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1

Gabriel, Gerard Cesar. "COMPUTER MEDIATED COLLABORATIVE DESIGN IN ARCHITECTURE: THE EFFECTS OF COMMUNICATION CHANNELS ON COLLABORATIVE DESIGN COMMUNIATION." Thesis, The University of Sydney, 2000. http://hdl.handle.net/2123/3961.

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Up till now, architects collaborating with other colleagues did so mostly face-to-face (FTF). They had to be in the same space (co-located) at the same time. Communi-cation was ‘spontaneous’ and ideas were represented, whether verbal or non-verbal, by talking and using ‘traditional drawing tools’. If they were geographically displaced, the interaction was then space affected as well as the probability of being time affected. In this case communication was usually mediated through the tele-phone, and graphically represented ideas were sent by Fax or posted documents. Recently, some architectural firms started using modems and Internet connections to exchange information, by transferring CAD drawings as well as design informa-tion, through e-mail and file transfer protocol (FTP). Discussing ideas in architecture, as a more abstract notion, is different from discuss-ing other more concrete arguments using video conferencing. It is more important to ‘see’ what is being discussed at hand than ‘watch’ the other person(s) involved in the discussion. In other words the data being conveyed might be of more impor-tance than the mode of communication. Taking into consideration recent developments in computer and communication technologies this thesis investigates different communication channels utilised in architectural collaboration through Computer Mediated Collaborative Design (CMCD) sessions as opposed to FTF sessions. This thesis investigates the possi-ble effects these different channels have on collaborative design in general and col-laborative design communication in particular. We argue that successful CMCD does not necessarily mean emulating close prox-imity environments. Excluding certain communication channels in a CMCD envi-ronment might affect the flow and quantity of synchronous collaborative communica-tion, but not necessarily the quality and content of mutually communicated and rep-resented design ideas. Therefore different communication channels might affect the type of communication and not necessarily the content of the communication. We propose that audio and video are not essential communication channels in CMCD environments. We posit that architects will collaborate and communicate design representations effectively although with some differences, since those two chan-nels might cause interruptions and successful collaborative sessions can take place without them. For this purpose we conducted twenty-four one-hour experiments involving final year architecture students all working to the same design brief. The experiments were divided into three categories, FTF, full computer mediated collaborative design sessions (CMCD-a; audio-video conferencing plus whiteboard as a shared drawing space) and limited computer mediated collaborative design sessions (CMCD-b; with Lambda MOO used as a chat medium plus whiteboard as a shared drawing space). The experiments were video and audio taped, transcribed and coded into a custom developed coding scheme. The results of the analysed coded data and observations of the videotapes provided evidence that there were noticeable differences between the three categories. There was more design communication and less communication control in the CMCD-b category compared to the FTF and CMCD-a categories. Verbal communi-cation became shorter and straight to the point in CMCD-b as opposed to spontane-ous non-stop chat in the other two categories. Moreover in CMCD-b the subjects were observed to be more reflective as well as choosing and re-examining their words to explain ideas to their partners. At times they were seen scrolling back through the text of the conversation in order to re-analyse or interpret the design ideas at hand. This was impossible in FTF and CMCD-a sessions, since the sub-jects were more spontaneous and audio representations were lost as soon as they were uttered. Also the video channel in the CMCD-a category was ignored and hardly used except for the first few minutes of the experiments, for a brief exchange of light humour on the appearance of each subject. The results obtained from analysing the experiments helped us conclude that differ-ent communication channels produce different collaborative environments. The three categories of communication for architectural collaboration explored in our ex-periments are indicative of the alternatives available to architects now. What is not clear to architects is why they would choose one category over another. We pro-pose that each category has its own strengths and difficulties for architectural col-laboration, and therefore should be selected on the basis of the type of communica-tion considered to be most effective for the stage and tasks of the design project.
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2

Gabriel, Gerard Cesar. "COMPUTER MEDIATED COLLABORATIVE DESIGN IN ARCHITECTURE: THE EFFECTS OF COMMUNICATION CHANNELS ON COLLABORATIVE DESIGN COMMUNIATION." University of Sydney, 2000. http://hdl.handle.net/2123/3961.

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Doctor of Philosophy (PhD)
Up till now, architects collaborating with other colleagues did so mostly face-to-face (FTF). They had to be in the same space (co-located) at the same time. Communi-cation was ‘spontaneous’ and ideas were represented, whether verbal or non-verbal, by talking and using ‘traditional drawing tools’. If they were geographically displaced, the interaction was then space affected as well as the probability of being time affected. In this case communication was usually mediated through the tele-phone, and graphically represented ideas were sent by Fax or posted documents. Recently, some architectural firms started using modems and Internet connections to exchange information, by transferring CAD drawings as well as design informa-tion, through e-mail and file transfer protocol (FTP). Discussing ideas in architecture, as a more abstract notion, is different from discuss-ing other more concrete arguments using video conferencing. It is more important to ‘see’ what is being discussed at hand than ‘watch’ the other person(s) involved in the discussion. In other words the data being conveyed might be of more impor-tance than the mode of communication. Taking into consideration recent developments in computer and communication technologies this thesis investigates different communication channels utilised in architectural collaboration through Computer Mediated Collaborative Design (CMCD) sessions as opposed to FTF sessions. This thesis investigates the possi-ble effects these different channels have on collaborative design in general and col-laborative design communication in particular. We argue that successful CMCD does not necessarily mean emulating close prox-imity environments. Excluding certain communication channels in a CMCD envi-ronment might affect the flow and quantity of synchronous collaborative communica-tion, but not necessarily the quality and content of mutually communicated and rep-resented design ideas. Therefore different communication channels might affect the type of communication and not necessarily the content of the communication. We propose that audio and video are not essential communication channels in CMCD environments. We posit that architects will collaborate and communicate design representations effectively although with some differences, since those two chan-nels might cause interruptions and successful collaborative sessions can take place without them. For this purpose we conducted twenty-four one-hour experiments involving final year architecture students all working to the same design brief. The experiments were divided into three categories, FTF, full computer mediated collaborative design sessions (CMCD-a; audio-video conferencing plus whiteboard as a shared drawing space) and limited computer mediated collaborative design sessions (CMCD-b; with Lambda MOO used as a chat medium plus whiteboard as a shared drawing space). The experiments were video and audio taped, transcribed and coded into a custom developed coding scheme. The results of the analysed coded data and observations of the videotapes provided evidence that there were noticeable differences between the three categories. There was more design communication and less communication control in the CMCD-b category compared to the FTF and CMCD-a categories. Verbal communi-cation became shorter and straight to the point in CMCD-b as opposed to spontane-ous non-stop chat in the other two categories. Moreover in CMCD-b the subjects were observed to be more reflective as well as choosing and re-examining their words to explain ideas to their partners. At times they were seen scrolling back through the text of the conversation in order to re-analyse or interpret the design ideas at hand. This was impossible in FTF and CMCD-a sessions, since the sub-jects were more spontaneous and audio representations were lost as soon as they were uttered. Also the video channel in the CMCD-a category was ignored and hardly used except for the first few minutes of the experiments, for a brief exchange of light humour on the appearance of each subject. The results obtained from analysing the experiments helped us conclude that differ-ent communication channels produce different collaborative environments. The three categories of communication for architectural collaboration explored in our ex-periments are indicative of the alternatives available to architects now. What is not clear to architects is why they would choose one category over another. We pro-pose that each category has its own strengths and difficulties for architectural col-laboration, and therefore should be selected on the basis of the type of communica-tion considered to be most effective for the stage and tasks of the design project.
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3

Hatem, Wadhah Amer Hatem. "Comparing the effectiveness of face to face and computer mediated collaboration in design." Thesis, Cardiff University, 2012. http://orca.cf.ac.uk/37337/.

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Construction projects are complex and organisationally characterised by a high degree of fragmentation. This results in a need for clear communication and collaboration between the project participants in order to ensure the success of a project. Advances in communication technologies have enabled construction project members to supplement face to face (FTF) communication with methods based on computer mediated communication (CMC). The latter has reduced the need for travelling and hence results in savings in aspects, such as cost and time. One aspect of this CMC based communication is the emergence of modern design software which, together with other communication tools enables designers to undertake collaborative design while being geographically remote from one another. The research in this thesis compares the effectiveness of FTF and CMC based collaboration for teams of two people at the design stage of a construction project. The comparison deals with many points that have been not addressed in previous studies and the analysis leads to the conclusion that CMC results in a more effective process than FTF in many aspects. For productivity, the results of this research reveal that team productivity for CMC is higher than for FTF and intriguingly further results show that the productivity score of two people collaborating is higher than for a single designer. Better time management has been found to occur with CMC than FTF. This research found a method of measuring degree of collaboration between users in a team, as well as the results prove that the degree of collaboration in CMC better than FTF. In terms of design quality, the results show that the design quality for FTF is nearly equal to that for CMC. Other aspects of this research examine the relationship between non-verbal and verbal communication as well as between non-verbal communication and team productivity plus the impact of emotional factors on productivity and quality is also examined.
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4

Fraser, John. "Designing within a computer-mediated communication environment : three studies into the potential of online learning environments for collaborative design work in international educational contexts." Thesis, University College London (University of London), 2005. http://discovery.ucl.ac.uk/10020483/.

