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1

Trevor, Jonathan James. "Infrastructure support for CSCW." Thesis, Lancaster University, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.296968.

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2

Macedo, Alessandra Alaniz. "Explorando tecnologia hipermídia e de trabalho cooperativo em um ambiente de apoio ao ensino." Universidade de São Paulo, 1999. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-08022001-140828/.

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Muitos dos atuais sistemas computacionais de apoio ao ensino podem ser considerados parte de uma evolução que tem enfatizado a exploração de sistemas hipermídia em geral, e da Web em particular. A pesquisa associada ao trabalho aqui reportado tem como objetivo explorar as tecnologias de Hipermídia e Computer Supported Cooperative Work (CSCW) para viabilizá-las em um ambiente que suporte o acesso de alunos a hiperdocumentos de conteúdo didático de forma cooperativa ¾ o ambiente StudyConf. Para promover a interação entre alunos que visitam um determinado hiperdocumento, o StudyConf controla suas navegações e gera, dinamicamente, sessões de discussão entre os mesmos. O StudConf mantém o registro das discussões realizadas na forma de hiperdocumentos estruturados, os quais podem ser utilizados, por exemplo, para a geração cooperativa de documentos, conforme proposto em várias ferramentas Computer Supported Cooperative Learning (CSCL). O trabalho aqui reportado colaborou, ainda, para o desenvolvimento de uma técnica que tem como objetivo orientar o projeto de aplicações hipermídia que manipulam informações na Web.
Many of the current computational systems dedicated to support teaching and learning can be considered part of an evolution that has emphasized hypermedia systems in general, and the World Wide Web in particular. The work here reported aims at exploiting the technologies of hypermedia and Computer Supported Cooperative Work (CSCW) in an environment that supports collaborative access from students to hyperdocuments ¾ supported in a tool called StudyConf. In order to promote interaction among students that navigate on the same hyperdocuments, StudyConf controls their navigation and generates dynamic discussion sessions with the students that visit the same material. StudyConf registers the discussions as structured hyperdocuments, which can be used to exploit proposals regarding the collaborative authoring of contents that are present in several Computer Supported Cooperative Learning (CSCL) tools. The work here reported has also contributed to the proposal of a technique aimed at guiding the development of general web-based hypermedia applications.
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3

Bernal, Carrillo Ivan Marcelo. "Methodologies for designing synchronous CSCW environments." Related electronic resource: Current Research at SU : database of SU dissertations, recent titles available full text, 2002. http://wwwlib.umi.com/cr/syr/main.

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4

Salim, S. S. "An investigation into CSCW and IS." Thesis, University of Manchester, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.488123.

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5

Jones, Rachel M. "An analysis framework for CSCW systems." Thesis, Loughborough University, 1997. https://dspace.lboro.ac.uk/2134/32993.

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Software toolkits are under development to help construct applications that support group-working. Toolkit developers adopt different approaches to group-work support in order to tackle different issues and a toolkit is commonly characterised by the approach adopted. It is difficult to compare toolkits because of this lack of apparent commonality and it is difficult to decide which toolkits meet specific application requirements.
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6

Fuchs, Ludwin. "Situationsorientierte Unterstützung von Gruppenwahrnehmung in CSCW-Systemen /." Sankt Augustin : GMD-Forschungszentrum Informationstechnik, 1998. http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=008089082&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA.

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7

Dourish, James Paul. "Open implementation and flexibility in CSCW toolkits." Thesis, University College London (University of London), 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.338655.

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8

Winnett, Maria E. "Programming support for CSCW : using X windows." Thesis, Kingston University, 1995. http://eprints.kingston.ac.uk/20591/.

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This thesis presents a model for programming support for synchronous, distributed CSCW (Computer Supported Co-operative Work). Synchronous, distributed CSCW aims to allow groups of people separated, by distance to work together in real time as if they were at the same location. The model proposed in the thesis allows an application program to be constructed using user interface components known as “shared widgets”. A shared widget displays underlying application data on multiple screens and processes input from multiple users distributed over a network. The distribution of data to and from the users and the underlying network communication is hidden from the application program within the shared widget. The model describes a shared widget as comprising a single “Artefact” and a number of “Views.” The Artefact contains the underlying data and the actions that can be performed on it. A View is the presentation of the Artefact on a user's screen. Shared widgets contain a View for each user in the group. Each user can provide input to the Artefact via their own View, and any change made to the Artefact is reflected synchronously in all the Views. The Artefact can also impose a floor control policy to restrict input to a particular user or group of users, by checking each input event against a known floor control value. The model differs from previous approaches to programming support for CSCW in that the distributed nature of the users is hidden from the application programmer within the shared widgets. As a result, the application programmer does not have to be concerned with the processing of input events or the distribution of output to multiple users. The hiding of these implementation details within the shared widgets allows the CSCW application to be constructed in a similar way to a single-user application. An implementation of the shared widget model, using X Windows, is also described in the thesis. Experimental results and observations are given and used to suggest future directions for further research.
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9

Ngadi, Md A. "WebCOM: a communication framework for CSCW applications." Thesis, Aston University, 2005. http://publications.aston.ac.uk/10613/.

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Tränkle, Sven. "Realisierung eines CSCW-Benachrichtigungsdienstes mit MOLE-Agenten." [S.l.] : Universität Stuttgart , Fakultät Informatik, 1998. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB6783607.

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Tucker, Andrea. "Learning to collaborate : the influence of physical digital workspaces on the development of collaborative competencies." Thesis, Lille 3, 2020. http://www.theses.fr/2020LIL3H039.

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Cette recherche vise à investiguer les méthodes de travail et d’apprentissage collaborative dans la sphère éducative. Quelles sont les compétences associées à la collaboration ? Comment sont-elles acquises ? Comment les technologies qui ont à la fois une nature physique et numérique influencent-t-elles ces processus ? La capacité d’un individu à travailler collaborativement est au cœur des intérêts institutionnels aujourd’hui, marqué notamment par un discours sur les pratiques collaboratives facilités par des technologies adaptés. A cette fin, nous étudions comment trois formes differentes d’espaces physiques-numérique de travail influencent la collaboration lorsque les élèves travaillent en groupe. Cela inclut les tables et tableaux tactiles multi-utilisateur, ainsi que les tablettes en differentes combinaisons. Nous proposons un modèle de la collaboration et d’évaluation des compétences collaboratives. Nous proposons d’un état de l’art sur la collaboration instrumentée, la collaboration en tant que compétences et les espaces physiques-numériques de travail. Nous présentons ensuite notre protocole de recherche mobilisant 45 élèves ingénieur travaillant sur des cas d’études dans le contexte d’un cours universitaire. Nous proposons un modèle de collaboration que nous mobilisons ainsi qu’un référentiel de compétence pour évaluer l’engagement et les impacts de certains comportements selon 5 compétences clés. Nos résultats montrent que la forme de l’espace physique-numériques où travail le groupe a une influence sur les modes d’interactions mobilisés par les élèves pendant leur travail ainsi que sur l’activation de certaines compétences. Notamment, les espace de travail qui intègre un espace individuel et collectif semble avoir une influence positive sur les modes d’interaction et d’activation des compétences lié à la participation et à l’engagement, la communication et le partage de temps de parole
This research aims to investigate collaborative methods of working and learning in an educational context. What are the competencies associated with collaboration and how are they acquired? How do technologies that have both physical and digital affordances influence this process? The capacity of an individual to work collaboratively with others is at the heart of current institutional concerns, marked particularly by discourse about how collaborative practices can be facilitated by adapted technologies. To this end, we study how three different forms of physical-digital workspaces influence collaboration in student work groups, including multi-user tactile tables, boards and individual tablets used in various combinations with the aim of proposing a model for collaboration and collaborative competency assessment. In this dissertation we propose a state of the art on collaboration, collaboration as a competency and physical-digital workspaces. Then, we present our research protocol from a study with 45 university students working on case studies in the context of a course. We propose two models. The first is a model of interactions mobilized during collaborative work. The second is a framework for assessing engagement and the impact of behaviors during collaboration based on five key competencies. Our results show that the form of the physical-digital workspace has an influence on modes of interaction employed by students during their work as well as on the appearance or lack thereof of certain competencies. Most notably, those workspaces which integrate both individual and collective space seem to have the most positive impact on collaborative processes and competency activation related to participation and engagement, communication, and sharing talk time
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Sturzebecher, Dirk. "A portable and flexible Framework for CSCW Systems." [S.l. : s.n.], 2001. http://deposit.ddb.de/cgi-bin/dokserv?idn=960647503.

