based on personal use and feedback from clients who implemented their strategies. Their advocated strategies entail keeping online evaluation intentionally minimal and persuading users to meet in-person as quickly as possible because current system designs stifle reliable evaluation of attraction-relevant traits online, notably personality. We discuss the implications of insights gathered from these strategies for online dating system design using theories relevant to romantic attraction.
尽管在线约会系统很受欢迎,但之前的研究表明,在线约会者很难表现出和评估与吸引力相关的特征。然而,研究界在很大程度上没有意识到成功的在线约会系统使用策略,以及这些策略的知识如何为系统设计提供信息。在本文中,我们开始通过对在线约会教练的访谈研究来解决这一知识差距,这些教练认为他们所倡导的系统使用策略是成功的,基于个人使用和实施策略的客户的反馈。他们提倡的策略包括有意将在线评估保持在最低限度,并说服用户尽可能快地亲自见面,因为目前的系统设计扼杀了对在线吸引力相关特征(尤其是个性)的可靠评估。我们利用与浪漫吸引力相关的理论,讨论从这些策略中收集到的见解对在线约会系统设计的影响。
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引用次数: 19
Towards Re-Orienting the Big Data Rhetoric 重新定位大数据修辞
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2997027
N. Verma
Data analytics and BI (business intelligence) systems are the most prominent user-facing manifestation of 'big data' and the related computational turn in thinking within organizations. However, the big data mythologies-specifically that data can offer more accurate, objective and truthful forms of intelligence and knowledge-impact, reinforce, and reproduce certain epistemological biases. In my research, I study these big data technologies in human services related contexts to examine knowledge claims and the strengths and limitations of big data.
数据分析和BI(商业智能)系统是“大数据”最突出的面向用户的表现形式,也是组织内部思维中相关的计算转向。然而,大数据神话——特别是数据可以提供更准确、客观和真实的情报和知识形式——影响、强化和再现了某些认识论偏见。在我的研究中,我在与人类服务相关的背景下研究这些大数据技术,以检查知识要求以及大数据的优势和局限性。
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引用次数: 3
Social Media for Sensitive Disclosures and Social Support: The Case of Miscarriage 敏感信息披露和社会支持的社会媒体:流产的案例
Pub Date : 2016-11-13 DOI: 10.1145/2957276.2997019
Nazanin Andalibi
I study self-disclosure and investigate ways in which social computing systems can be designed to allow people to disclose negatively-perceived or stigmatized experiences and find support in their social networks. My prior work has given me insight about online disclosures of depression and sexual abuse, the role of anonymity in support seeking, and the ways that people respond to such disclosures. In my dissertation I will use miscarriage as a context to investigate online disclosure and response practices around stigmatized and traumatizing topics with the goal of improving both theory and social media design practices.
我研究自我表露,并调查社会计算系统的设计方式,使人们能够披露负面感知或污名化的经历,并在他们的社交网络中找到支持。我之前的工作让我对网上披露抑郁症和性虐待、匿名在寻求支持中的作用以及人们对这些披露的反应方式有了深入的了解。在我的论文中,我将以流产为背景,调查围绕污名化和创伤性主题的在线披露和响应实践,目的是改进理论和社交媒体设计实践。
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引用次数: 13
期刊
Proceedings of the 2016 ACM International Conference on Supporting Group Work
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