953 resultados para Computer Supported Cooperative Work (CSCW)


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Existing research on synchronous remote working in CSCW has highlighted the troubles that can arise because actions at one site are (partially) unavailable to remote colleagues. Such ‘local action’ is routinely characterised as a nuisance, a distraction, subordinate and the like. This paper explores interconnections between ‘local action’ and ‘distributed work’ in the case of a research team virtually collocated through ‘MiMeG’. MiMeG is an e-Social Science tool that facilitates ‘distributed data sessions’ in which social scientists are able to remotely collaborate on the real-time analysis of video data. The data are visible and controllable in a shared workspace and participants are additionally connected via audio conferencing. The findings reveal that whilst the (partial) unavailability of local action is at times problematic, it is also used as a resource for coordinating work. The paper considers how local action is interactionally managed in distributed data sessions and concludes by outlining implications of the analysis for the design and study of technologies to support group-to-group collaboration.

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The increasing ubiquity of digital technology, internet ser-vices and social media in our everyday lives allows for a seamless transitioning between the visible and the invisible infrastructure of cities: road systems, building complexes, information and communication technology, and people networks create a buzzing environment that is alive and exciting. Driven by curiosity, initiative and interdiscipli-nary exchange, the Urban Informatics Research Lab at Queensland University of Technology (QUT), Brisbane, Australia, is an emerging cluster of people interested in research and development at the intersection of people, place and technology with a focus on cities, locative media and mobile technology. This paper seeks to define, for the first time, what we mean by ‘urban informatics’ and outline its significance as a field of study today. It describes the relevant background and trends in each of the areas of peo-ple, place and technology, and highlights the relevance of urban informatics to the concerns and evolving challenges of CSCW. We then position our work in academia juxta-posed with related research concentrations and labels, fol-lowed by a discussion of disciplinary influences. The paper concludes with an exposé of the three current research themes of the lab around augmented urban spaces, urban narratives, and environmental sustainability in order to illustrate specific cases and methods, and to draw out distinctions that our affiliation with the Creative Industries Faculty affords.

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Online groups rely on contributions from their members to flourish, but in the context of behaviour change individuals are typically reluctant to participate actively before they have changed successfully. We took inspiration from CSCW research on objects to address this problem by shifting the focus of online participation from the exchange of personal experiences to more incidental interactions mediated by objects that offer support for change. In this article we describe how we designed, deployed and studied a smartphone application that uses different objects, called distractions and tips, to facilitate social interaction amongst people trying to quit smoking. A field study with 18 smokers revealed different forms of interaction: purely instrumental interactions with the objects, subtle engagement with other users through receptive and covert interactions, as well as explicit interaction with other users through disclosure and mutual support. The distraction objects offered a stepping-stone into interaction, whereas the tips encouraged interaction with the people behind the objects. This understanding of interaction through objects complements existing frameworks of online participation and adds to the current discourse on object-centred sociality. Furthermore, it provides an alternative approach to the design of online support groups, which offers the users enhanced control about the information they share with other users. We conclude by discussing how researchers and practitioners can apply the ideas of interaction around objects to other domains where individuals may have a simultaneous desire and reluctance to interact.

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Amateurs are found in arts, sports, or entertainment, where they are linked with professional counterparts and inspired by celebrities. Despite the growing number of CSCW studies in amateur and professional domains, little is known about how technologies facilitate collaboration between these groups. Drawing from a 1.5-year field study in the domain of bodybuilding, this paper describes the collaboration between and within amateurs, professionals, and celebrities on social network sites. Social network sites help individuals to improve their performance in competitions, extend their support network, and gain recognition for their achievements. The findings show that amateurs benefit the most from online collaboration, whereas collaboration shifts from social network sites to offline settings as individuals develop further in their professional careers. This shift from online to offline settings constitutes a novel finding, which extends previous work on social network sites that has looked at groups of amateurs and professionals in isolation. As a contribution to practice, we highlight design factors that address this shift to offline settings and foster collaboration between and within groups.

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In this paper we discuss results of a field study focused on understanding the ways money and financial issues are handled within family settings. Families develop ‘systems’ or methods through which they coordinate and manage their everyday financial activities. Through an analysis of our fieldwork data collected from fifteen families, we provide several examples of such systems, highlighting their qualities and illustrating how such systems come to support the handling of financial activities in the home. Our results show that these systems are developed with a careful consideration of familial values, relationships and routines; and incorporate the use of physical and digital tools. Consequently, we suggest that design should consider the use and non-use of technology when supporting household financial management, taking into account the richness of families’ existing organically formed practices surrounding financial systems. Finally, our findings point to the fact that financial management in the domestic setting is socially organized and is closely connected to supporting everyday household activities.