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Rangel, Vinícius Gazzoli. "VCom : uma abordagem para modelagem de ambientes colaborativos." Universidade Federal do Espírito Santo, 2011. http://repositorio.ufes.br/handle/10/6404.

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Made available in DSpace on 2016-12-23T14:33:45Z (GMT). No. of bitstreams: 1 Dissertacao Vinicius Gazzoli Rangel.pdf: 3224178 bytes, checksum: d9fb1cdcd1e8bc9985da5d5f609b340e (MD5) Previous issue date: 2011-01-17
First generation of web applications was responsible for the popularization of the network and the emergence of the first groups of Internet users. At that time, the web content was little interactive and web sites were limited in the aspects of configuration options and interface of the system. The Users were mere spectators of the actions that took place in the pages browsed, since they could not change its contents. Any additional functionality depended on the work of programming teams. With the advent of Web 2.0, the focus became the collective construction of knowledge. The essence is to allow users to become more active, not only through participation in interactive content generation, but also as the creation of virtual communities. Since then, Internet users are increasingly getting interested in the construction of environments that take advantage of the interactivity, of the authorship and of the semantic retrieval promoted by web, and various technological aspects. From the perspective of computing in education, efforts are noticeable in the production of educational software and virtual environments to support learning, especially with support for authoring tools and interaction such as chat, wiki, blog and forum. The educational activities supported by digital resources has highlighted the lack of flexibility in environments whose modeling is focused on tools, compromising the support for different activities proposed. This work proposes a approach for modeling of collaborative environments, through the design of Communication Vehicles. With these vehicles, it should be possible, to individuals or groups, organize and describe workspaces on the web by defining a set of structural properties. The validation of this proposal is made through a prototype of an editor Communication Vehicles, which provides a range of facilities to design vehicles without requiring the use of textual programming languages
A primeira geração de aplicações para web foi responsável pela popularização da rede e pelo surgimento dos primeiros grupos de internautas. Nesta época, o conteúdo web era pouco interativo e os sites eram limitados quanto aos aspectos de opções de configuração e interface do sistema. Os usuários eram meros espectadores das ações que aconteciam nas páginas que navegavam, já que não podiam alterar seu conteúdo. Qualquer funcionalidade adicional dependia do trabalho das equipes de programação. Com o advento da Web 2.0, o foco se tornou a construção coletiva do conhecimento. A essência é permitir que os usuários se tornem mais ativos, através não só da participação interativa na geração de conteúdo, como também da criação de comunidades virtuais. Desde então, os internautas vêm se interessando cada vez mais pela construção de ambientes que aproveitem a interatividade, a autoria e a recuperação semântica promovida pela web, além de vários aspectos tecnológicos. Do ponto de vista da informática na educação, notam-se iniciativas na produção de softwares educacionais e ambientes virtuais de apoio à aprendizagem, principalmente com suporte a ferramentas de autoria e interação, como chat, wiki, blog e fórum. As atividades pedagógicas apoiadas por recursos digitais têm evidenciado a carência de flexibilidade em ambientes cuja modelagem é centrada em ferramentas, comprometendo o suporte a diferentes atividades propostas. Este trabalho propõe uma abordagem para modelagem de ambientes colaborativos, por meio da concepção de Veículos de Comunicação. Com esses veículos, deverá ser possível, a indivíduos ou grupos, organizarem e descreverem espaços de trabalho na web pela definição de um conjunto de propriedades estruturais. A validação desta proposta faz-se por meio de um protótipo de um editor de Veículos de Comunicação, que disponibiliza um conjunto de facilidades para projetar veículos sem a necessidade de uso de linguagens de programação textuais
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Uscamayta, Andrey Omar Mozo. "Ubiquitous collaborative multimedia capture of live experiences toward authoring extensible interactive multimedia documents." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-14092017-083647/.

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The growing importance of multimedia content generated by ordinary users demands research for models, methods, technologies and systems that support multimedia production. Despite recent results allowing the collaborative capture of video via mobile devices, there is gap in supporting the collaborative capture of multiple media. In this dissertation we propose that ubiquitous collaborative multimedia production can be carried out by users who capture and annotate multiple media using the CMoViA mobile application. CMoViA also allows export the user-generated content to the CI+WaC, which allows them to edit the user-generated content in the form of interactive and extensible multimedia documents. The proposal demanded extending recent work reported in the literature, namely the I+WaC-IE (Interactors+WaC-Interaction Events) model, the I+WaC-Editor tool and MoViA tool. Hence, CMoViA follows the proposed CI+WaC-IE model. We discuss results from a case study, carried out in the educational domain, in which students collaboratively capture a lecture.
A crescente importância de conteúdo multimídia gerado por usuários amadores exige pesquisas por modelos, métodos, tecnologias e sistemas que apoiem a produção multimídia. Apesar dos recentes resultados que permitem captura colaborativa em vídeo utilizando dispositivos móveis, existe uma lacuna no apoio à captura colaborativa de múltiplas mídias. O trabalho apresentado nesta dissertação propõe que a produção multimídia colaborativa ubíqua possa ser alcançada por usuários que realizem a captura de múltiplas mídias e de anotações utilizando o aplicativo móvel CMoViA. CMoViA também permite que o conteúdo gerado por esses usuários seja exportado para a plataforma CI+WaC, a qual permite editar e anotar documentos multimídia interativos. Essa proposta requer a extensão de trabalho recentes reportados na literatura: o modelo I+WaC-IE (Interactors+WaC-Interaction Events), a ferramenta I+WaC-Editor e a ferramenta MoViA. Assim, a aplicação CMoViA segue o modelo CI+WaC-IE proposto neste trabalho como extensão do modelo I+WaC-IE. A proposta foi avaliada por meio de estudo de caso realizado no domínio educacional, no qual estudantes capturam colaborativamente uma palestra.
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Lindseth, Øyvind. "Klassifisering i forbindelse med samarbeid : En casestudie." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2004. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-251.

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Oppaven består av tre hoveddeler; Teori, Innsamlede data, og Avslutning.

Teori er delt inn i tre kapitler, kapitlene 2-4, som er CSCW, Bruk av samarbeidsteknologi og Klassifiseringsproblematikken.

