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189
The Notification Collage: Posting Information to Public and Personal Displays
, 2000
"... The Notification Collage (NC) is a groupware system where distributed and co-located colleagues comprising a small community post media elements onto a real-time collaborative surface that all members can see. Akin to collages of information found on public bulletin boards, NC randomly places incomi ..."
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Cited by 121 (17 self)
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The Notification Collage (NC) is a groupware system where distributed and co-located colleagues comprising a small community post media elements onto a real-time collaborative surface that all members can see. Akin to collages of information found on public bulletin boards, NC randomly places incoming elements onto this surface. People can post assorted media: live video from desktop cameras; editable sticky notes; activity indicators; slide shows displaying a series of digital photos, snapshots of a person's digital desktop, and web page thumbnails. User experiences show that NC becomes a rich resource for awareness and collaboration. Community members use it to indicate their presence to others by posting live video onto it. They regularly act on this information by engaging in text and video conversations. Because others can overhear these conversations, these become opportunities to join in. They also post items they believe will be interesting to others, such as vacation photos. People also use NC somewhat differently when it is displayed on a large public screen than when it appears on a personal computer. Under the covers, the system works by propagating and storing information through a combined shared dictionary / notification server architecture.
Chat Circles
, 1999
"... Although current online chat environments provide new opportunities for communication, they are quite constrained in their ability to convey many important pieces of social information, ranging from the number of participants in a conversation to the subtle nuances of expression that enrich face to ..."
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Cited by 106 (11 self)
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Although current online chat environments provide new opportunities for communication, they are quite constrained in their ability to convey many important pieces of social information, ranging from the number of participants in a conversation to the subtle nuances of expression that enrich face to face speech. In this paper we present Chat Circles, an abstract graphical interface for synchronous conversation. Here, presence and activity are made manifest by changes in color and form, proximity-based filtering intuitively breaks large groups into conversational clusters, and the archives of a conversation are made visible through an integrated history interface. Our goal in this work is to create a richer environment for online discussions. Keywords chatroom, conversation, social visualization, turn-taking, graphical history, Internet, World Wide Web
MOOSE Crossing: Construction, Community, and Learning in a Networked Virtual World for Kids
, 1997
"... In research about the Internet, too much attention is paid to its ability to provide access to information. This thesis argues that the Internet can be used not just as a conduit for information, but as a context for learning through community-supported collaborative construction. A "constructionist ..."
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Cited by 79 (9 self)
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In research about the Internet, too much attention is paid to its ability to provide access to information. This thesis argues that the Internet can be used not just as a conduit for information, but as a context for learning through community-supported collaborative construction. A "constructionist" approach to use of the Internet makes particularly good use of its educational potential. The Internet provides opportunities to move beyond the creation of constructionist tools and activities to the creation of "constructionist cultures." These issues are explored through a specific example: MOOSE Crossing, a text-based virtual world (or "MUD") designed to be a constructionist learning environment for children ages 8 to 13. On MOOSE Crossing, children have constructed a virtual world together, making new places, objects, and creatures. Kids have made baby penguins that respond differently to five kinds of food, fortune tellers who predict the future, and the place at the end of the rainbow--- answer a riddle, and you get the pot of gold. This thesis discusses the design principles underlying a new programming language (MOOSE) and client interface (MacMOOSE) designed to make it easier for children to learn to program on MOOSE Crossing. It presents a detailed analysis, using an ethnographic methodology, of children's activities and learning experiences on MOOSE Crossing, with special focus on seven children who participated in a weekly after-school program from October 1995 through February 1997. In its analysis of children's activities, this thesis explores the relationship between construction and community. It describes how the MOOSE Crossing children motivated and supported one another's learning experiences: community provided support for learning through design and...
Beyond black boxes: Bringing transparency and aesthetics back to scientific investigation
- JOURNAL OF THE LEARNING SCIENCES
, 2000
"... We present a set of case studies in which students create, customize, and personalize their own scientific instruments – and thus become engaged in scientific inquiry not only through observing and measuring but also through designing and building. While computational technologies have, in general, ..."
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Cited by 57 (12 self)
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We present a set of case studies in which students create, customize, and personalize their own scientific instruments – and thus become engaged in scientific inquiry not only through observing and measuring but also through designing and building. While computational technologies have, in general, contributed to making today’s scientific instruments more “opaque ” (that is, less understandable) and less aesthetically-pleasing than their predecessors, we argue that these same technologies can be used to bring back a sense of transparency and aesthetics to the design of scientific instruments. We analyze how students, by building their own scientific instruments, can: pursue a broader range of scientific investigations of their own choosing, feel a stronger sense of personal investment in their scientific investigations, and develop deeper critical capacities in evaluating scientific measurements and knowledge.
Socialization in an Open Source Software Community: A Socio-Technical Analysis
- Computer Supported Cooperative Work (CSCW
, 2005
"... Abstract. Open Source Software (OSS) development is often characterized as a fundamentally new way to develop software. Past analyses and discussions, however, have treated OSS projects and their organization mostly as a static phenomenon. Consequently, we do not know how these communities of softwa ..."