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Computer-mediated communication has become a common part of higher education and of designers' professional practice in the twenty-first century. This research sets out to investigate student-centred group enquiry-driven learning in a distributed environment. The aim is to examine how students and instructors interact in online learning environments in the conduct of online collaborative design work in international educational settings, and thus provide the basis for the identification of factors that contribute to successful online collaborative work in design education. Through the study of three examples of online collaborative design work, the research addresses the following specific questions: (i) how do distributed groups of students use synchronous and asynchronous interaction when seeking collaborative solutions to design problems? (ii) how do instructors use the facilities provided by an online collaborative environment in interacting privately and publicly with students and with each other? (iii) how do students handle the challenges of group dynamics and partnership in online collaborative group work? Together, addressing these questions enables design educators to develop an understanding of the ways in which the use of online collaborative work can be of particular benefit for design education, for instance in facilitating the forms of international and inter-disciplinary collaboration that lie at the heart of contemporary professional design practice. This practitioner research suggests that, in the hands of committed design teachers, technology can support innovations that will improve student performance, help students develop cognitive design skills and can introduce a real-world design context for student learning. The findings indicate that a balance between dynamic synchronous and reflective asynchronous engagement is critical in establishing successful online collaborative design environments. The importance of privacy issues in the space used by design students is another interesting finding that can inform restructuring of collaborative interfaces for future design education.
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5

Tolman, Jim. "Evaluation of a Multi-User Virtual Reality System for Collaborative Layout Planning Processes." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-238186.

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This paper discusses the application of a tool for experiencing the usage of Virtual Reality (VR) in the factory layout planning process of Scania. The goal is to evaluate the system's collaborative capabilities and to assess the usability. The study combines existing methodologies in a novel way. The method consists of recording 16 participants in performing a collaborative task, and then coding for Collaborative Joint attention (CJA). Furthermore the evaluation makes use of the System Usability Scale (SUS) and Nielsen's Heuristics. The system's score on the SUS appeared to be above average, but participants with higher experience in factory planning gave higher scores. There were numerous problems related to the physical room being smaller than the virtual room, user control was limited and the embodiment of the users (avatars) proved to be distracting. The findings have implications for builders and evaluators of multiparty VR systems, that allow for collaboration. The evaluators need to consider including CJA as one of their dependent variables.
Denna studie beskriver tillämpningen och utvärderingen av ett system för användning av Virtual Reality (VR) i samband med layoutplanering av Scania-fabriker. Målet är att utvärdera samarbetet inom systemet samt att bedöma användarvänligheten. Studien använder befintliga metoder på nya sätt. 16 deltagare filmas när de utför en gemensam uppgift och kodas sedan för Collaborative Joint Attention (CJA). Utvärderingen använder sig även av System Usability Scale (SUS) och Nielsens Heuristics. SUS-poängen var över genomsnittet, men deltagare med tidigare erfarenhet av layoutplanering gav systemet ett högre betyg. Det fanns många problem relaterade till att det fysiska rummet var mindre än det virtuella rummet, begränsad användarkontroll och att gestaltningen av brukarens avatar visade sig vara distraherande. Resultaten har konsekvenser för byggare och utvärderare av VR-fleranvändarsystem för samarbete. En rekommendation till utvärderare är att överväga användning av CJA som en beroende variabel.
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6

Foglé, Emma. "Vikten av gemensamt avslut vid datorförmedlad kommunikation i en lärandemiljö : En studie om att reducera det sociotekniska glappet vid flexibel undervisning via videokonferens." Thesis, University of Skövde, School of Humanities and Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4165.

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I rapporten undersöks problemställningen ”Hur kan teorin om Gemensam grund och specifikt ”gemensamt avslut” bidra till en ökad förståelse för betydelsen av social interaktion i flexibel undervisning via datorförmedlad kommunikation?” i en fallstudie med fokus på videokonferenssystem vilka används i lärandemiljöer. Resultaten som framkom tydliggjorde att då ett sociotekniskt glapp uppstår tvingas studenterna att skapa alternativa strategier för att kunna uppnå just det här gemensamma avslutet. Därmed uppvisar också resultaten att drivkraften att uppnå gemensamt avslut inte endast är stark vid kommunikation som sker ansikte mot ansikte utan även vid datorförmedlad kommunikation. Fallstudiens resultat kan därmed ses som ett bidrag till grundforskningen i det att betydelsen av att uppnå gemensamt avslut vid datorförmedlad kommunikation uppvisas, vilket också förstärker betydelsen av Clarks (1996) teori om gemensam grund. Vidare har resultaten från fallstudien också använts för tillämpad forskning då designkonsekvenser tagits fram vilka beskriver hur videokonferenssystem i lärandemiljöer bör utformas för att studenter lättare ska kunna uppnå gemensamt avslut via systemen. Med hjälp av dessa designkonsekvenser kan det sociotekniska glappet reduceras och därigenom skapa ett framgångsrikt lärande för studenter vilka studerar via flexibelt lärande.

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7

Lee, Yoon Suk. "Examining Shared Understanding in Partially Distributed Conceptual Design Teams." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/52909.

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A number of significant challenges confront effective communication in partially distributed conceptual design teams (PDCDTs), mainly due to the ill-defined and open nature of conceptual design tasks and their associated solution spaces. In contrast to co-located team members who interact face-to-face, communication difficulties among PDCDTs can intensify as a result of the physical separation of team members and their heavy reliance on communication technologies to achieve desired outcomes. Despite advances in these technologies, the ability to convey contextual and paralinguistic cues is still more limited between distant partners in comparison to face-to-face interactions. Thus, team members often experience challenges in establishing and maintaining shared understanding. In addition, partially distributed teams are more vulnerable to in-group dynamics than fully distributed or fully co-located teams. There have been substantial theoretical advances in the field of computer-mediated communication (CMC) that seek to address these challenges. Although CMC theories are hypothetically convincing and generally accepted, actual empirical findings are to some extent either unconvincing or contradictory. Moreover, questions remain about whether CMC theories can hold up in the context of non-equivalent communication technologies. The proliferation of various communication devices (e.g., smart phones, tablets, laptops, and desktops)–not to mention the growing corporate use of fully immersive telepresence technologies–means that a variety of combinations of communication devices can be used. To date, however, the majority of CMC studies have focused on the use of equivalent communication technologies (e.g., laptop to laptop). Given these practical challenges and research gaps, the overall objective of this study was to investigate how to improve shared understanding in PDCDTs. The study encompassed four distinct research threads. Study 1 conceptualized shared understanding in PDCDTs. From Study 1, factors associated with shared understanding were identified, and an input-process-output (IPO) model of shared understanding was developed. Study 2 examined the intra- and inter-sub-group communication patterns among PDCDTs. From Study 2, three different analytical approaches for exploring communication patterns were used to elucidate valuable insights into how interactions within and across sub-groups change with design tasks, as well as how individual roles and interpersonal dynamics affect those interactions. Study 3 utilized the outcomes from Study 1 (IPO model of shared understanding) to develop and validate an instrument to measure shared understanding. Lastly, Study 4 examined how different combinations of non-equivalent communication technologies impacted shared understanding in PDCDTs by using the shared understanding instrument developed from Study 3. Specifically, four types of communication technology conditions were utilized: (1) telepresence to telepresence (two different sizes), (2) telepresence to laptops, (3) telepresence to mobile devices, and (4) laptops to mobile devices. The findings revealed significant impacts of communication technologies on co-located and distant shared understanding, as well as differences between co-located and distant shared understanding for each communication technology condition. In addition, the impacts of shared understanding on different communication technology user groups were identified. Based on these findings, a number of communication technology recommendations, as well as managerial intervention strategies to operate successful PDCDTs, were developed.
Ph. D.
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8

Kimber, Kay D. "Technoliteracy, teacher agency and design: Shaping a digital learning culture." Thesis, Queensland University of Technology, 2002. https://eprints.qut.edu.au/36677/1/36677_Digitised%20Thesis.pdf.

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Despite educational directives advocating the integrated use of technology, some staff remain resistant to the adoption of computer-mediated classroom practice. As resistance is sometimes akin to lack of confidence or understanding, this thesis sought to illuminate the nature of work for teachers and students in a digital environment. It reports on a descriptive and interpretive case study on the classroom experiences of teachers and senior secondary school students in two humanities subjects where technology use was integrated with literacy practices for learning (technoliteracy). Findings suggest that there is a role for technology in the learning process and that student learning might be enhanced by constructivist-based, computer-mediated activities. These findings seem to confirm the important role of teacher agency in designing classroom experiences that capitalise on the potential of new technologies of communication for effective student learning. Furthermore, this thesis has synthesised key ideas from constructivism, educational technology and learning theory with study findings to generate a supportive framework that might encourage techno-reluctant teachers to engage productively with technology in meaningful ways. It develops a grounded model for technoliteracy that gains its dynamism from the notion of design. With its related constructs of "teacher-as-designer" of classroom digital learning environment and "students-as-designers" of electronic representations of knowledge, this model suggests a purposeful integration of technology and literacy practices towards a more critical appreciation of subject content. The thesis also offers practical guidelines for applying constructivist principles to promote technoliteracy and a digital learning culture. The evaluative criteria developed from the SOLO Taxonomy and specially designed for analysing the student-created electronic artefacts also offer possibilities for reconceiving the choice of texts, activities and assessment for students of the 21st century. From the theoretical and practical perspectives shaping this study, this thesis could prompt other teachers to imagine new possibilities for digital learning and to pioneer new models for teaching and learning in increasingly borderless classrooms in the knowledge age. It could encourage techno-reluctant staff to engage in computer-mediated learning practices.
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9

Haymaker, John R. (John Riker) 1966. "Filter mediated design : generating coherence in (collaborative) design." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/66787.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Architecture, 1999.
Includes bibliographical references (leaves 67-69).
Architectural design involves the integration of diverse, sometimes conflicting, concepts and requirements into a coherent single composition. This paper proposes a method for negotiating architectural design across domains, by examining issues of ontology, perception, generation and evaluation, and detailing a prototype in which these mechanisms are augmented using computational agents for achieving coherence and innovation in remote collaborative design. The paper proposes a common geometric and topological database, from which multiple semantic models are constructed. Filter Mediated Design is intended to explore the processes and strategies of constructing intelligent designs and design intelligence.
by John R. Haymaker.
S.M.
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10

au, sudweeks@murdoch edu, and Fay Sudweeks. "Development and Leadership in Computer-Mediated Collaborative Groups." Murdoch University, 2004. http://wwwlib.murdoch.edu.au/adt/browse/view/adt-MU20041206.122548.