I Innsamlede data inngår kapittel 5 og 6. Kapittel 5 Bakgrunn for case beskriver prosjektarbeid spesifikt til avdelingen ”Kunnskap og strategi” på SINTEF Teknologiledelse, hvor jeg også presenterer de dataverktøy avdelingen vanligvis bruker. Det danner en ramme for Case i kapittel 6.

Avslutning består av kapittel 7 og 8. Kapittel 7 Analyse bruker i hovedsak kapittel 4 som bakgrunn, men også deler av kapittel 2 og 3. Kapittel 8 Konklusjon svarer på de spørsmål som ble stilt innledningsvis i kapittel 1 Innledning, og som ble diskutert under kapittel 7 Analyse.

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Yang, Yi. "A component-based collaboration infrastructure." Texas A&M University, 2005. http://hdl.handle.net/1969.1/3188.

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Groupware applications allow geographically distributed users to collaborate on shared tasks. However, it is widely recognized that groupware applications are expensive to build due to coordination services and group dynamics, neither of which is present in single-user applications. Previous collaboration transparency systems reuse existing single-user applications as a whole for collaborative work, often at the price of inflexible coordination. Previous collaboration awareness systems, on the other hand, provide reusable coordination services and multi-user widgets, but often with two weaknesses: (1) the multi-user widgets provided are special-purpose and limited in number, while no guidelines are provided for developing multi-user interface components in general; and (2) they often fail to reach the desired level of flexibility in coordination by tightly binding shared data and coordination services. In this dissertation, we propose a component-based approach to developing group- ware applications that addresses the above two problems. To address the first prob- lem, we propose a shared component model for modeling data and graphic user inter- face(GUI) components of groupware applications. As a result, the myriad of existing single-user components can be re-purposed as shared GUI or data components. An adaptation tool is developed to assist the adaptation process. To address the second problem, we propose a coordination service framework which systematically model the interaction between user, data, and coordination protocols. Due to the clean separation of data and control and the capability to dynamically "glue" them together, the framework provides reusable services such as data distribution, persistence, and adaptable consistency control. The association between data and coordination services can be dynamically changed at runtime. An Evolvable and eXtensible Environment for Collaboration (EXEC) is built to evaluate the proposed approach. In our experiments, we demonstrate two benefits of our approach: (1) a group of common groupware features adapted from existing single- user components are plugged in to extend the functionalities of the environment itself; and (2)coordination services can be dynamically attached to and detached from these shared components at different granules to support evolving collaboration needs.
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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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Auburtin, Gautier Peyrelong Marie-France Dalhoumi Salah. "Les logiques sociales du travail coopératif assisté par ordinateur (TCAO/CSCW)." [S.l.] : [s.n.], 2004. http://www.enssib.fr/bibliotheque/documents/dessride/rrbauburtin.pdf.

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Swaby, Michael Andrew. "A model-based approach to construction of integrated internet CSCW systems." Thesis, University of Leeds, 1998. http://etheses.whiterose.ac.uk/1285/.

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Internet technologies provide ubiquitous infrastructure for Computer Supported Cooperative Work (CSCW) applications, many of which share similar fundamental requirements for coordination, collaboration and information management services. However, there is a lack of structured architectural support for building and maintaining these systems. This thesis is directed towards an investigation of development mechanisms for integrated internet CSCW applications which promote reuse and rapid reconfiguration of CSCW services. A model-based approach to development of internet CSCW systems is proposed, based upon definition of reusable CSCW services and a specification language which describes user interaction with those services within an application context. At runtime, the specification is used to drive a Web user interface generator that dynamically integrates access to required CSCW services. This development approach enables many application changes to be affected quickly at the modelling level, rather than requiring code recompilation. Hence, investigation of the approach was directed towards rapid prototyping and evolutionary maintenance of internet-based CSCW systems. A proof-of-concept system architecture was implemented and applied to a case study cooperative working scenario within a large telecommunications enterprise. Assessment of the implementation found the approach to be useful in reducing iteration cycle times following change requests, thereby enhancing participatory design of CSCW systems. The value of the approach is in increasing communication and feedback between application builders and users by enabling rapid exploration of evolving system designs.
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Hedberg, Silfverberg Emma-Sophia. "Cultural-historical psychology as a basis for learning to use CSCW systems." Thesis, University of Skövde, School of Humanities and Informatics, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-901.

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Computer-Supported Cooperative Work (CSCW) is a growing field, which aims at facilitating, by means of technology, coordination and communication between people, working together. One problem within the area is that users often have problems learning the systems. Activity theory, a theoretical framework often used within CSCW, includes theories of learning, which however, have received relatively little attention within CSCW. Activity theory, as developed by Leont'ev, stems from Vygotsky's cultural-historical theory, and has been further developed by Gal'perin. In this thesis the theories of learning in the works of Vygotsky, Leont'ev, and Gal'perin in particular, have been applied to CSCW in order to investigate the contribution these theories can make to support learning within CSCW. Several conclusions are drawn from the theories analysed in this thesis. To begin with, learning should take place in social settings. Learners also need to be motivated to learn and need to be oriented in the learning task before performing the action to be learned. They need to be guided by a teacher, who asks guiding questions during the learning process. It is of importance that the learner performs the action to be learned him- or herself and describes, both verbally and quietly, what he or she is doing. During the performance of the action, the learner should manipulate material or materialised objects. The conclusions from the analysis are summarised in a number of guiding principles for CSCW system training that may provide a theoretical starting point for taking a closer look at learning problems pointed out within CSCW.

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Wiberg, Mikael. "In between mobile meetings : Exploring seamless ongoing interaction support for mobile CSCW." Doctoral thesis, Umeå University, Informatics, 2001. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-797.

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This thesis is a collection of seven papers reporting a research effort that started in January 1999. The theme of the thesis is interaction support for mobile CSCW (Computer Supported Cooperative Work). The interest in this theme is motivated by the trend towards a networked and nomadic society, the technical trends towards embedded, ubiquitous, and mobile technology, and the emergence of mobile CSCW settings. It is also motivated by current trends within the area of CSCW to focus on actual work practices, invisible and ubiquitous computer support, and mobile work settings where interaction with others is critical to get the work done.

For some time now mobile technology has been widely used to support dispersed mobile interaction, and recently the importance of co-located ”mobile meetings” to get the work done, has been recognized in the area of CSCW. However, current technology is not well suited when it comes to support interaction in mobile work settings across co-located and dispersed settings. Here, this problem is approached from an informatics perspective. Informatics can be described as a theory and design oriented study of information technology use. The scope of this thesis can be defined as understanding transformations of work practice through the use of mobile technology, and how it might be supported. The overall research question is: What are the specific needs of interaction support related to mobile meetings and dispersed interaction, how might these be supported, and what are the implications for current interaction models and support within CSCW? To answer this question several activities have been undertaken. This thesis contains empirical studies of mobile work among service technicians at Telia Nära, models of mobility and mobile meetings, and design and evaluations of a prototype system called RoamWare.