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Cited by 49 (0 self)
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Abstract. Open Source Software (OSS) development is often characterized as a fundamentally new way to develop software. Past analyses and discussions, however, have treated OSS projects and their organization mostly as a static phenomenon. Consequently, we do not know how these communities of software developers are sustained and reproduced over time through the progressive integration of new members. To shed light on this issue I report on my analyses of socialization in a particular OSS community. In particular, I document the relationships OSS newcomers develop over time with both the social and material aspects of a project. To do so, I combine two mutually informing activities: ethnography and the use of software specially designed to visualize and explore the interacting networks of human and material resources incorporated in the email and code databases of OSS. Socialization in this community is analyzed from two perspectives: as an individual learning process and as a political process. From these analyses it appears that successful participants progressively construct identities as software craftsmen, and that this process is punctuated by specific rites of passage. Successful participants also understand the political nature of software development and progressively enroll a network of human and material allies to support their efforts. I conclude by discussing how these results could inform the design of software to support socialization in OSS projects, as well as practical implications for the future of these projects.
The Adoption and use of Babble: A field study of chat in the workplace
, 1999
"... Abstract. One way to gain a principled understanding of computer-mediated communication (CMC) use in the wild is to consider the properties of the communication medium, the usage practices, and the social context in which practices are situated. We describe the adoption and use of a novel, chat-like ..."
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Cited by 48 (8 self)
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Abstract. One way to gain a principled understanding of computer-mediated communication (CMC) use in the wild is to consider the properties of the communication medium, the usage practices, and the social context in which practices are situated. We describe the adoption and use of a novel, chat-like system called BABBLE. Drawing on interviews and conversation logs from a 6-month field study of six different groups at IBM Corporation (USA), we examine the ways in which the technical properties of the system enable particular types of communicative practices such as waylaying and unobtrusive broadcast. We then consider how these practices influence (positively or negatively) the adoption trajectories of the six deployments.
Design for Network Communities
, 1997
"... Collaboration has long been of considerable interest in the CHI community. This paper proposes and explores the concept of network communities as a crucial part of this discussion. Network communities are a form of technologymediated environment that foster a sense of community among users. We consi ..."
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Cited by 48 (0 self)
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Collaboration has long been of considerable interest in the CHI community. This paper proposes and explores the concept of network communities as a crucial part of this discussion. Network communities are a form of technologymediated environment that foster a sense of community among users. We consider several familiar systems and describe the shared characteristics these systems have developed to deal with critical concerns of collaboration. Based on our own experience as designers and users of a variety of network communities, we extend this initial design space along three dimensions: the articulation of a persistent sense of location. the boundary tensions between real and virtual worlds, and the emergence and evolution of community.
Hardware companions? What online AIBO discussion forums reveal about the human-robotic relationship
- Digital Sociability
, 2003
"... In this study, we investigated people's relationships with AIBO, a robotic pet, through 6,438 spontaneous postings in online AIBO discussion forums. Results showed that AIBO psychologically engaged this group of participants, particularly by drawing forth conceptions of technological essences (75%), ..."
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Cited by 42 (3 self)
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In this study, we investigated people's relationships with AIBO, a robotic pet, through 6,438 spontaneous postings in online AIBO discussion forums. Results showed that AIBO psychologically engaged this group of participants, particularly by drawing forth conceptions of technological essences (75%), life-like essences (49%), mental states (60%), and social rapport (59%). However, participants seldom attributed moral standing to AIBO (e.g., that AIBO deserves respect, has rights, or can be held morally accountable for action). Our discussion focuses on how robotic pets (now and in the future) may (a) challenge traditional boundaries (e.g. between who or what can possess feelings), (b) extend our conceptions of self, companionship, and community, and (c) begin to replace interactions with live pets. We also discuss a concern that people in general, and children in particular, may fall prey to accepting robotic pets without the moral responsibilities (and moral developmental outcomes) that real, reciprocal companionship and cooperation involves. This research contributes to a growing literature on the human-robotic relationship.
The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments
- Li Xiong is a PhD student at the Institute of Communications Research at the University of Illinois at Urbana-Champaign. His research interest is in the
, 2006
"... Online survey data were collected from 30,000 users of Massively Multi-User Online Role-Playing Games (MMORPGs) over a three year period to explore users ’ demographics, motivations and derived experiences. Not only do MMORPGs appeal to a broad age range (Mage = 26.57, range = 11-68), but the appeal ..."
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Cited by 37 (5 self)
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Online survey data were collected from 30,000 users of Massively Multi-User Online Role-Playing Games (MMORPGs) over a three year period to explore users ’ demographics, motivations and derived experiences. Not only do MMORPGs appeal to a broad age range (Mage = 26.57, range = 11-68), but the appeal is strong (on average 22 hours of usage per week) across users of all ages (r =-.04). An exploratory factor analysis revealed a five factor model of user motivations- Achievement, Relationship, Immersion, Escapism and Manipulation-illustrating the multi-faceted appeal of these online environments. Male players were significantly more likely to be driven by the Achievement and Manipulation factors, while female players were significantly more likely to be driven by the Relationship factor. Also, the data indicated that users derived meaningful relationships, salient emotional experiences as well as real-life leadership skills from these virtual environments. MMORPGs are not simply a pastime for teenagers, but a valuable research venue and platform where millions of users interact and collaborate using real-time 3D avatars on a daily basis.