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Computer-mediated collaboration is an important feature of modern organisational and educational settings. Despite its ever increasing popularity, it is still commonly compared unfavourably with face-to-face collaboration because non-verbal and paralinguistic cues are minimal. Although research on face-to-face group collaboration is well documented, less is known about computer-mediated collaboration. The initial focus of this thesis was an in-depth analysis of a case study of a computer-mediated collaborative group. The case study was a large international group of volunteer researchers who collaborated on a two-year research project using asynchronous communication (email). This case study was a window on collaborative dialogue in the early 1990s (1992-94) at a time when information and communication technologies were at an early stage of development. After identifying the issues emerging from this early case study, another case study using technologies and virtual environments developed over the past decade, was designed to further understand how groups work together on a collaborative activity. The second case study was a small group of students enrolled in a unit of study at Murdoch University who collaborated on a series of nine online workshops using synchronous communication (chat room). This case study was a window on collaborative dialogue in the year 2000 when information and communication technologies had developed at a rate which few people envisioned in the early 90s. The primary aim of the research described in this thesis was to gain a better understanding of how computer-mediated collaborative communities develop and grow. In particular, the thesis addresses questions related to the developmental and leadership characteristics of collaborative groups. Internet research requires a set of assumptions relating to ontology, epistemology, human nature and methodological approach that differs from traditional research assumptions. A research framework for Internet research – Complementary Explorative Data Analysis (CEDA) – was therefore developed and applied to the two case studies. The results of the two case studies using the CEDA methodology indicate that computer-mediated collaborative groups are highly adaptive to the aim of the collaborative task to be completed, and the medium in which they collaborate. In the organisational setting, it has been found that virtual teams can devise and complete a collaborative task entirely online. It may be an advantage, but it is certainly not mandatory to have preliminary face-to-face discussions. What is more important is to ensure that time is allowed for an initial period of structuration which involves social interaction to develop a social presence and eventually cohesiveness. In the educational setting, a collaborative community increases pedagogical effectiveness. Providing collaborative projects and interdependent tasks promotes constructivist learning and a strong foundation for understanding how to collaborate in the global workplace. Again, this research has demonstrated that students can collaborate entirely online, although more pedagogical scaffolding may be required than in the organisational setting. The importance of initial social interaction to foster a sense of presence and community in a mediated environment has also been highlighted. This research also provided greater understanding of emergent leadership in computer-mediated collaborative groups. It was found that sheer volume of words does not make a leader but frequent messages with topic-related content does contribute to leadership qualities. The results described in this thesis have practical implications for managers of virtual teams and educators in e-learning.
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11

Sudweeks, Fay. "Development and leadership in computer-mediated collaborative groups." Thesis, Sudweeks, Fay ORCID: 0000-0003-0237-3671 (2004) Development and leadership in computer-mediated collaborative groups. PhD thesis, Murdoch University, 2004. https://researchrepository.murdoch.edu.au/id/eprint/352/.

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Computer-mediated collaboration is an important feature of modern organisational and educational settings. Despite its ever increasing popularity, it is still commonly compared unfavourably with face-to-face collaboration because non-verbal and paralinguistic cues are minimal. Although research on face-to-face group collaboration is well documented, less is known about computer-mediated collaboration. The initial focus of this thesis was an in-depth analysis of a case study of a computer-mediated collaborative group. The case study was a large international group of volunteer researchers who collaborated on a two-year research project using asynchronous communication (email). This case study was a window on collaborative dialogue in the early 1990s (1992-94) at a time when information and communication technologies were at an early stage of development. After identifying the issues emerging from this early case study, another case study using technologies and virtual environments developed over the past decade, was designed to further understand how groups work together on a collaborative activity. The second case study was a small group of students enrolled in a unit of study at Murdoch University who collaborated on a series of nine online workshops using synchronous communication (chat room). This case study was a window on collaborative dialogue in the year 2000 when information and communication technologies had developed at a rate which few people envisioned in the early 90s. The primary aim of the research described in this thesis was to gain a better understanding of how computer-mediated collaborative communities develop and grow. In particular, the thesis addresses questions related to the developmental and leadership characteristics of collaborative groups. Internet research requires a set of assumptions relating to ontology, epistemology, human nature and methodological approach that differs from traditional research assumptions. A research framework for Internet research - Complementary Explorative Data Analysis (CEDA) - was therefore developed and applied to the two case studies. The results of the two case studies using the CEDA methodology indicate that computer-mediated collaborative groups are highly adaptive to the aim of the collaborative task to be completed, and the medium in which they collaborate. In the organisational setting, it has been found that virtual teams can devise and complete a collaborative task entirely online. It may be an advantage, but it is certainly not mandatory to have preliminary face-to-face discussions. What is more important is to ensure that time is allowed for an initial period of structuration which involves social interaction to develop a social presence and eventually cohesiveness. In the educational setting, a collaborative community increases pedagogical effectiveness. Providing collaborative projects and interdependent tasks promotes constructivist learning and a strong foundation for understanding how to collaborate in the global workplace. Again, this research has demonstrated that students can collaborate entirely online, although more pedagogical scaffolding may be required than in the organisational setting. The importance of initial social interaction to foster a sense of presence and community in a mediated environment has also been highlighted. This research also provided greater understanding of emergent leadership in computer-mediated collaborative groups. It was found that sheer volume of words does not make a leader but frequent messages with topic-related content does contribute to leadership qualities. The results described in this thesis have practical implications for managers of virtual teams and educators in e-learning.
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12

Sudweeks, Fay. "Development and leadership in computer-mediated collaborative groups." Sudweeks, Fay (2004) Development and leadership in computer-mediated collaborative groups. PhD thesis, Murdoch University, 2004. http://researchrepository.murdoch.edu.au/352/.

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Computer-mediated collaboration is an important feature of modern organisational and educational settings. Despite its ever increasing popularity, it is still commonly compared unfavourably with face-to-face collaboration because non-verbal and paralinguistic cues are minimal. Although research on face-to-face group collaboration is well documented, less is known about computer-mediated collaboration. The initial focus of this thesis was an in-depth analysis of a case study of a computer-mediated collaborative group. The case study was a large international group of volunteer researchers who collaborated on a two-year research project using asynchronous communication (email). This case study was a window on collaborative dialogue in the early 1990s (1992-94) at a time when information and communication technologies were at an early stage of development. After identifying the issues emerging from this early case study, another case study using technologies and virtual environments developed over the past decade, was designed to further understand how groups work together on a collaborative activity. The second case study was a small group of students enrolled in a unit of study at Murdoch University who collaborated on a series of nine online workshops using synchronous communication (chat room). This case study was a window on collaborative dialogue in the year 2000 when information and communication technologies had developed at a rate which few people envisioned in the early 90s. The primary aim of the research described in this thesis was to gain a better understanding of how computer-mediated collaborative communities develop and grow. In particular, the thesis addresses questions related to the developmental and leadership characteristics of collaborative groups. Internet research requires a set of assumptions relating to ontology, epistemology, human nature and methodological approach that differs from traditional research assumptions. A research framework for Internet research - Complementary Explorative Data Analysis (CEDA) - was therefore developed and applied to the two case studies. The results of the two case studies using the CEDA methodology indicate that computer-mediated collaborative groups are highly adaptive to the aim of the collaborative task to be completed, and the medium in which they collaborate. In the organisational setting, it has been found that virtual teams can devise and complete a collaborative task entirely online. It may be an advantage, but it is certainly not mandatory to have preliminary face-to-face discussions. What is more important is to ensure that time is allowed for an initial period of structuration which involves social interaction to develop a social presence and eventually cohesiveness. In the educational setting, a collaborative community increases pedagogical effectiveness. Providing collaborative projects and interdependent tasks promotes constructivist learning and a strong foundation for understanding how to collaborate in the global workplace. Again, this research has demonstrated that students can collaborate entirely online, although more pedagogical scaffolding may be required than in the organisational setting. The importance of initial social interaction to foster a sense of presence and community in a mediated environment has also been highlighted. This research also provided greater understanding of emergent leadership in computer-mediated collaborative groups. It was found that sheer volume of words does not make a leader but frequent messages with topic-related content does contribute to leadership qualities. The results described in this thesis have practical implications for managers of virtual teams and educators in e-learning.
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13

Bulla, Gabriela da Silva. "Relações entre design educacional, atividade e ensino de português como língua adicional em ambientes digitais." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/103870.