The overall conclusions related to the question stated in this thesis are that mobile interaction can be described as ongoing across mobile meetings, including both co-located face-to-face and dispersed interaction. Further, the interaction is maintained by the mobile workers through their efforts of re-establishing different threads of interaction across co-located and dispersed settings. Overall: There is a need to bridge co-located and dispersed meetings with sustained interaction support. Concerning the second part of the overall research question one conclusion is that sustained interaction across co-located and dispersed settings can be supported with mobile physical/virtual meetings support systems through the use of personal and public interaction histories. To illustrate and test this idea a prototype system called RoamWare was developed. However, evaluations of RoamWare revealed that synchronous support for sustained interaction divides users’ attention between co-located and dispersed interaction. As a consequence a second version of RoamWare was developed as an unobtrusive support for sustained interaction in between mobile meetings through seamless reestablishment of different threads of interaction, by offering support for converting interaction histories into project contexts. Finally, and according to the last part of the question stated above, this thesis concludes that current session management models need to be extended to handle sustained and dynamic sessions of interaction across co-located and dispersed mobile meetings and that, techniques for addressing groups need to be extended to enable dynamic addressing of participants in co-located mobile meeting. Finally, the exploration of how to support sustained interaction in between mobile meetings reveals important aspects to consider when trying to automatically frame spontaneous interaction with mobile technology.

Directions for future work include questions of how to design filters to support: maintenance, participation in, and negotiation about participation in between, different mobile meetings. Further, more work is needed related to how to capture spontaneous face-to-face interaction technically. Finally, new methods are needed to enable good evaluations of the impact of IT in mobile work settings.

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Walters, Gastelu Jorge Alan. "Incorporación de la Dimensión CSCW a un Sistema en Línea de Reportes." Tesis, Universidad de Chile, 2009. http://repositorio.uchile.cl/handle/2250/103559.

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El objetivo general del presente trabajo de título es diseñar un espacio de colaboración para la construcción de reportes gráficos en ambiente Web, a partir de los aportes realizados por los participantes, con el objeto de mejorar el proceso de generación de indicadores y estadísticas que necesitan las organizaciones para su mejor gestión. En el ámbito empresarial y gubernamental, uno de los instrumentos más utilizados para el apoyo a la toma de decisiones son los gráficos generados a partir de datos provenientes de diferentes fuentes de información, tales como bases de datos, sistemas de workflow, ERP, datos públicos, etc. En el mercado existe una gran cantidad de aplicaciones para la generación de reportes, pero no es común que éstos sean reutilizados para generar nueva información, ni que haya un espacio formal para la interacción entre las personas involucradas en el proceso. La motivación para crear este espacio de colaboración surge a partir de un proyecto en desarrollo, cuyo objetivo es crear un repositorio de reportes basado en Web, donde los usuarios puedan preservarlos y compartirlos organizadamente. El objetivo es estudiar la posibilidad de agregar éste espacio de colaboración al diseño original, para facilitar la colaboración entre sus usuarios, en una relación de interdependencia, que les permita generar nuevos informes y reportes a partir de los ya existentes. Para diseñar el espacio se estudió la forma en que son generados los reportes en una institución, identificando tanto las prácticas más comunes como las dificultades que enfrentan los equipos de trabajo para lograr los objetivos planteados. Luego, se identificaron las interacciones apropiadas, y se modeló e implementó un subconjunto de éstas. El resultado final es un ambiente de colaboración en el que una persona puede definir un objetivo (el gráfico esperado) y convocar a los miembros del equipo para construirlo. Los participantes pueden compartir sus datos para, en base a ellos, dar lugar a la generación del nuevo reporte. Se concluye que es factible reutilizar los datos provistos por reportes anteriores para generar resultados de mayor valor agregado; y que atender con esta plataforma el trabajo colaborativo facilita la interacción de los actores. También se aprecia que el proceso se beneficia significativamente del enfoque al resultado propuesto por la plataforma, la que requiere como punto de partida la definición del gráfico que se desea construir.
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Barros, Edson de Almeida Rego. "Interlocutor: uma metodologia de mediação coletiva em trabalho cooperativo suportado por computador." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-15092006-175019/.

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A presente pesquisa tem como objetivo identificar e explorar uma metodologia na área de Trabalho Cooperativo Apoiado por Computador (Computer Supported Cooperative Work – CSCW), que aborda processos colaborativos unindo indivíduos, assim como grupos, para que possam trabalhar em conjunto visando metas comuns, estando fisicamente ou não no mesmo local, atuando de forma síncrona ou assíncrona. A metodologia proposta procura reunir o conhecimento de várias pessoas sobre determinados temas, por meio de um sistema de comunicação em rede de computadores, transformando o grupo de indivíduos em uma única voz, sendo o sistema o Interlocutor do grupo. O Sistema Interlocutor funciona em rede e depende de três módulos: o Interrogador que é a comunicação com o meio externo, o Colaborador que é o canal para participação dos membros do grupo, e o Servidor que controla o funcionamento de todo o aplicativo. A metodologia Interlocutor é inspirada em conceitos extraídos de várias áreas tais como Inteligência Coletiva, método Delphi, estrutura de Comitês, Sistemas de Apoio à Decisão (Group Decision Support System - GDSS), Grupos de Trabalho (Groupware) entre outros. Esta metodologia pode ser empregada em situações críticas, que demandam respostas rápidas e precisas, ou mesmo em contextos planejados nos quais se deseja estudar alternativas detalhadamente. Na presente tese são apresentados três possíveis cenários de aplicação da metodologia proposta, bem como possíveis configurações para futuros estudos mais apurados. São apresentados ainda os resultados dos testes efetuados em um desses cenários que validaram a metodologia. Em conclusão, a metodologia Interlocutor é uma forma para a criação e o funcionamento de sistemas capazes de obter resultados de Inteligência Coletiva.
The present research aims to identify and to explore a methodology in the area of Computer Supported Cooperative Work (CSCW), encompassing cooperative processes that joint individuals, as well as groups, in a way that they can work seeking common goals together, being or not physically in the same place, acting synchronously or asynchronously. The proposed methodology searches to gather the several people's knowledge on certain themes, through a communication system in net of computers, transforming the individuals' group in a single voice, being the system the Interlocutor of the group. The Interlocutor System works in net and it depends on three modules: the Interrogator that it is the communication with the external middle, the Collaborator that it is the channel for participation of the members of the group, and the Servant that controls the operation of the whole application. The Interlocutor Methodology is inspired in extracted concepts of several such areas as, among others, Collective Intelligence, method Delphi, structure of Committees, Group Decision Support System (GDSS), Groupware. This methodology can be used in critical situations, that demand quick and necessary answers, or even in planned contexts in which it is wanted to study alternatives in full details. The present thesis presents three possible sceneries of application of the proposed methodology, as well as possible configurations for futures approaches. It is also presented the results of the tests made in one of these sceneries that validated the methodology. In conclusion, the Interlocutor Methodology is a form for the creation and the operation of systems capable to obtain results of Collective Intelligence.
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Lu, Jiajun. "Sharing semi-heterogeneous single-user editors for real-time group editing." Texas A&M University, 2003. http://hdl.handle.net/1969.1/3881.

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A new approach is proposed to transparently share familiar single-user editors without modifying their source code. This approach tweaks a classic diff algorithm to derive edit scripts between document states. Concurrent edit scripts are merged to synchronize states of coauthoring sites. Our concept-proving prototype currently works with familiar, heterogeneous text editors such as GVim and WinEdt that can be adapted to support two basic interfaces, GetState and SetState. The adaption is less expensive and more robust than recent approaches such as ICT and CoWord, which must understand and translate editing operations at the operating system level. Experimental data show that our approach is able to provide sufficient performance for near-realtime group editing.
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Santos, Leonardo Nascimento dos. "Desenvolvimento de um Multi-Organizador Flexível de Espaços Virtuais Manaus." Universidade Federal do Amazonas, 2009. http://tede.ufam.edu.br/handle/tede/2948.