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This study investigates how offshore information technology (IT) service providers (vendors) coordinate work with their clients (employers) in order to succeed in the global IT offshore outsourcing industry. We reviewed literature on coordination studies, interviewed offshore service providers in the Philippines, and used thematic analysis to analyse coordination practices from the point of view of these individual vendors in a newly industrialized country. We used Olson and Olson's framework on 'collaboration at a distance' as a lens to structure the results. The study provides an understanding of vendors' individual attitudes towards the coordination of distributed work and draws attention to how differences in power affect the work situation of vendors, and by implication all stakeholders. We offer this insight as a way to enhance existing CSCW frameworks, by imbuing them with the perspective of non-equal relationships. The study found that vendors were generally able to produce outputs that satisfy their clients, however these results were only achieved because individuals were willing to take risks and make sacrifices in their personal lives. The relationship was further characterised by a complex interplay between the client's control of the overall work arrangements and the vendors' ability to establish a level of autonomy in their work practices and their flexible use of coordination tools.

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Technology-supported citizen science has created huge volumes of data with increasing potential to facilitate scientific progress, however, verifying data quality is still a substantial hurdle due to the limitations of existing data quality mechanisms. In this study, we adopted a mixed methods approach to investigate community-based data validation practices and the characteristics of records of wildlife species observations that affected the outcomes of collaborative data quality management in an online community where people record what they see in the nature. The findings describe the processes that both relied upon and added to information provenance through information stewardship behaviors, which led to improved reliability and informativity. The likelihood of community-based validation interactions were predicted by several factors, including the types of organisms observed and whether the data were submitted from a mobile device. We conclude with implications for technology design, citizen science practices, and research.

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In dieser Arbeit wird ein generisches Modell fuer synchrone Gruppenarbeit auf gemeinsamen Informationsraeumen entwickelt. Fuer die Entwicklung dieses Modells muessen die Grundfunktionen fuer Anwendungen der synchronen Gruppenarbeit realisiert werden. Neben der Modellierung des Datenraumes (Datenmodell) und der operationellen Schnittstelle (Interaktionsmodell), muessen Mechanismen fuer die Darstellung der Aktivitaeten der Gruppenmitglieder auf dem Informationsraum (Awareness), sowie fuer die Synchronisierung gleichzeitiger Zugriffe verschiedener Benutzer auf dem Datenraum realisiert werden (Nebenlaeufgkeitskontrolle). Das Grundproblem bei der Loesung der Nebenlaeufigkeit liegt bei der Aufgabe der Isolation aus den klassischen ACID-Transaktionen zu gunsten von Awareness. Die rapide Entwicklung von Techniken der mobilen Kommunikation ermoeglicht den Einsatz dieser Geraete fuer den Zugriff auf Daten im Internet. Durch UMTSund WLAN-Technologien koennen Mobilgeraete fuer Anwendungen ueber die reine Kommunikation hinaus eingesetzt werden. Eine natuerliche Folge dieser Entwicklung sind Anwendungen fuer die Zusammenarbeit mehrerer Benutzer. In der Arbeit wird daher auf die Unterstuetzung mobiler Geraete besonderen Wert gelegt. Die Interaktion der Benutzer auf den gemeinsamen Datenraum wird durch einfache Navigationsoperationen mit einem Cursor (Finger) realisiert, wobei der Datenraum durch XML-Dokumente dargestellt wird. Die Visualisierung basiert auf der Transformierung von XML-Dokumenten in andere XML-basierte Sprachen wie HTML oder SVG durch XSLT-Stylesheets. Awareness-Informationen werden, aehnlich dem Fokus/Nimbus-Modell, von der Interaktion der Benutzer und der Ermittlung der sichtbaren Objekte bei dem Benutzer hergeleitet. Fuer eine geeignete Kontrolle der Nebenlaeufigkeit wurde der Begriff der visuellen Transaktion eingefuehrt, wo die Auswirkungen einer Transaktion von anderen Benutzern (Transaktionen) beobachtet werden koennen. Die Synchronisierung basiert auf einem Sperrverfahren und der Einfuehrung der neuen W-Sperre und der Grundoperationen readV und writeV. Das Modell (Groupware-Server) wird in der Arbeit in einem Prototyp implementiert. Weiterhin wird eine Java-Anwendung sowohl auf einem Desktop PC als auch auf einem Pocket PC (iPAQ 3970) implementiert, welche die Einsetzbarkeit dieses Prototyps demonstriert.