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A base teórica de um curso online de língua adicional, bem como sua metodologia de ensino, seus materiais didáticos, ambientes virtuais e ferramentas online, são geralmente definidos e criados antes do início do curso ou da realização de atividades durante o curso. Quando o curso inicia, professores e alunos são inevitavelmente impelidos a lidar com tarefas pedagógicas e espaços virtuais criados ou escolhidos previamente, podendo ocasionar tensões de diferentes naturezas entre o design do curso, o andamento do curso e os seus participantes. A presente pesquisa tem como objetivos (a) analisar imbricamentos entre o design de um curso online e as atividades realizadas durante o curso e (b) analisar modos locais de atualização dos conceitos de participação colaborativa e gênero do discurso tanto no design quanto nas atividades pedagógicas realizadas em um curso a distância. Para tal, analisamos dados gerados nas duas primeiras edições (oferecidas em 2011) do CEPI-Português/UFRGS, um curso online de Português como Língua Adicional (PLA) desenhado especificamente para intercambistas que estudarão na UFRGS, e realizado via internet por aproximadamente 8 semanas, antes de os estudantes viajarem para Porto Alegre. As análises destacam a natureza descritiva de tarefas como planos, instruções para ações situadas, como objetos discursivos em relação aos quais os participantes são convidados a agir responsivamente pela realização de atividades situadas. Além disso, destaca a fragilidade de se pressupor, como professor, uma cognição socialmente compartilhada sobre (a) as tarefas e (b) o construto teórico subjacente ao curso e aos métodos de ensino. Ao final, levantamos implicações para a formação de professores de línguas adicionais no que tange à elaboração de tarefas pedagógicas e ao empreendimento de práticas pedagógicas para ensino de línguas adicionais em ambientes digitais.
The theoretical basis of an online additional language course and its teaching methodology, learning materials, virtual environments and tools are generally conceived or chosen before the course starts or previous to the course ongoing activities. When the course starts, teachers and students are compelled to deal with pedagogical tasks and virtual spaces created or chosen beforehand, which may cause different tensions among the course design, its development, and the participants. This research aims at (a) examining interconnections between the design of an online course and the activities undertaken during the course and (b) analyzing how the concepts of collaborative participation and discourse genres are locally put into action in both course design and in the pedagogical activities performed throughout the online course. We analyzed data generated in the first two editions (offered in 2011) of CEPI-Portuguese/UFRGS, an online Portuguese as an Additional Language (PLA) course designed specifically for exchange students who will study at the Federal University of Rio Grande do Sul (Porto Alegre, Brazil), and taught via internet during approximately eight weeks, prior to their traveling to Porto Alegre. The analyzes highlight the descriptive nature of pedagogical tasks as plans, instructions for situated actions, as discursive objects to which participants are asked to respond through their participation in situated activities. The analyzes also emphasize the problem of assuming a socially shared cognition about (a) the pedagogical tasks and (b) the theoretical construct that underlies the course and the teaching methods. We present implications for teacher education concerning task design and the development of teaching practices specifically for additional language teaching in digital environments.
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Jones, Christopher Richard. "Context, content and cooperation : an ethnographic study of collaborative learning online." Thesis, Manchester Metropolitan University, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.267538.

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Rogers, Evelyn Marie 1962. "An investigation of the effects of collaborative, computer-mediated communication and non-collaborative, computer-assisted writing skills practice on L2 writing." Diss., The University of Arizona, 1998. http://hdl.handle.net/10150/282776.

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The purpose of this dissertation is to compare the quantity and quality of writing produced by L2 students after participating in either (1) collaborative, computer-mediated communication (CMC), or (2) non-collaborative, computer-assisted writing skills practice. The subjects for this study were 42 students enrolled in French classes at the U.S. Air Force Academy. The CMC treatment consisted of 45 minutes of collaborative, simultaneous written "discussion" among student clusters of 3 or 4 students. The writing skills group focused on vocabulary building, grammatical review, and format review, using the French writing software program, Système-D. A computerized text analysis program, as well as experienced foreign language instructors then analyzed students' compositions. This study also addressed learner attributes (including gender, grade point average [GPA], and personality variables) and L2 proficiency and their interaction with the two computer-based contexts. Finally, it assessed learners' attitudes toward each of the two pre-writing activities. Results revealed that the effects of participating in either collaborative CMC or non-collaborative writing skills practice on L2 writing, in terms of the 6 variables considered (total number of words, grammatical accuracy, lexical density, lexical diversity, syntactic complexity, and overall writing quality) were minimal. While gender did not have a significant impact on quantity and quality of writing in the two contexts considered, GPA and language proficiency were significantly correlated with grammatical accuracy and overall writing quality. Selected personality variables had minimal effects on L2 writing. While subjects were markedly interested in both CMC and Système-D , quantitative as well as qualitative analysis of the attitude questionnaire showed a clear preference for Système-D over CMC. This study showed that students benefited from both types of pre-writing activities. The CMC group had the benefits of interaction and increased target language production, while the computer-assisted writing skills group benefited from access to a computerized data base of grammar, vocabulary and phrases for their compositions. Overall, students had positive attitudes toward both computer-based activities. If positive attitudes lead to increased motivation and enhanced second language development, it follows that these computer-based activities should be integrated into the traditional second language acquisition syllabus.
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Ryokai, Kimiko 1975. "StoryMat : a computer-mediated space for children's fantasy play and collaborative storytelling." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/62344.

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Thesis (S.M.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1999.
Includes bibliographical references (leaves 107-113).
Fantasy play serves an important role in preschool children's development. Making up characters and telling stories around them are activities through which children make sense of and test out their hypotheses about the world. While computers are increasingly present in the world of young children, there is a lack of computational systems that would support children's voice in everyday storytelling, particularly in the context of fantasy play. This thesis introduces StoryMat, an instantiation of a system that supports children's fantasy play. StoryMat offers a child-driven play space by recording and recalling children's own narrating voices, and the movements they make with their toys on the mat. Stories from the past are conjured up on the mat as a narrating moving shadow of the toy, when they are triggered by the present stories that are similar to them. The empirical research with preschool children showed that StoryMat fostered a particular kind of fantasy play that is storytelling. It was also shown that children, with or without a playmate, on StoryMat listened to and incorporated elements from StoryMat stories, in a similar way they do with stories from their real life peer. By listening to and incorporating elements from peer stories offered by StoryMat, the children's stories and the experience of telling them became richer. The thesis addresses the importance of supporting children's fantasy play and suggests a new way for technology to play an integral part in that activity.
Kimiko Ryokai.
S.M.
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17

Hinds, Joanne. "An investigation of the nominal group effect in computer mediated collaborative recall." Thesis, University of Manchester, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.549083.

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This thesis reports a series of five experiments which were designed to assess two research objectives; 1) to ascertain whether CMC improves episodic and semantic collaborative recall and 2) to challenge the existing assumptions regarding semantic recall by establishing if "the nominal group effect" prevails in semantic recall. In each experiment, nominal group recall was compared with different types of collaborative recall, which included face-to-face collaboration and two types of computer mediated communication (CMC), namely synchronous (parallel) and asynchronous (serial/cyclic). Parallel communication comprised the simultaneous communication of group members in an online environment who had complete freedom over when they made contributions and attended/responded to other group members. Serial/cyclic communication employed a taking procedure where group members were exposed to each others' answers, but only one group member could contribute at a time. Two types of turn-taking procedure were examined; serial was a once-through approach where each group member got one chance to contribute (Experiment 1) and cyclic was a round-robin protocol where group members continually took turns to contribute for the duration of the recall trial (Experiments 3- 5). In Experiment 1, participants generated items from semantic categories as nominal, face-to-face, parallel and serial triads, i.e. groups. Results failed to provide evidence of the nominal group effect and there was no evidence to suggest a benefit from collaborating using one medium over another. Experiment 2 examined episodic and semantic recall in nominal, face-to-face and parallel collaboration. For episodic retrieval, participants were required to memorise categorised word lists and for semantic retrieval, participants were required to generate words beginning with specified orthographic digraphs i.e. 'br', 'he', 'po'. Results demonstrated a nominal group effect throughout episodic and semantic retrieval. Experiment 3 examined the effects of CMC when task complexity was increased to encompass the generation of words from a fixed set of letters in a Scrabble task. Once again, nominal groups generated the highest number of items, followed by parallel, face-to-face and cyclic groups. Experiments 4 and 5 extended the recent work of Finlay, Hitch and Meudell (200 1) and Blumen arid Rajaram (2008), who found that when collaborative retrieval was followed by individual retrieval, individuals were able to benefit from prior exposure, despite their initial losses acquired collaboratively. Results demonstrated improved individual episodic recall following face-to-face, parallel and cyclic collaboration, but there was no benefit for semantic retrieval.
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Johansson, Martin. "Participatory inquiry : Collaborative Design." Doctoral thesis, Karlskrona : Malmö : Blekinge Institute of Technology ; School of Arts and Communication, Malmö University, 2005. http://www.bth.se/fou/Forskinfo.nsf/allfirst2/729114bd11f9d4bcc1256f6b0045fd91?OpenDocument.

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Kraria, Hocine. "Computer assisted collaborative design in a teaching environment." Thesis, University of Strathclyde, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.399142.

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Rhodes, Peter A. "Computer mediated colour fidelity and communication." Thesis, Loughborough University, 1995. https://dspace.lboro.ac.uk/2134/7010.