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Fundação de Amparo à Pesquisa do Estado do Amazonas
Work and learning built individually and in groups took a new and definitive impulse from popularization of software tools that currently compose web-based virtual environments. After a time of reckoning and appropriation of these resources, work, teaching, learning and social relations started to demand that virtual environments cannot yet answer, partially due to need of conformation by some of these environments to certain functional aspects maintained mainly by tradition. A possible strategy to deal with this problem is to devise and to develop flexible environments to support cooperative activities, given users a better balance between supporting tools and goals and profiles of participants in a specific activity. This work is part of a multi-institutional effort on the area where, from conceptual elements defining an innovative and simple approach to development of virtual environments, it is reported the organization, modeling and implementation of an instance of this kind of environment. The resulting prototype, currently in use at UFAM, was built using Moodle as development and evaluation platform.
O trabalho e a aprendizagem construídos individual e coletivamente tomaram novo e determinante impulso a partir da disseminação das ferramentas de software que atualmente compõem os ambientes virtuais baseados na Web. Após um período de reconhecimento e apropriação desses recursos, o trabalho, o ensino, a aprendizagem e as relações sociais como um todo passam a apresentar demandas que os ambientes virtuais ainda não conseguem atender, em parte devido à conformação desses ambientes a certos aspectos funcionais mantidos principalmente por tradição. Uma estratégia possível para tratar esse problema é a concepção e desenvolvimento de ambientes flexíveis para apoiar a realização de atividades cooperativas, propiciando aos usuários uma melhor sintonia entre ferramentas de apoio e os objetivos e os perfis dos participantes de uma determinada atividade. O trabalho aqui descrito faz parte de um esforço multi-institucional de pesquisa no tema, onde, a partir dos elementos conceituais que definem uma abordagem de inovadora simplicidade à concepção e desenvolvimento de ambientes virtuais, é relatada a organização, modelagem e implementação de uma instância desse tipo de ambiente. O protótipo resultante, atualmente em plena utilização na UFAM, foi construído utilizando o Moodle como plataforma de desenvolvimento e avaliação.
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Seitzberg, Linda. "Design av CSCW-system för att stimulera till ökad social interaktion och samarbete inom lantbruket : Från passiva läsare till aktiva bidragare av innehåll i användarportaler." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11318.

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Farming is considered as an important area for a sustainable society, and the need for proper information and knowledge exchange among farmers through various forms of social learning processes has been addressed. Beside learning from each other face to face and sharing personal experiences of farming practices, Information and Communication Technology (ICT) in the form of Computer Supported Collaborative Work (CSCW) systems provides another possibility to share and exchange information and knowledge with other farmers. This work demonstrates the necessary functions needed for a future CSCW system for farmers, as a tool for social interaction and communication in agriculture, through which social learning is fostered. The purpose is to stimulate social learning among farmers so they will develop from passive readers to active contributors of information content in the proposed CSCW system, which in the long run may have a positive impact on the overall purpose of farming – increasing harvests. The main aim of this work is to stimulate social learning in agriculture, where farmers’ social online learning processes is stimulated via a CSCW system that has been developed and designed as a high-fi prototype, providing various functions that make it possible to communicate among farmers and other stakeholders. In order to o stimulate so-called reading farmers into actively contributing farmers in the proposed CSCW-system this work also provides some identified lessons learned. These lessons learned provide both design guidelines as well as suggested behavioral changes of farmers and farming organisations in order to foster the use of CSW systems a social interaction and social learning tools in farming practices. Keywords; Agriculture, social learning, communication, CSCL, CSCW, ICT, contribute to content.
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Schuster, Daniel. "Bedarfsgesteuerte Verteilung von Inhaltsobjekten in Rich Media Collaboration Applications." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2007. http://nbn-resolving.de/urn:nbn:de:swb:14-1196343503734-18949.

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IP-basierte Konferenz- und Kollaborations-Systeme entwickeln sich mehr und mehr in Richtung Rich Media Collaboration, d.h. vereinigen Audio- und Videokonferenzfunktionalität mit Instant Messaging und kollaborativen Funktionen wie Presentation Sharing und Application Sharing. Dabei müssen neben den Live-Medienströmen auch Inhaltsobjekte wie Präsentationsfolien oder Dokumentseiten in Echtzeit innerhalb einer Session verteilt werden. Im Gegensatz zum klassischen 1:n-push-Schema wird dafür in der Arbeit ein Ansatz für wahlfreien Zugriff auf durch die Teilnehmer selbst gehostete Inhaltsobjekte - also n:m-pull-Verteilung - vorgestellt. Dieser Ansatz hat in Anwendungsszenarien mit gleichberechtigten Teilnehmern, wie zum Beispiel virtuellen Meetings von Projektteams, signifikante Performance-Vorteile gegenüber den traditionellen Ansätzen. Mit dem Content Sharing Protocol (CSP) wurde eine Protokoll-Engine bestehend aus neun Mikroprotokollen entwickelt, implementiert und evaluiert. Sie beinhaltet neben der Kernfunktionalität der Inhaltsauslieferung auch Unterstützung für Caching, Prefetching und Datenadaption, sowie dynamische Priorisierung von Datentransfers und Interaktionsunterstützung.
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O'Brien, Jon. "Improving CSCW systems design : theory, practice and the paradigm of 'the workaday world'." Thesis, Lancaster University, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310802.

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Häggström, Jesper, and Mattias Jacobsson. "CSCW som teoretisk ram för att påvisa tekniskt samband i en organisations förändring." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-18995.

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Företag arbetar idag alltmer i projektform på en global marknad. Detta innebär ökade krav på koordinering och kommunikation i utförandet av en uppgift i verksamheten. Samtidigt så finns det idag väl utvecklad teknik för att stödja de uppgifter som utförs. Teorierna inom CSCW diskuterar kring hur sådana tekniska verktyg, groupware, kan stödja arbete som utförs i grupper, exempelvis arbete i projektform.I denna undersökning försöker vi skapa en teoretisk modell som kan användas för att identifiera de krav som ställs på dels organisationens utformning och dels på det tekniska stödet. Genom två studier utförda på två företag vid två tillfällen undersöker vi om det finns ett samband mellan förändring i organisationen och förändring i det tekniska stödet. Vi har kunnat se att viktiga faktorer som påverkar detta samband är hur själva utförandet av arbetsuppgifterna ser ut. Utförandet ställer krav på koordinering, samarbete och tillgänglighet till väsentlig information. Detta bildar också utgångspunkt i vilka krav som kan ställas på det tekniska stödet.
Uppsatsnivå: C
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Vu, Jimmy M. "Developing an Electronic Tool for Cross-Cultural Computer Supported Collaborative Work (CCSCW)." Thesis, Virginia Tech, 2004. http://hdl.handle.net/10919/42105.

