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Virtual collaboration in oil and gas organizations 石油和天然气组织中的虚拟协作
Pub Date : 2002-12-01 DOI: 10.1145/990017.990026
Kenneth Gulbrandsøy, V. Hepsø, A. Skavhaug
This paper covers some general observations regarding the relations between remote operation concepts and virtual organizations. In this paper we will show that remote operation concepts among other things involve developing systems supporting communication and collaboration in virtual organizations. In an effort to reduce the complexity we have categorized the different communication and collaboration requirements, with respect to the three lines of operation in the O&G industry. This categorization is then used as a platform for discussing the different needs and challenges that a remote operation concept presents.
本文涵盖了一些关于远程操作概念和虚拟组织之间关系的一般性观察。在本文中,我们将展示远程操作概念,其中包括开发支持虚拟组织中的通信和协作的系统。为了降低复杂性,我们对不同的通信和协作需求进行了分类,涉及到油气行业的三条操作线。然后将这种分类用作讨论远程操作概念所带来的不同需求和挑战的平台。
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引用次数: 6
The active lurker: a new viewpoint for evaluating the influence of an in-house online community 主动潜伏者:评估内部网络社区影响的新视角
Pub Date : 2002-12-01 DOI: 10.1145/990017.990023
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. We conduct a questionnaire survey of all participants in two in-house online communities to verify our method. 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. These results could also lead us to discuss a possibility of an 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。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。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。这些结果也可以引导我们讨论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: 17
Proactive displays & the experience UbiComp project
Pub Date : 2002-12-01 DOI: 10.1145/990017.990025
Joseph F. McCarthy, David H. Nguyen, A. M. Rashid, Suzanne Soroczak
The proliferation of sensing and display technologies creates opportunities for proactive displays that can sense and respond appropriately to the people and activities taking place in their vicinity. A conference provides an ideal context in which to explore the use of proactive displays, as attendees come together for the purpose of mutual revelation, eager both to learn more about others and what others are doing and to tell others about themselves and what they are doing. We will deploy a suite of proactive display applications that can aid and abet this desire for mutual revelation in the context of a paper presentation session, a demonstration and poster session, and informal break areas at the conference.
传感和显示技术的扩散为主动显示创造了机会,可以感知并适当响应附近发生的人员和活动。会议为探索主动展示的使用提供了一个理想的环境,因为与会者聚集在一起是为了相互启示,渴望更多地了解别人和别人在做什么,并告诉别人关于他们自己和他们在做什么。我们将部署一套主动展示应用程序,在会议的论文展示环节、演示和海报环节以及非正式休息区域中,帮助和教唆这种相互启示的愿望。
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引用次数: 63
Virtual communities in health care: the case of "krebsgemeinschaft.de" 医疗保健中的虚拟社区:以“krebsgemeinschaft.de”为例
Pub Date : 2002-12-01 DOI: 10.1145/990017.990021
H. Krcmar, Y. Arnold, Miriam Daum, J. Leimeister
This paper focuses on the process of designing, implementing and evaluating a community platform for cancer patients. Following an introduction to the situation of cancer patients in Germany we summarize our findings on cancer patients' demands for trustworthy information as well as their need for interaction with peers in similar situations. On this basis we describe the process of translating socio-technical needs into system requirements and the steps undertaken to develop a functioning community platform for cancer patients. We combine a generic iterative process model for systems' development with elements of prototyping towards an engineering process model for community platforms for cancer patients. We then describe the evaluation framework and first results.
本文主要研究癌症患者社区平台的设计、实施和评估过程。在介绍了德国癌症患者的情况之后,我们总结了癌症患者对可靠信息的需求以及他们在类似情况下与同龄人互动的需求。在此基础上,我们描述了将社会技术需求转化为系统需求的过程,以及为癌症患者开发功能良好的社区平台所采取的步骤。我们将系统开发的通用迭代过程模型与原型元素结合起来,为癌症患者社区平台构建工程过程模型。然后,我们描述了评估框架和初步结果。
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引用次数: 20
Issues of supporting communities in mobile contexts 在移动环境下支持社区的问题
Pub Date : 2002-12-01 DOI: 10.1145/990017.990024
A. Ekholm
Group communication is a very wide area. Groups have been communicating orally face-to-face and over the phone, or textually by leaving messages to bulletin board. Computers have created new opportunities for group communication: chats, e-mail lists and newsgroups among others. Mobile phones present even new methods and challenges. In this position paper issues concerning a design of a mobile chat will be discussed.
群体沟通是一个非常广泛的领域。各小组通过面对面的口头交流和电话交流,或者通过在公告栏上留言的方式进行短信交流。计算机为群体交流创造了新的机会:聊天、电子邮件列表和新闻组等等。移动电话甚至提出了新的方法和挑战。在这个立场文件的问题,有关设计的移动聊天将被讨论。
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引用次数: 0
Web of communities and individuals 社区和个人的网络
Pub Date : 2002-12-01 DOI: 10.1145/990017.990020
I. Tomek
We postulate that computing environments supporting formal and informal user communities should be based on a universal foundation - a combination of a common metaphor, common architecture, and common protocols. We outline our view of the nature of these three parameters and hypothesize that universal community support based on these principles will make possible effective deployment of interoperable applications supporting dynamic user communities on a much larger scale than is currently the case.