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Developments in technology have meant that computercontrolled imaging devices are becoming more powerful and more affordable. Despite their increasing prevalence, computer-aided design and desktop publishing software has failed to keep pace, leading to disappointing colour reproduction across different devices. Although there has been a recent drive to incorporate colour management functionality into modern computer systems, in general this is limited in scope and fails to properly consider the way in which colours are perceived. Furthermore, differences in viewing conditions or representation severely impede the communication of colour between groups of users. The approach proposed here is to provide WYSIWYG colour across a range of imaging devices through a combination of existing device characterisation and colour appearance modeling techniques. In addition, to further facilitate colour communication, various common colour notation systems are defined by a series of mathematical mappings. This enables both the implementation of computer-based colour atlases (which have a number of practical advantages over physical specifiers) and also the interrelation of colour represented in hitherto incompatible notations. Together with the proposed solution, details are given of a computer system which has been implemented. The system was used by textile designers for a real task. Prior to undertaking this work, designers were interviewed in order to ascertain where colour played an important role in their work and where it was found to be a problem. A summary of the findings of these interviews together with a survey of existing approaches to the problems of colour fidelity and communication in colour computer systems are also given. As background to this work, the topics of colour science and colour imaging are introduced.
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Gánem, Gutiérrez Gabriela Adela. "The processes of collaborative activity in computer-mediated tasks : in search of microgenesis." Thesis, University of Southampton, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.414610.

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Nam, Tek-Jin. "Investigations of collaborative design environments : a framework for real-time collaborative 3D CAD." Thesis, Brunel University, 2001. http://bura.brunel.ac.uk/handle/2438/5316.

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This research investigates computer-based collaborative design environments, in particular issues of real-time collaborative 3D CAD. The thesis first presents a broad perspective of collaborative design environments with a preliminary case study of team design activities in a conventional and a computer mediated setting. This study identifies the impact and the feasibility of computer support for collaborative design and suggests four kinds of essential technologies for a successful collaborative design environment: information-sharing systems, synchronous and asynchronous co- working tools, project management systems, and communication systems. A new conceptual framework for a real-time collaborative 3D design tool, Shared Stage, is proposed based upon the preliminary study. The Shared Stage is defined as a shared 3D design workspace aiming to smoothly incorporate shared 3D workspaces into existing individual 3D workspaces. The addition of a Shared Stage allows collaborating designers to interact in real-time and to have a dynamic and interactive exchange of intermediate 3D design data. The acceptability of collaborative features is maximised by maintaining consistency of the user interface between 3D CAD systems. The framework is subsequently implemented as a software prototype using a new software development environment, customised by integrating related real-time and 3D graphic software development tools. Two main components of the Shared Stage module in the prototype, the Synchronised Stage View (SSV) and the Data Structure Diagram (DSD), provide essential collaborative features for real-time collaborative 3D CAD. These features include synchronised shared 3D representation, dynamic data exchange and awareness support in 3D workspaces. The software prototype is subsequently evaluated to examine the usefulness and usability. A range of quantitative and qualitative methods is used to evaluate the impact of the Shared Stage. The results, including the analysis of collaborative interactions and user perception, illustrate that the Shared Stage is a feasible and valuable addition for real-time collaborative 3D CAD. This research identifies the issues to be addressed for collaborative design environments and also provides a new framework and development strategy of a novel real-time collaborative 3D CAD system. The framework is successfully demonstrated through prototype implementation and an analytical usability evaluation.
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Kvan, Thomas. "Designing together apart : computer supported collaborative design in architecture." Thesis, Open University, 1999. http://oro.open.ac.uk/57960/.

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The design of computer tools to assist in work has often attempted to replicate manual methods. This replication has been proven to fail in a diversity of fields such as business management, Computer-Aided Design (CAD) and Computer- Supported Collaborative Work (CSCW). To avoid such a failure being repeated in the field of Computer-Supported Collaborative Design (CSCD), this thesis explores the postulation that CSCD does not have to be supported by tools which replicate the face-to-face design context to support distal architectural design. The thesis closely examines the prevailing position that collaborative design is a social and situated act which must therefore be supported by high bandwidth tools. This formulation of architectural collaboration is rejected in favour of the formulation of a collaborative expert act. This proposal is tested experimentally, the results of which are presented. Supporting expert behaviour requires different tools than the support of situated acts. Surveying research in computer-supported collaborative work (CSCW), the thesis identifies tools that support expert work. The results of the research is transferred to two contexts: teaching and practice. The applications in these two contexts illustrate how CSCD can be applied in a variety of bandwidth and technological conditions. The conclusion is that supporting collaborative design as an expert and knowledge-based act can be beneficially implemented in the teaching and practice of architecture.
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Almaghrawi, Ahmed Almaamoun. "Collaborative design in electromagnetics." Thesis, McGill University, 2007. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=103363.

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We present a system architecture and a set of control techniques that allow heterogeneous software design tools to collaborate intelligently and automatically. One of their distinguishing features is the ability to perform concurrent processing. Systems based on this architecture are able to effectively solve large electromagnetic analysis problems, particularly those that involve loose coupling between several areas of physics. The architecture can accept any existing software analysis tool, without requiring any modification or customization of the tool. This characteristic is produced in part by our use of a neutral virtual representation for storing problem data, including geometry and material definitions. We construct a system based on this architecture, using several circuit and finite-element analysis tools, and use it to perform electromagnetic analyses of several different devices. Our results show that our architecture and techniques do allow practical problems to be solved effectively by heterogeneous tools.
On présente une architecture de système et un ensemble de techniquesde contrôle qui permettent aux logiciels d'analyse hétérogènes de collaborerde façon intelligente et automatique. Un de ses traits caractéristiques est sacapacité d'effectuer simultanément plusieurs traitements. Les systèmes baséssur cette architecture sont capables de résoudre de manière efficace des grandsproblèmes dans le domaine de l'analyse électromagnétique, particulièrementceux où existe un accouplement dégagé entre plusieurs domaines de physique.L'architecture peut accepter n'importe quel logiciel d'analyse existant; ellen'exige pas que les logiciels soyent modifiés ou fabriqués sur mesure. Cettecaractéristique est produite en partie par notre utilisation d'une représentationneutre virtuelle pour représenter les données du problème, y inclus sa géométrieet les proprietés de ses matériels. On construit un système basé sur cettearchitecture, comprenant plusieurs logiciels de simulation, et on l'emploie pourexécuter des analyses électromagnétiques de plusieurs appareils différents. Nosrésultats montrent que notre architecture et nos techniques permettent desproblèmes pratiques d'être résolus efficacement par les outils hétérogènes.
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Thadphoothon, Janpha, and n/a. "Promoting critical thinking in language learning through computer-mediated collaborative learning: a preliminary investigation." University of Canberra. Languages, International Studies & Tourism, 2005. http://erl.canberra.edu.au./public/adt-AUC20060804.141259.

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This thesis proposed a framework for conceptualizing critical thinking in language learning. A learning environment where collaborative learning and network technology were combined − computer-mediated collaborative learning (CMCL) − was set up. The main aim was to study the potential of the learning environment in promoting critical thinking (CT) in language learning. The proposed framework of CT in language learning had three aspects: (1) communication, (2) reasoning, and (3) self-reflection. The study was a qualitative one that took place between June 2003 and January 2004. Three case studies were undertaken that involved up to 90 participants, comprising students, teachers, volunteers, and the researcher. All were members of an online learning community, the Bamboo Enterprise. Students worked in groups that investigated environmental problems. The student projects were grouped into three case studies: (1) Using Collaborative Environmental Projects to Promote Communicative Language Learning and Computer Skills, (2) Using Environmental Themes in Computer-Supported Cooperative Learning to Prepare ESL Students for Academic Study in the Australian University Environment, (3) Promoting Communicative Language Learning Through Computer-Supported Cooperative Learning. Findings were based on analyses of five sources of data: (1) interviews with the student participants; (2) teachers’ comments and opinions; (3) questionnaires; (4) students’ overall group work; and (5) online discussions. The investigation found that, overall, the CMCL environment with its particular framework had the potential to promote CT in language learning. However, it had both strengths and weaknesses. The strengths were that it promoted the communicative use of English, encouraged critical thinking in action, and extended the students’ potential to learn a second language. It also encouraged the appropriate use of technology. More importantly, this CMCL environment showed itself to be a viable method of learning and one in which both students and teachers can be empowered. However, along with these advantages, some avenues for improvement were evident. The study found that the students’ grammatical accuracy was low, despite their rich vocabulary and ability to use complex language structures. Some students found working in groups challenging and some never acquired the necessary web skills. Access to the Internet was not always adequate for this type of project. In sum, the students needed more support, especially at the task level, when using this method of language learning.
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Kear, Karen. "Investigating design features of a computer-mediated communication system." Thesis, Open University, 2007. http://oro.open.ac.uk/30713/.