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There is a lack of tools available to support cross-cultural communication and collaboration. Current research is comprised of assessments of the need for better cross-cultural communication tools and discussions of simple guidelines for developing such a tool. Existing programs such as chat or video-conferencing have been altered to be used in a cross-cultural setting, but little data has been gathered on their effectiveness. There is a need, according to the literature in the field of Computer Supported Collaborative Work (CSCW), that cross-cultural tools be developed, researched, and comprehensively studied. The purpose of this research was to show that a simple cross-cultural communication tool can be developed to support electronic cross-cultural collaborations. BlissChat was developed in Virginia Techâ s Macroergonomics and Group Decision Systems Laboratory for this purpose. The dependent measures for the study consisted of the time of completion and errors committed. The experimental design was a 2 x 2 between factor design. The factors were divided into a concordant (same language culture) group versus a discordant (different language culture) group. The other independent variable was the environment, whether they used the communication tool BlissChat, or in the ideal setting of face-to- face (FtF). The two culture groups used were Chinese first language speakers and English first language speakers. Participants who used BlissChat were able to perform their tasks as accurately as those who met FtF by not committing significantly more errors (p<0.05), but they did not perform as efficiently. The participants using BlissChat did not perform as efficiently as those meeting FtF (p<0.05). It took participants using BlissChat much longer to perform their task than participants in FtF conditions (p<0.05). The consequence of these outcomes will effect both the current use as well as the future outcomes of CCSCW.
Master of Science
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SILVA, Cláudia Brito Lyra Nunes da. "Utilizando CCM no Suporte a Sessões Cooperativas Síncronas." Universidade Federal de Pernambuco, 2004. https://repositorio.ufpe.br/handle/123456789/2482.

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A área de trabalho cooperativo apoiado por computador (CSCW - Computer Supported Cooperative Work) estuda como as pessoas podem cooperar para a solução de problemas e como tais cooperações podem ser estabelecidas e desenvolvidas utilizando-se recursos computacionais. As aplicações cooperativas síncronas provêem funcionalidades que permitem a interação síncrona entre os membros de um grupo, estando estes em um mesmo local ou dispersos geograficamente. Tais aplicações necessitam de mecanismos de controle que possibilitem o gerenciamento dos usuários que fazem parte das sessões cooperativas, e permitam que os participantes acessem, de forma compartilhada, os recursos disponíveis durante a sessão. Dentre as tecnologias utilizadas na implementação de soluções de suporte a sessões cooperativas síncronas, CORBA (Common Object Request Broker Architecture) mostra-se de grande valor ao prover interoperabilidade entre aplicações implementadas em diferentes linguagens, independentemente de plataforma, protocolos e tecnologias de rede. O CCM (CORBA Component Model ) representa o modelo de componente para a arquitetura CORBA, cujo objetivo principal é facilitar o desenvolvimento de aplicações que utilizam CORBA como plataforma de distribuição. Dessa forma, o objetivo deste trabalho é prover um serviço de suporte a sessões cooperativas síncronas (CSMS - Cooperative Session Management Service), utilizando a tecnologia de componentes proposta pelo CCM. Os principais aspectos abordados por esse serviço são o gerenciamento de usuários que fazem parte da sessão e o mecanismo de controle utilizado no acesso aos recursos compartilhados durante a sessão.
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Rydbrink, Morgan. "If you see me, I will learn : A qualitative study of how to facilitate motivation and collaboration in online learning environments." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-64960.

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E-learning offers many ways to partake in distance studies by overcoming obstacles such as physical localization or breaking existing social bonds. Having a higher education also gives greater opportunities both when it comes to employment as well as self-fulfillment. At the same time, e-learning comes with its own challenges both from the viewpoint of instructor as well as learner. Challenges that may be the reason for higher dropout rates compared to campus studies. Even though technology itself is crucial, actually making use of it in an efficient and suitable way as well as planning courses with e-learning in mind is even more important. In this thesis, motivation, communication and collaboration are used as the foundation for researching how e-learning can be facilitated. Theory presented states that there are several dimensions that needs to be kept in mind if learning is to be facilitated. Any course must be set up in such a way that all learners, no matter physical localization, are involved. This included both during lectures as well as any kind of examination. The learner also needs to have proper technology available, technology that both supports communication as well as collaboration. Through these tools, communities can be built in which learning can be enhanced. To investigate this, a qualitative method, consisting of interviews with distance students, were conducted. The results shows that technology were used extensively, both for planning as well as exchanging information. Having proper and clear instructions, both written and orally, was needed. Being able to participate was seen as one of the more crucial factors, both for learning and forming communities. It was also showed that the informants used the tools available not only to increase learning between each other, but also to form bonds over a longer period of time. Non-task communication enhanced the feeling of being part of something greater. Something which in turn increased collaboration and the perceived learning. Social media was the most used tool for planning and executing tasks within a course. It is concluded that to facilitate learning in an e-learning environment, there needs to be more than just proper instructions. There needs to be relevant information given in such a way to uphold the learners’ attention. There also needs to be a focus on collaboration over time, involving both instructors and learners. Beyond this, there needs to be tools available for the learners to form bonds, communities, between each other to facilitate learning and motivation. Through this, a true community of inquiry might be possible.
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Grotti, Simone. "Mobile CSCW e sincronizzazione dati per il soccorso in emergenza: un caso di studio." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10499/.

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L'obiettivo principale di questa tesi è quello di approfondire il tema della comunicazione e sincronizzazione dati nel contesto di uno specifico caso di studio di sistema informatico a supporto del lavoro cooperativo per il soccorso in emergenza: a partire dai requisiti del caso applicativo, secondo cui agli operatori deve essere possibile utilizzare il sistema anche a fronte di disconnessioni dei propri dispositivi mobili, emerge infatti la necessità di un middleware a cui il livello applicativo demandi le funzionalità di sincronizzare le informazioni prodotte durante le operazioni, in modo da promuovere uno scambio di informazioni che migliori e supporti l'azione del singolo e conseguentemente del team. Quindi, dopo aver introdotto la tematica ed analizzato il caso di studio da affrontare, viene descritta l'esplorazione del panorama tecnologico volta alla ricerca di strumenti o approcci che possano mitigare la complessità nella realizzazione di questa funzionalità. Nel panorama tecnologico considerato, comprendente framework per servizi web, MOM e database, uno strumento di particolare interesse è stato individuato in CouchDB, un database NoSQL, grazie alle sue funzionalità di replica e sincronizzazione e alla presenza di una libreria per lo sviluppo su dispositivi mobili: su di esso è stata effettuata una breve fase di sperimentazione volta a saggiarne in maniera più concreta le potenzialità anche in relazione alla valutazione di fattibilità per il caso applicativo considerato.
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Kaps, Andreas. "CSCW in der Bioinformatik ein objektorientiertes Groupwaresystem zur Unterstützung in der Gen- und Genomanalyse /." [S.l.] : [s.n.], 2001. http://deposit.ddb.de/cgi-bin/dokserv?idn=962790400.

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Frykholm, Oscar. "Case-based presentation in medical multidisciplinary team meetings : Applied research in CSCW and IxD." Doctoral thesis, KTH, Medieteknik och interaktionsdesign, MID, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-119810.