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Presentation at the 1997 Dagstuhl Seminar "Evaluation of Multimedia Information Retrieval", Norbert Fuhr, Keith van Rijsbergen, Alan F. Smeaton (eds.), Dagstuhl Seminar Report 175, 14.04. - 18.04.97 (9716). - Abstract: This presentation will introduce ESCHER, a database editor which supports visualization in non-standard applications in engineering, science, tourism and the entertainment industry. It was originally based on the extended nested relational data model and is currently extended to include object-relational properties like inheritance, object types, integrity constraints and methods. It serves as a research platform into areas such as multimedia and visual information systems, QBE-like queries, computer-supported concurrent work (CSCW) and novel storage techniques. In its role as a Visual Information System, a database editor must support browsing and navigation. ESCHER provides this access to data by means of so called fingers. They generalize the cursor paradigm in graphical and text editors. On the graphical display, a finger is reflected by a colored area which corresponds to the object a finger is currently pointing at. In a table more than one finger may point to objects, one of which is the active finger and is used for navigating through the table. The talk will mostly concentrate on giving examples for this type of navigation and will discuss some of the architectural needs for fast object traversal and display. ESCHER is available as public domain software from our ftp site in Kassel. The portable C source can be easily compiled for any machine running UNIX and OSF/Motif, in particular our working environments IBM RS/6000 and Intel-based LINUX systems. A porting to Tcl/Tk is under way.

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Em 1995, o Estado do Paraná escolheu o software Lotus Notes como solução de correio eletrônico distribuído e automação de escritórios para suas estruturas organizacionais. Após 5 anos do início do processo de sua implantação, a previsão inicial de 3.600 licenças de uso dessa tecnologia groupware já foi amplamente superada. Existem atualmente mais de 9.000 usuários do Lotus Notes, distribuídos em praticamente todos os níveis da administração pública. Essa dissertação é o primeiro estudo formal realizado para avaliar os impactos organizacionais e sociais produzidos pela utilização de tecnologias de informação colaborativas na administração pública do Paraná. Os capítulos que fazem parte dessa dissertação focalizam em tecnologias de informação colaborativas, com ênfase no Lotus Notes e a sua utilização na administração pública. Inicialmente são introduzidos conceitos básicos sobre Groupware e CSCW (Computer-Supported Cooperative Work), em seguida é apresentado o Lotus Notes, com um breve histórico de sua criação e uma visão resumida de pesquisas acadêmicas sobre implementações dessa tecnologia. Na seqüência, o ambiente de informática da administração pública do Estado do Paraná e a questão da seleção de uma plataforma tecnológica para resolver o problema de comunicação nesse ambiente são descritos, assim como o processo de implantação do Lotus Notes no Estado. A parte principal desse trabalho é apresentada em seguida: uma ampla pesquisa realizada nos órgãos da administração pública sobre a utilização do Lotus Notes, operacionalizada através de questionários virtuais e entrevistas. O modelo referencial utilizado na pesquisa é mostrado, assim como seu embasamento conceitual e as variáveis consideradas nas questões. Na conclusão são comentados os principais resultados do trabalho realizado, as contribuições e benefícios de sua realização, assim como sugestões de continuidade para futuras pesquisas sobre o assunto.

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Future pervasive environments will take into consideration not only individual user’s interest, but also social relationships. In this way, pervasive communities can lead the user to participate beyond traditional pervasive spaces, enabling the cooperation among groups and taking into account not only individual interests, but also the collective and social context. Social applications in CSCW (Computer Supported Cooperative Work) field represent new challenges and possibilities in terms of use of social context information for adaptability in pervasive environments. In particular, the research describes the approach in the design and development of a context.aware framework for collaborative applications (CAFCA), utilizing user’s context social information for proactive adaptations in pervasive environments. In order to validate the proposed framework an evaluation was conducted with a group of users based on enterprise scenario. The analysis enabled to verify the impact of the framework in terms of functionality and efficiency in real-world conditions. The main contribution of this thesis was to provide a context-aware framework to support collaborative applications in pervasive environments. The research focused on providing an innovative socio-technical approach to exploit collaboration in pervasive communities. Finally, the main results reside in social matching capabilities for session formation, communication and coordinations of groupware for collaborative activities.

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Local governments struggle to engage time poor and seemingly apathetic citizens, as well as the city’s young digital natives, the digital locals. This project aims at providing a lightweight, technological contribution towards removing the hierarchy between those who build the city and those who use it. We aim to narrow this gap by enhancing people’s experience of physical spaces with digital, civic technologies that are directly accessible within that space. This paper presents the findings of a design trial allowing users to interact with a public screen via their mobile phones. The screen facilitated a feedback platform about a concrete urban planning project by promoting specific questions and encouraging direct, in-situ, real-time responses via SMS and twitter. This new mechanism offers additional benefits for civic participation as it gives voice to residents who otherwise would not be heard. It also promotes a positive attitude towards local governments and gathers information different from more traditional public engagement tools.

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Design is a ubiquitous, collaborative and highly material activity. Because of the embodied nature of the design profession, designers apply certain collaborative practices to enhance creativity in their everyday work. Within the domain of industrial design, we studied two educational design departments over a period of eight months. Using examples from our fieldwork, we develop our results around three broad themes related to collaborative practices that support the creativity of design professionals: 1) externalization, 2) use of physical space, and; 3) use of bodies. We believe that these themes of collaborative practices could provide new insights into designing technologies for supporting a varied set of design activities. We describe two conceptual collaborative systems derived from the results of our study.