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Computer-mediated communication (CMC) is increasingly used in higher education, but it is not without problems. The effectiveness of CMC depends on many factors, including the characteristics of CMC systems themselves. The research reported here therefore aimed to investigate how an educational CMC system might be improved, in order to support learning more effectively. The main context for the research was distance learning at the UK Open University (OU). A two-stage, mixed methods research approach was adopted. In the first stage, interviews and observations were carried out to explore the benefits and problems experienced by users. This revealed two major issues: information overload and lack of social presence. Information overload relates to users’ problems dealing with large numbers of messages. Social presence relates to the need for users to feel connected with each other. The second stage investigated system features aimed at addressing these issues, implemented in a prototype computer conferencing system. Features to address overload included branched message threading and user recommendations. Features to address social presence were ‘résumés’ and instant messaging. These features were evaluated using questionnaires, with several cohorts of students in an OU course. Students expressed approval of the features, although some features were not widely used. Students preferred branched threading to chronological threading because branching helped them to follow ‘conversations’. Students were uncomfortable recommending messages, feeling that the value of a message would vary between people. They were also uncomfortable using instant messaging to contact others whom they did not know. However, the awareness aspect of instant messaging provided a sense of solidarity. The research demonstrated that the problems of overload and lack of social presence are significant, and each has social aspects which must be addressed. Students’ relationships with each other affect whether and how they use the features of CMC systems. We can conclude that particular attention must be paid to the social aspects of online communication, both when designing educational CMC systems and when considering how they are used. To maximise the benefits for learning, students need to feel comfortable with each other online, and there are few short cuts to achieving this.
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Yakeley, Megan (Megan Webster) 1966. "Digitally mediated design : using computer programming to develop a personal design process." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/16752.

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Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Architecture, 2000.
Includes bibliographical references (p. 242-251).
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
This thesis is based on the proposal that the current system of architectural design education confuses product and process. Students are assessed through, and therefore concentrate on, the former whilst the latter is left in many cases to chance. This thesis describes a new course taught by the author at M IT for the last three years whose aim is to teach the design process away from the complexities inherent in the studio system. This course draws a parallel between the design process and the Constructionist view of learning, and asserts that the design process is a constant learning activity. Therefore, learning about the design process necessarily involves learning the cognitive skills of this theoretical approach to education. These include concrete thinking and the creation of external artifacts to develop of ideas through iterative, experimental, incremental exploration. The course mimics the Constructionist model of using the computer programming environment LOGO to teach mathematics. It uses computer programming in a CAD environment, and specifically the development of a generative system, to teach the design process. The efficacy of such an approach to architectural design education has been studied using methodologies from educational research. The research design used an emergent qualitative model, employing Maykut and Morehouse's "interpretive descriptive" approach (Maykut & Morehouse, 1994) and Glaser and Strauss's Constant Comparative Method of data analysis (Glaser & Strauss, 1967). Six students joined the course in the Spring 1999 semester. The experience of these students, what and how they learned, and whether this understanding was transferred to other areas of their educational process, were studied. The findings demonstrated that computer programming in a particular pedagogical framework, can help transform the way in which students understand the process of designing. The following changes were observed in the students during the course of the year: Development of understanding of a personalized design process; move from using computer programming to solve quantifiable problems to using it to support qualitative design decisions; change in understanding of the paradigm for computers in the design process; awareness of the importance of intra personal and interpersonal communication skills; change in expectations of, their sense of control over, and appropriation of, the computer in the design process; evidence of transference of cognitive skills; change from a Behaviourist to a Constructionist model of learning.
by Megan Yakeley.
Ph.D.
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28

Totapally, Hara. "Virtual design office: A collaborative unified modeling language tool." CSUSB ScholarWorks, 2001. https://scholarworks.lib.csusb.edu/etd-project/1994.

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Real-time conferencing and collaborative computing is a great way to make developers more effective. This project is a collaborative framework development comprising configurable client and server components.
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Fashoyin, Oludotun A. (Oludotun Abrola) 1979. "Crossroads : a collaborative design notebook for constructionist learning activities." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/86805.

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Thesis (M.Eng. and S.B.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2001.
Includes bibliographical references (p. 103-104).
by Oludotun A. Fashoyin.
M.Eng.and S.B.
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Hauber, Joerg. "Understanding Remote Collaboration in Video Collaborative Virtual Environments." Thesis, University of Canterbury. Computer Science and Software Engineering, 2008. http://hdl.handle.net/10092/1247.

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Video-mediated communication (VMC) is currently the prevalent mode of telecommunication for applications such as remote collaboration, teleconferencing, and distance learning. It is generally assumed that transmitting real-time talking-head videos of participants in addition to their audio is beneficial and desirable, enabling remote conferencing to feel almost the same as face-to-face collaboration. However, compared to being face-to-face, VMC still feels distant, artificial, cumbersome, and detached. One limitation of standard video-collaboration that contributes to this feeling is that the 3D context between people and their shared workspace given in face-to-face collaboration is lost. It is therefore not possible for participants to tell from the video what others are looking at, what they are working on, or who they are talking to. Video Collaborative Virtual Environments (video-CVEs) are novel VMC interfaces which address these problems by re-introducing a virtual 3D context into which distant users are mentally "transported" to be together and interact with the environment and with each other, represented by their spatially controllable video-avatars. To date, research efforts following this approach have primarily focused on the demonstration of working prototypes. However, maturation of these systems requires a deeper understanding of human factors that emerge during mediated collaborative processes. This thesis contributes to a deeper understanding of human factors. It investigates the hypothesis that video-CVEs can effectively support face-to-face aspects of collaboration which are absent in standard video-collaboration. This hypothesis is tested in four related comparative user studies involving teams of participants collaborating in video-CVEs, through standard video-conferencing systems, and being face-to-face. The experiments apply and extend methods from the research fields of human-computer interaction, computer-supported cooperative work, and presence. Empirical findings indicate benefits of video-CVEs for user experience dimensions such as social presence and copresence, but also highlight challenges for awareness and usability that need to be overcome to unlock the full potential of this type of interface.
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Faia-Harrison, Carl. "Collaborative computer music composition and the emergence of the computer music designer." Thesis, Brunel University, 2014. http://bura.brunel.ac.uk/handle/2438/11917.

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This submission explores the development of collaborative computer music creation and the role of the Musical Assistant, or Computer Music Designer, or Live Electronics Designer, or RIM (Réalisateur en informatique musicale) and does so primarily through the consideration of a series of collaborations with composers over the last 18 years. The submission documents and evaluates a number of projects which exemplify my practice within collaborative computer music creation, whether in the form of live electronics, tape-based or fixed media work, as a live electronics performer, or working with composers and others to create original tools and music for artistic creations. A selection of works is presented to exemplify archetypes found within the relational structures of collaborative work. The relatively recent development of this activity as an independent metier is located within its historical context, a context in which my work has played a significant role. The submission evidences the innovative aspects of that work and, more generally, of the role of the Computer Music Designer through consideration of a number of Max patches and program examples especially created for the works under discussion. Finally, the validation of the role of the Computer Music Designer as a new entity within the world of music creation is explored in a range of contexts, demonstrating the ways in which Computer Music Designers not only collaborate in the creation of new work but also generate new resources for computer-based music and new creative paradigms.
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Oliveira, Victor Adriel de Jesus. "Haptic interfaces and their application on computer mediated tactile communication." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2018. http://hdl.handle.net/10183/182245.

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Além de um canal para adquirir informações sobre o ambiente ao nosso redor, o sentido do tato é também o nosso sentido mais social. No entanto, a interação háptica é geralmente implementada como chamariz nas interfaces modernas. Embora a comunicação multimodal seja comum em Ambientes Virtuais, as tecnologias de Realidade Virtual mais acessíveis nem sequer incluem o componente háptico como parte fundamental. Esta tese apresenta estudos sobre percepção, desempenho do usuário, e experiência do usuário com dispositivos de comunicação vibrotátil construídos para suportar diferentes tarefas interativas em ambientes virtuais e físicos. Foram avaliados diferentes atuadores hápticos, configurações de exibição tátil, locais do corpo, perfis de usuário, e métodos para se projetar uma plataforma tátil robusta. Tal plataforma foi finalmente construída como uma tela vibrotátil para ser usada ao redor da cabeça e para suportar tarefas de consciência espacial e comunicação em ambientes virtuais e físicos. Durante a pesquisa foi observado que, apesar de sua importância para a comunicação, o uso proativo de háptica para intercomunicação é surpreendentemente negligenciado. Portanto, foi dada especial atenção aos elementos presentes na articulação da fala para introduzir a articulação háptica proativa como uma nova abordagem para intercomunicação. Foi proposto que a habilidade de usar uma interface háptica como uma ferramenta para comunicação implícita pode suplementar a comunicação e suportar tarefas colaborativas próximas e remotas em diferentes contextos. Além disso, uma interface articulatória pode fornecer um modo direto e expressivo de se comunicar através de sinais táteis. Para demonstrar isso, os resultados dessa pesquisa foram aplicados ao projeto de uma tela montada na cabeça com vibração, especialmente feita para interação com ambientes virtuais imersivos. Tal aparato mostrou-se útil não apenas para orientação no espaço 3D, mas também para intercomunicação em ambientes virtuais colaborativos. Além de nossas contribuições técnicas em relação à construção de uma tela tátil totalmente testada para múltiplas tarefas e contextos, nossa principal contribuição é a concepção e demonstração de um novo paradigma de interação tátil. Tal paradigma se concentra em fornecer maneiras simples e diretas para que indivíduos se expressem através de sinais táteis em aplicações mediadas por computador para interair com seu ambiente e com outros indivíduos. Esse paradigma envolve os usuários finais e permite que eles se tornem interlocutores ao invés de meros receptores do feedback tátil.
The sense of touch not only is a channel for acquiring information about the environment around us, it is also our most social sense. However, haptic interaction is usually implemented as a gimmick feature in modern interfaces. Although multimodal communication is commonplace in Virtual Environments, the most accessible Virtual Reality technologies do not even include the haptic component as a fundamental part. This thesis presents studies on perception, user performance, and user experience with vibrotactile communication devices built to support different interactive tasks in virtual and physical environments. We have assessed different haptic actuators, tactile display configurations, body sites, user profiles and methods to design a robust tactile platform. Such platform was finally built as a vibrotactile display to be worn around the head and to support spatial awareness and communication in both virtual and physical environments. During our research, we particularly notice that the proactive use of touch for intercommunication is surprisingly neglected regardless of its importance for communication. Therefore, we have also directed our attention to elements present in speech articulation to introduce proactive haptic articulation as a novel approach for intercommunication. We propose that the ability to use a haptic interface as a tool for implicit communication can supplement communication and support near and remote collaborative tasks in different contexts. In addition, an articulatory interface can provide a direct and expressive way for communicating through tactile cues. To demonstrate that, our results were applied to the design of a vibrotactile head-mounted display especially made for interaction with immersive virtual environments. Such apparatus was shown not only to support guidance in 3D space but also to support intercommunication in collaborative virtual environments. In addition to our technical contributions regarding the construction of a fully tested tactile display for multiple tasks and contexts, our main contribution is the conception and demonstration of a new paradigm for tactile interaction. Such paradigm focuses on providing simple and direct ways for individuals to express themselves through tactile cues in computer-mediated interaction with their environment and with others. Such paradigm embraces the final users and allows them to become interlocutors rather than just receivers of the haptic feedback.
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33