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Advanced medical technology is widely used in modern healthcare, as more and more specialised examinations and treatments are performed on patients. In the case of particularly complex diseases, a number of medical specialists, each an expert in their own field, must collaboratively make diagnoses and plan for treatment. In multidisciplinary team meetings (MDTM), the medical specialists present their pieces of the puzzle, stitch them together and in consensus make a decision. A large amount of information from several sources must be taken into account, but the digital tools to support this decision-making are lacking. This thesis describes research in which engineers and medical specialists have cooperatively developed such a tool. The main research question concerns improving patient information visualisation to support the collaborative work in MDTMs; a secondary question concerns the role of interaction design in medical work. Several design activities have been conducted together with the medical specialists by utilising research methods derived from computer- supported cooperative work (CSCW) and interaction design (IxD). The new tool has been evaluated in two simulated MDTMs and even though it was developed with the users, the results cut both ways. Case-based presentation of patients in MDTMs has a positive effect, as more information can be displayed during discussions. It helps the participants keep a shared focus on the patient, her medical history, results from examinations, and decisions made in the meeting. It is a new and aggregated view of the patient and an example of how patient information visualisation can be improved. On the other hand introducing new technology and new ways of interacting with information, in the meetings was not considered entirely positive. The participants have different roles and tasks in the meeting, and the tools should support these without distracting the shared focus. This practical way of working (conducting field studies, design activities and evaluations) together with ingenious medical specialists can make a difference. By exploring and concretising stakeholders’ needs and making long-term commitments, the interaction designer can take a central position in the deve- lopment of digital, collaborative tools for medical work.

QC 20130326

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Taniguchi, Kenji. "SICLA - Sistema de Informação Colaborativa para Laboratórios Acadêmicos: um modelo CSCW aplicado ao LINCOM." Instituto Tecnológico de Aeronáutica, 2008. http://www.bd.bibl.ita.br/tde_busca/arquivo.php?codArquivo=595.

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A evolução humana demanda a utilização de sistemas computadorizados, de complexidade continuamente crescente, que requerem características específicas para o atendimento aos seus objetivos. O autor propõe o modelo do "Sistema de Informação Colaborativa para Laboratórios Acadêmicos" - SICLA - que vem suprir a escassez de ferramentas que atendam, satisfatoriamente, às necessidades de comunicação de pesquisadores em seus laboratórios acadêmicos. O modelo proposto situa-se na área de pesquisa em CSCW - Computer Supported Cooperative Work - e é validado através de sua utilização ao caso de uso do LINCOM - Laboratório de Interação, Comunicação e Mídia. O modelo integra diversos subsistemas, divididos em módulos de: transmissão de mensagens instantâneas, CMS - Content Managment System, repositórios de arquivos, grupos de discussões, gerência de banco de dados, artigos científicos, notícias e competências funcionais. Ao caso de uso LINCOM, foram utilizados softwares livres e protocolo XMPP para transmissão de mensagens instantâneas. Conclui-se o estudo com o atendimento aos requisitos, segundo modelo do SICLA, a análise da sua implementação ao LINCOM e a propositura de futuros melhoramentos.
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Lazarin, Carlos Alberto Joia. "Adoção de técnicas de design participativo por meio de CSCW: suporte à colaboração distribuída." Universidade Tecnológica Federal do Paraná, 2017. http://repositorio.utfpr.edu.br/jspui/handle/1/2877.

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O Design Participativo (DP) originou-se na Escandinávia em meados dos anos 70, em um momento em que os trabalhadores, por meio de sindicatos trabalhistas, reivindicavam um maior empoderamento no processo de tomada de decisão para a adoção da tecnologia em seu ambiente de trabalho. O DP tornou-se uma metodologia que aborda o envolvimento de designers e não designers trabalhando em conjunto nas atividades de design de um projeto por meio de práticas participativas. Tais práticas de DP são comumente exploradas de forma presencial, que por sua vez, utilizam técnicas de DP que auxiliam a mediá-las. Justificado pela carência de práticas de Design Participativo Distribuído (DPD), em que os stakeholders envolvidos estão dispersos geograficamente, esta dissertação de mestrado apresenta os benefícios, limitações e adaptações necessárias para adoção de técnicas de DP em práticas de DPD por meio de sistemas colaborativos. Escolheu-se a técnica de BrainDraw para ser investigada no escopo deste estudo e buscar respostas para as questões desta pesquisa. Os resultados desta dissertação envolvem uma analogia entre as fases da metodologia de DP definida por Spinuzzi e o estudo sobre práticas de DP no ciclo de vida do desenvolvimento de software de Muller, Hallewell e Dayton, que propicia condições para que pesquisadores e desenvolvedores decidam sobre quais técnicas de DP são mais indicadas para serem empregadas em contextos distribuídos. Também foi realizada a análise de requisitos, por meio de oficinas participativas, para um sistema colaborativo denominado de Sistema DEA (Design Participativo em Ação), para adoção de práticas de BrainDraw em contexto distribuído. O desenvolvimento do protótipo do Sistema DEA e a avaliação empírica e participativa do mesmo foram realizadas com o propósito de buscar respostas para o objetivo desta pesquisa. A partir dos resultados coletados durante a avaliação, apresenta-se os benefícios, diferenças e adaptações para a adoção do BrainDraw por meio de sistemas colaborativos. Por fim, detalhe-se também as principais contribuições desta pesquisa para a computação e para a sociedade, além de discussões sobre suas respectivas limitações e trabalhos futuros.
Participatory Design (PD) originated in Scandinavia in the mid-1970s, in a period that workers, through labor unions, were requesting more empowerment in the decision-making process related to adoption of technology in the workplace. PD became a methodology that addresses involvement of designers and non-designers working together in design activities of a project through participatory practices. Those PD’s practices are commonly explored with co-located participants, using PD’s techniques to support and mediate interaction across participants. Justified by absence of Distributed Participatory Design’s practices (DPD), which stakeholders are located in different geographic spaces, this master’s thesis presents the benefits, limitations and adaptations necessary to adopt PD’s techniques in DPD’s practices through collaborative systems. The BrainDraw technique was chosen to be investigated in the scope of this study and to help finding answers for this research questions. The results of this research involve an analogy between the phases of the PD methodology defined by Spinuzzi and PD practices in the software development life cycle by Muller, Hallewell and Dayton, that helps researchers and developers to decide about which technique of PD is more suitable to be used in distributed contexts. It also presents three participatory workshops for requirements analysis of a collaborative system called DEA System (Participatory Design in Action) to adopt practices of BrainDraw in a distributed context. The development and empirical and participatory evaluation of DEA System were conducted with the purpose of seeking answers to the objective of this research. Based on this research’s results, we present benefits, differences and necessary adaptations identified to conduct BrainDraw practices in distributed contexts through collaborative systems. Finally, we present the contributions of this research to Computer Science area and to society, and also some discussions about its limitations and future works.
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38

Reyna, Josephine. "The Impact of Predisposition Towards Group Work on Intention to Use a CSCW System." Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4752/.