我们假设支持正式和非正式用户社区的计算环境应该基于一个通用的基础——一个通用的比喻、通用的体系结构和通用的协议的组合。我们概述了我们对这三个参数的本质的看法,并假设基于这些原则的通用社区支持将使可互操作的应用程序的有效部署成为可能,这些应用程序支持比目前更大规模的动态用户社区。
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引用次数: 0
Can community knowledge exceed its members'? 社区的知识能超越其成员吗?
Pub Date : 2002-12-01 DOI: 10.1145/990017.990018
G. Stahl
We are investigating the nature of knowledge building in virtual communities. In particular, we are exploring the possibility that a small group of students collaborating online on math problems can construct shared group knowledge that exceeds the knowledge of the individual group members. That is, can people working and learning as a community accomplish tasks that none of them would have been able to do individually?
我们正在调查虚拟社区中知识建设的本质。特别是,我们正在探索一种可能性,即一小群学生在线合作解决数学问题,从而构建共享的群体知识,这些知识超过了个体成员的知识。也就是说,人们作为一个群体工作和学习,能否完成他们单独无法完成的任务?
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引用次数: 9
Narrative expressive space 叙事表达空间
Pub Date : 2002-08-01 DOI: 10.1145/962185.962189
Michael Nitsche, S. Roudavski, F. Penz, Maureen Thomas
Drama and Narrative Narrative is fundamental to the way humans understand, remember, describe or imagine the world in literature in literature and in film [4][5][20][8][3]. Drama is an important engine for narrative [30][11]. Broadly speaking, drama results from the friction generated between the goals and actions of the constituents of a dynamic system instantiating emotional relationships. These relationships are usually based on the development of characters [29][17]. Such relationships, even when they are to do with inter-character conflicts, are located in specific places. This means that they are interlinked with and depend upon the spatial definition and functionality of the objective or subjective fictional representations of the world where they occur and through which they are presented.
在文学和电影中,叙事是人类理解、记忆、描述或想象世界的基本方式[4][5][20][8][3]。戏剧是叙事的重要引擎[30][11]。从广义上讲,戏剧性产生于一个动态系统的目标和行动之间产生的摩擦,这种摩擦体现了情感关系。这些关系通常基于角色的发展[29][17]。这样的关系,即使是与角色间的冲突有关,也会发生在特定的地方。这意味着它们与客观或主观的虚构世界的空间定义和功能相互联系,并依赖于它们发生和呈现的世界。
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引用次数: 4
Interactive environment by narrative playmates toys 互动环境由叙事性玩伴玩具组成
Pub Date : 2002-08-01 DOI: 10.1145/962185.962187
E. Kanjo, P. Astheimer
Narration is an important part of play. Toys inspire children to imagine stories. Adding the power of the computer to toys environment can make playing time more cognitive as well as more entertaining. This paper describes our work in developing physical human-computer interface, which merges ordinary children's playsets with computer that can see via a webcam in order to enhance children's playing technique. The proposed interface with the tracking technology and narrative control can turn a normal child's playset into a fantasyland where children can sense of their world in ways that were not feasible up to date.
叙述是戏剧的重要组成部分。玩具激发孩子们想象故事。在玩具环境中加入电脑的力量可以使游戏时间更具认知性,也更具娱乐性。本文介绍了我们在开发物理人机界面方面的工作,该界面将普通儿童的游戏设备与可以通过网络摄像头看到的计算机相结合,以提高儿童的游戏技术。这种带有追踪技术和叙事控制的界面可以将一个普通儿童的游戏场景变成一个幻想世界,在那里孩子们可以以一种现在还不可行的方式感知他们的世界。
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引用次数: 1
Storytelling in collaborative work: the challenge of preserving sensitive interactions 协作工作中的故事叙述:保持敏感互动的挑战
Pub Date : 2002-08-01 DOI: 10.1145/962185.962194
W. Lutters
best practice" cases. Neither of which will be as advantageous as a design addressing the middle ground. Preservation in virtual environments The teams at GTS-West were all co-located, giving them the advantage of preserving stories "off-line." Virtual teams often do not have that luxury. The need for preserving sensitive interpretations remains, but finding the appropriate balance in design is all the more elusive. For example, in the DocuDrama capture and presentation tool for TOWER virtual environments [4], both the focal interaction and its environmental context can be preserved. Anything in the virtual world can be recorded by a camera agent and made available to the narrative construction process. Simple notions of privacy controls (e.g. a participant blocking their interactions from being recorded), are not suitable for addressing the complexity of this preservation challenge.
“最佳实践”案例。两者都不如解决中间地带的设计更有利。GTS-West的团队都位于同一地点,这使他们能够“离线”保存故事。虚拟团队通常没有这种奢侈。保留敏感解释的需求仍然存在,但在设计中找到适当的平衡更加难以捉摸。例如,在用于TOWER虚拟环境的DocuDrama捕获和呈现工具[4]中,焦点交互及其环境上下文都可以被保留。虚拟世界中的任何东西都可以被相机代理记录下来,并提供给叙事构建过程。简单的隐私控制概念(例如,参与者阻止他们的交互被记录)不适合解决这种保存挑战的复杂性。
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引用次数: 8
期刊
ACM Siggroup Bulletin
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