Duval, Thierry. "Models for design, implementation and deployment of 3D Collaborative Virtual Environments." Habilitation à diriger des recherches, Université Rennes 1, 2012. http://tel.archives-ouvertes.fr/tel-00764830.

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This work aims at providing some cues in order to address the essential requirements about the design of 3D Collaborative Virtual Environments (CVE). We have identified six essential topics that must be addressed when designing a CVE. For each of them, we present a state of the art about the solutions that can address this topic, then we show our own contributions: how we improve existing solutions and what are our new propositions. 1 - Choosing a model for the distribution of a CVE We need a distribution model to distribute as efficiently as possible the content of a CVE among all the nodes involved in its execution, including the machines of the distant users. Our proposition is to allow CVE designers to mix in a same CVE the three main distribution models usually encountered: centralized on a server, totally replicated on each site, or distributed according to a hybrid distribution model. 2 - Choosing a model for the synchronization of these nodes To maintain consistency between all the nodes involved in the execution of a CVE, we must choose between a strong synchronization or a relaxed one, or an in-between solution. Our proposition is to manage some temporary relaxation of the synchronization due to network breakdowns, with several synchronization groups of users, making them aware of these network breakdowns, and to allow some shared objects to migrate from one site to another. 3 - Adapting the Virtual Environment to various hardware systems VR applications must be adapted to the software and to the hardware input and output devices that are available at run-time, in order to be able to deploy a CVE onto di fferent kinds of hardware and software. Our solution is the PAC-C3D software architectural model which is able to deal with the three main distribution modes encountered in CVE. 4 - Designing interaction and collaboration in the VE Expressing the interactive and collaborative capabilities of the content of a CVE goes one step beyond geometric modeling, by adding interactive and collaborative features to virtual objects. We propose a unified model of dialog between interactive objects and interaction tools, with an extension to Collada in order to describe interactive and collaborative properties of these interactive objects and interaction tools. 5 - Choosing the best metaphors for collaborative interactions Most of the time single-user interaction tools and metaphors are not adapted to off er effi cient collaboration between users of a CVE. We adapt some of these tools and metaphors to collaborative interactions, and we propose new really collaborative metaphors to enhance real multi-user collaborative interactions, with dedicated collaborative feedback. 6 - Embedding the users' physical workspaces within the CVE Taking into account users' physical workspaces makes it possible to adapt a CVE to the hardware input and output devices of the users, and to make them aware of their physical limitations and of those of the other users, for better interaction and collaboration. We propose the Immersive Interactive Virtual Cabin (IIVC) concept to embed such 3D representations in CVE.
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34

Eves, Keenan Louis. "A Comparative Analysis of Computer-Aided Collaborative Design Tools and Methods." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7253.

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Collaboration has always been critical to the success of new product development teams, and the advent of geographically dispersed teams has significantly altered the way that team members interact. Multi-user computer-aided design (MUCAD) and crowdsourcing are two results of efforts to enable collaboration between geographically dispersed individuals. In this research, a study was done to investigate the differences in performance between MUCAD and single-user CAD teams, in which teams competed to create the best model of a hand drill. This was done across a three-day period to recreate the scenario found in industry. It was found that MUCAD increases awareness of teammates' activities and increases communication between team members. Different sources of frustration for single-user and multi-user teams were identified, as well as differing patterns of modeling style. These findings demonstrate that MUCAD software has significant potential to improve team collaboration and performance. A second study explored a number of potentially significant factors in MUCAD team performance, including leadership, design style, unfamiliar parts, knowledge transfer, individual experience, and team composition. In this study, teams of undergraduate mechanical engineering students worked together to complete tasks using NXConnect, a MUCAD plugin for NX developed at Brigham Young University. A primary finding was that having an appointed leader for a MUCAD team improves performance, in particular when that leader works with the team in creating the CAD model. It was also found that creating a framework to aid in organizing and coordinating the creation of the CAD model may decrease the time required for completion. In the final study, the possibility of using crowdsourcing to complete complex product design tasks was explored. In this study, a process for crowdsourcing complex product design tasks was developed, as well as a website to act as the platform for testing this process. A crowd consisting of engineering and technology students then worked together on the website to design a frisbee tracking device. The crowd was able to collaborate to accomplish some detailed product design tasks, but was not able to develop a complete product. Major findings include the need for more formal leadership and crowd organization, the need for better decision making mechanisms, and the need for a better model for engaging crowd members on a consistent basis. It was also found that crowd members had a greater willingness to pay for the product they developed than individuals who had not worked on the project. Results also show that although crowd members were often frustrated with the collaboration process, they enjoyed being able to work with a large group of people on a complex project.
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35

Zhang, David C. 1976. "Collaborative Arrival Planner : its design and analysis using object modelling." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/86570.

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Thesis (S.B. and M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2000.
Includes bibliographical references (leaf 149).
by David C. Zhang.
S.B.and M.Eng.
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36

Su, Christine Hui 1974. "Distributed software design for collaborative learning system over the Internet." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/46230.

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Thesis (S.B. and M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1998.
Includes bibliographical references (leaves 166-168).
by Christine Hui Su.
S.B.and M.Eng.
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37

Bulu, Saniye Tugba. "Communication Behaviors And Trust In Collaborative Online Teams." Master's thesis, METU, 2003. http://etd.lib.metu.edu.tr/upload/1099548/index.pdf.

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Building and maintaining trust is a necessary condition for group cohesion. In order to successful collaborative group process in online learning environment, development of trust must be understood in online teams. Difference communication behaviors in the online teams with different trust levels were investigated in this research. Participants were 61 students in an undergraduate level who enrolled in the online course. In this research, online teams&
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collaborative communication behaviors were analyzed using both qualitative and quantitative methods to understand the factors that facilitate and deepen trust. Data were obtained from questionnaires and online class discussion archives. One of the findings of the study was that trust is built and maintained in online teams. Another finding was that online trust can be fragile and certain communication behaviors should be presented by members to deepen and maintain the trust level. The results of the study showed that there must be social interaction, enthusiasm, task oriented interaction, equal and predictable communication, and feedback among the member of online teams to built and maintain trust.
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38

Husevåg, Jannicke. "Computer Support for Co-present Collaborative Creativity : Framework and guideline for design and introduction of computer support in co-present collaborative creativity." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9265.

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This thesis is a study of how to design and introduce computer support in co-present collaborative creativity. Creativity is an important skill in today’s knowledge based society. There has been an increased focus on computer support for creativity, but a shift from individual to collaborative creativity demands a new set of frameworks and requirements for designing suitable tools. Evolving technologies in the merge of computer support for cooperateive work (CSCW), ubiquitous computing and mobile technologies have shown promising results and relevance in collaborative and creative work. This thesis is a study of how such technologies can support co-present collaborative creativity. The objective is to identify elements and structures constituting co-present collaborative creativity in order to define a set of requirements and implications for designing computer based tools. The contributions of the thesis is: 1. A conceptual framework describing elements, stuctures and general patterns in co-present collaborative creativity 2. A guideline describing requirements and implications for the design and introduction of computer based tools, including a description of which tasks can be supported and scenarios showing how. The thesis is both theoretically and empirically based. The theoretical base includes theoretical views and research within the creative domain and related work in the field of computer support for creative work. The empirical evaluation includes a case study of Oasen, an idea laboratory at the Norwegian University of Science and Technology (NTNU). The framework and the guideline presented as the results of the thesis are generalized based on a comparison of empirical results with findings in related work.

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Srinivasan, Rajesh 1972. "Architecture design of a collaborative decision support system." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/86770.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science; and, (S.M.)--Massachusetts Institute of Technology, Sloan School of Management; in conjunction with the Leaders for Manufacturing Program at MIT, 2001.
Includes bibliographical references (p. 87-88).
by Rajesh Srinivasan.
S.M.
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40

Miao, Yongwu. "Design and implementation of a collaborative virtual problem-based learning environment." Phd thesis, [S.l. : s.n.], 2000. http://deposit.ddb.de/cgi-bin/dokserv?idn=960586490.

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41

Sudyka, Tracee Dee. "Habitats online: A collaborative telecommunications project." CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1485.

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This project develops a collaborative telecommunications project called Habitats Online. Review of the literature indicates that collaborative telecomunication projects, like Habitats Online, engage students in rich learning experiences and establish a network of future citizens who have a greater understanding of our environment and global communications. This master's project specifically addresses these issues.
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42

Telikapalli, Surya. "Collaborative design (COLLDESIGN): A real-time interactive unified modeling language tool." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2669.

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This project extended COLLDESIGN, an interactive collaborative modeling tool that was developed by Mr. Hara Totapally. The initial version included a collaborative framework comprised of configurable client and server components. This project accomplished a complete implementation of the Class Diagram view. In addition, extending the framework, text messaging and audio conferencing features have been implemented to allow for real-time textual and audio communication between team members working on a particular project. VideoClient is the GUI of the application.
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Saarenkunnas, M. (Maarit). "Multidimensional participation in polycontextual computer-supported language learning." Doctoral thesis, University of Oulu, 2004. http://urn.fi/urn:isbn:9514274865.

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Abstract This thesis is an interdisciplinary study on how students and teachers as participants in computer-supported language learning make meaning to their activities. The analysis moves gradually from a more general discussion of participant activity and interaction in computer-supported environments to a domain-specific discussion of language learning and work. The main body of data for the study comes from three different university language courses. The last empirical study introduces a complementary data set from working life. The thesis grounds its arguments on a discourse perspective of meaning. Rather than considering meaning as a property of a text or discourse, meaning is seen to reside in the active efforts of the participants of a social situation. In the particular case of computer-supported learning, a multiplicity of modes has to be taken into consideration. Language, in the sense of words, is a partial bearer of meaning only. The theoretical framework advances from a discussion of computer-supported learning as a hybrid form of interaction to a discussion of situated perspectives and computer-supported learning. The research approach applies multiple perspectives due to the multimodal and polycontextual nature of computer-supported learning. Special emphasis is laid on reaching the participant perspective. The findings highlight the multidimensional and polycontextual character of participation in computer-supported learning. The resources that the participants use for meaning-making reach beyond the textual interaction in the learning platform. Furthermore, the participants have multiple ways of taking part in the educational activities. The context that the participants produce for their actions exceeds the limits of the learning platform and ties the activity to the surrounding world in many ways.
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44

Kim, Jinman 1962. "A multimedia collaborative workspace system using the object-oriented design approach." Diss., The University of Arizona, 1997. http://hdl.handle.net/10150/289089.

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With the personalization of computers and the advances of communications technology, it becomes possible for people to work together productively in new ways. One such outcome is the electronic collaborative workspace--an organization-wide system that integrates information processing and communication activities. The recent advances of the multimedia technology along with the availability of the high-speed, high-bandwidth network, such as ATM network, make it possible to develop and deploy the distributed collaborative workspace systems which use the multimedia informations. We call the system as a Multimedia Collaborative Workspace System (MCWS). Its features include the multimedia teleconferencing and other useful functions from e-mail, whiteboards, group decision support system and Web browsers. In this research, MCWS is designed using the object-oriented approach and design, and implemented using C++ language. Among the many benefits of the object-oriented programming, the inheritance is explored to design and implement the multimedia devices and communications devices. The flexibility of the system was achieved by the use of the dynamic binding at the run time, and the abstract data type and inheritance made it to be more reliable and reusable. The overall maintenance and modification of the collaborative system became easier with the object-oriented programming approach. The multimedia synchronization mechanism has been also developed for the synchronization of the multimedia streams in the collaborative workspace system, which suffered a different transmission delay over the network. By using time-stamping, Network Time Protocol, and shared memory with semaphore, three different algorithms were developed for three different system environments. The synchronized memory, inherited from the shared memory and semaphore, was also implemented by the object-oriented programming method. The synchronization mechanism was tested by the human subjective test and also by the network simulation using the real Internet data. The object-oriented programming in many aspects of the MCWS makes it flexible and reusable, and extensible. Also it will facilitate the prototyping and an iterative approach to software development of the next version of the system.
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45

Wallis, Andrew. "A multi-agent system to facilitate co-ordination in distributed collaborative design." Thesis, Glasgow Caledonian University, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.370006.

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46

Wong, C. W., and 王振威. "An adaptive information retrieval environment for collaborative architectural design work." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B45015089.

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47

Livingstone, Dan. "Design strategies for adaptive social composition : collaborative sound environments." Thesis, University of Plymouth, 2009. http://hdl.handle.net/10026.1/1252.

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In order to develop successful collaborative music systems a variety of subtle interactions need to be identified and integrated. Gesture capture, motion tracking, real-time synthesis, environmental parameters and ubiquitous technologies can each be effectively used for developing innovative approaches to instrument design, sound installations, interactive music and generative systems. Current solutions tend to prioritise one or more of these approaches, refining a particular interface technology, software design or compositional approach developed for a specific composition, performer or installation environment. Within this diverse field a group of novel controllers, described as ‘Tangible Interfaces’ have been developed. These are intended for use by novices and in many cases follow a simple model of interaction controlling synthesis parameters through simple user actions. Other approaches offer sophisticated compositional frameworks, but many of these are idiosyncratic and highly personalised. As such they are difficult to engage with and ineffective for groups of novices. The objective of this research is to develop effective design strategies for implementing collaborative sound environments using key terms and vocabulary drawn from the available literature. This is articulated by combining an empathic design process with controlled sound perception and interaction experiments. The identified design strategies have been applied to the development of a new collaborative digital instrument. A range of technical and compositional approaches was considered to define this process, which can be described as Adaptive Social Composition. Dan Livingstone
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48

Bolinger, Joe William. "Micro-Modeling: A Visual Design Framework for Collaborative Tools in Complex Service Organizations." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1322355909.

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49

Drewling, Jonas. "Exploring Nonverbal Interaction in Face-To-Face and Computer-Mediated Communication." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36669.

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This thesis aims to contribute to the field of interaction design by exploring the use of nonverbal cues in FTF communication with the aim of generating knowledge that can be used as an alternative approach for assessing and designing text-based CMC media. To achieve this goal, movement in is analysed in the nonverbal and collaborative dimensions of FTF communication. This presents the possibility to assess text-based CMC media based on a better understanding of the use of nonverbal cues and FTF communication as a standard. The assessment and design based on this concept is tested in the design phase. This process provides a platform for discussion and evaluation of an alternative approach for designing text-based CMC media with a focus on interaction between communicators.
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50

Shahrimin, Mohamad I. "Young children's collaborative interactions in an educational computer environment." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2001. https://ro.ecu.edu.au/theses/1515.

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This study investigated the collaborative interaction patterns exhibited by five-year old pre-primary children in an educational computer environment. The case study method was used in one pre-primary centre in metropolitan Perth, Western Australia, to examine the patterns of collaborative interaction among young children whilst engaged with the computer. The one event case study was of the interactions exhibited by pre-primary children whilst engaged, in dyads, with the computer within a naturalistic classroom environment. This study involved three phases of data collection. Phase I consisted of observations and videotaping sessions, compilation of written observations, narrative descriptions and relevant field notes on each participant. To assess the children's current social skills and computer competence and their general social interaction with peers, the researcher interviewed the children and their teacher using a semi-structured interview schedule to guide the discussion. Phase IT comprised reviewing and transcribing the videotapes and coding children's interactions, while Phase III consisted of analysing all the data obtained. Both observational comments and descriptions and data analyses were presented with anecdotes. 243 interactions were identified and classified into 16 interaction patterns. They were: directing partner's actions; self-monitor/repetition; providing information; declarative planning; asking for information/explanation; disagreeing with partner; accepting guidance; terminal response; exclaiming; correcting others; defending competence; showing pleasure; showing displeasure; sharing control; defending control; and suggesting ideas. Frequency of occurrence of identified interactions was analysed in the form of descriptive statistics. Factors facilitating the collaborative interaction of children whilst engaged with the computer activities were found to be: developmental appropriateness of the software; preexisting computer competency between children; children's preexisting positive attitude towards computer; mutual friendship between collaborators; children's social goals; appropriate structure of enjoyable learning environment; mutual understanding of turn-taking system; and positive non-isolated physical settings of the computer environment. Factors inhibiting collaborative interaction were identified as: non-developmentally appropriate software; lack of computer competency between children; negative attitude (on the part of both children and teacher) towards computer and learning; sense of competition between collaborators; social goals of each child; inappropriate structure to promote enjoyable learning environment; no mutual understanding of turn-taking system; and isolate physical settings of the computer environment. Associated with the findings were three major variables: (1) the classroom teacher variable (philosophy and educational beliefs, task-structure and computer management); (2) the software variable (developmentally appropriateness, content, design, and programmed task-structure); and (3) the child variable (computer competency and attitude towards computer, social goals, social skills, and personal relationship with collaborators). By identifying the collaborative interactions of children, and factors that may facilitate or inhibit these interactions, early childhood educators will be in a better position to integrate the computer into their classroom and to promote positive prosocial interaction among children whilst engaged at the computer. In general, findings suggest that computers should be integrated into all early childhood classrooms and afforded the same status as other traditional early childhood learning materials and activities.
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