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Groupware packages are increasingly being used to support content delivery, class discussion, student to student and student to faculty interactions and group work on projects. This research focused on groupware packages that are used to support students who are located in different places, but who are assigned group projects as part of their coursework requirements. In many cases, students are being asked to use unfamiliar technologies that are very different from those that support personal productivity. For example, computer-assisted cooperative work (CSCW) technology is different from other more traditional, stand-alone software applications because it requires the user to interact with the computer as well as other users. However, familiarity with the technology is not the only requirement for successful completion of a group assigned project. For a group to be successful, it must also have a desire to work together on the project. If this pre-requisite is not present within the group, then the technology will only create additional communication and coordination barriers. How much of an impact does each of these factors have on the acceptance of CSCW technology? The significance of this study is threefold. First, this research contributed to how a user's predisposition toward group work affects their acceptance of CSCW technology. Second, it helped identify ways to overcome some of the obstacles associated with group work and the use of CSCW technology in an academic online environment. Finally, it helped identify early adopters of CSCW software and how these users can form the critical mass required to diffuse the technology. This dissertation reports the impact of predisposition toward group work and prior computer experience on the intention to use synchronous CSCW. It was found that predisposition toward group work was not only positively associated to perceived usefulness; it was also related to intention to use. It also found that perceived ease of use, at least in this study, had a direct and positive impact on intention, and was not mediated through perceived usefulness. These findings hold implications for academia and how it uses complex collaborative software. Avenues for further research are identified.
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Jones, Nory Beth. "The diffusion of a collaborative CSCW technology to facilitate knowledge sharing and performance improvement /." free to MU campus, to others for purchase, 2001. http://wwwlib.umi.com/cr/mo/fullcit?p3012982.

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Holl, Berit. "Entwicklung und Evaluation eines Unterrichtskonzeptes für computergestütztes kooperatives Lernen." Doctoral thesis, Universitätsbibliothek Chemnitz, 2004. http://nbn-resolving.de/urn:nbn:de:swb:ch1-200400212.

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In der Dissertationsschrift wird die Entwicklung und Evaluation eines Unterrichtskonzeptes für computergestütztes kooperatives Lernen am beruflichen Gymnasium für Informations- und Kommunikationstechnologie beschrieben. Das Konzept für Computer Supported Cooperative Learning (CSCL) wurde im Rahmen des sächsischen Landesschulversuches "Einführung der Fachrichtung Informations- und Kommunikationstechnologie am beruflichen Gymnasium im Freistaat Sachsen" in Zusammenarbeit mit der Technischen Berufsschule Zürich erprobt. In der Dissertationsschrift werden Fachbegriffe der Didaktik der Informatik präzisiert. Desweiteren sind Forschungsmethoden, quantitative und qualitative Untersuchungsergebnisse sowie deren Auswertung insbesondere zur CSCL-Handlungskompetenz enthalten.
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Börjeson, Lars, Riitta Svensson, and Git Niklasson. "Videokonferens? : uppfattningar om framtida videokonferenser vid en psykiatrisk klinik." Thesis, University West, Department of Informatics and Mathematics, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-628.

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42

Halvordsson, Ulrika, and Karin Bäckström. "Digital bildöverföring i hemsjukvården : vilka konsekvenser kan det få ?" Thesis, University West, Department of Informatics and Mathematics, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-639.

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Jennehall, Maria, Elisabeth Larsson, and Olle Niklasson. "Elektroniska patientjournaler : en utvärdering vid en psykiatrisk klinik." Thesis, University West, Department of Informatics and Mathematics, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-641.

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44

Prinz, Wolfgang. "A framework for organizational information support in cooperative environments." Thesis, University of Nottingham, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.319622.

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45

VIEIRA, JUNIOR R. R. M. "UMA ARQUITETURA DE SOFTWARE PARA O MORFEU: APOIANDO A REALIZAÇÃO DE ARQUITETURAS PEDAGÓGICAS EM ESPAÇOS VIRTUAIS COLABORATIVOS." Universidade Federal do Espírito Santo, 2011. http://repositorio.ufes.br/handle/10/4243.

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Made available in DSpace on 2016-08-29T15:33:15Z (GMT). No. of bitstreams: 1 tese_4177_.pdf: 2470512 bytes, checksum: 80d24473718896944a6c81552a86f9bb (MD5) Previous issue date: 2011-08-30
As lacunas tecnológicas no apoio as atividades colaborativas possibilitam à criação de novas propostas para atender à demanda por suporte tecnológico nas atividades a distância. Este trabalho apresenta uma arquitetura de software, baseado da proposta do MOrFEu, que favorece à criação e a organização flexível de espaços virtuais colaborativos. Entre as principais características desta arquitetura destacam-se a flexibilidade do apoio a colaboração pelas formas diferenciadas de coordenar as interações e organizar as produções, individuais e coletivas, tendo como referência espaços de autoria reorganizáveis e flexíveis. Por fim, foi realizado um estudo de caso, utilizando um protótipo de software, na avaliação do suporte tecnológico no atendimento aos requisitos das atividades de comunicação, cooperação e principalmente de coordenação da Arquitetura Pedagógica Debate de Teses.
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46

Gargiulo, Claudio. "Teamwork collaboration around CAE models in an industrial context." Doctoral thesis, Universita degli studi di Salerno, 2017. http://hdl.handle.net/10556/3069.

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2015 - 2016
Medium and Large Companies must compete every day in a global context. To achieve greater efficiency in their products/processes they are forced to globalize by opening multiple locations in geographically distant places. In this context, people from the same team or different teams must work together regardless of the time zone and where they are located. Therefore, a "virtual" team consists of groups of geographically distant people who can coordinate with the help of new technologies. The tools and methodologies supporting "Computer Supported Cooperative Work" (CSCW) can facilitate collaboration by reducing distance and time related issues. The main goals CSCW aims to achieve within a complex organization are listed below: • Schedule, track, and chart the steps in a project as it is being completed (Project Management) • Share, review, approve or reject project proposals from other workgroup members (Authoring Systems) • Collaborative management of tasks and documents within a knowledge-based business process (Workflow Management) • Collect, organize, manage, and share various forms of information (Knowledge Management) • Collaborative bookmarking engine to tag, organize, share, and search enterprise data (Enterprise Bookmarking) • Collect, organize, manage and share information associated with the delivery of a project (Extranet Systems) • Quickly share company information to members within a company via Internet (Intranet Systems) • Organize social relations of groups (Social Network) • Collaborate and share structured data and information (Online SpreadSheet) This work is based on the main objectives outlined through a specific research experience that verifies compliance and ensures its applicability. The real context consists of virtual team of engineers and the way they cooperate within the automotive industry. The research “iter” can be summarized as follows: (1) the main collaborative and engineering requirements have been identified by referring to a real use case within Fiat Chrysler Automobiles; (2) each requirement has been met by implementing an integrated, modular and extensible architecture; (3) Floasys platform for collecting, centralizing and sharing simulations has been designed, implemented and tested; (4) a tool called ExploraTool has been designed to visually explore a simulation repository within Floasys; (5) the possible extension of the platform has been identified in terms of multidisciplinarity and multisectorality; (6) downstream of the whole process, all the requirements a CSCW intended to meet were verified. The initial phase of the work has focused on collecting collaborative requirements and related needs that emerge when different virtual teams find themselves collaborating to pursue a common result. The collaborative requirements identified to support collaboration between geographically remote teams are: centralizing simulation data, providing annotation and adding metadata to files, providing a search engine for simulations completed by other analysts, providing data versioning and support their sharing. In line with the requirements identified, a collaborative platform prototype (CSCW) called Floasys was developed. Floasys customers are all industries using CAE simulations to design their products, so the automotive, aeronautical and naval industries, etc. Floasys collects simulation data, stores them in open XML format and centralizes them into a shared repository; It also provides additional services on collected data stored in open format, such as the ability to annotate files or search within the repository regardless of the simulator with which they were generated. It is extremely useful to be able to retrieve simulations from other members of the same team or different teams in order to compare the performance of a current project. In order to provide these services, various aspects must be considered: surely the services listed above must be immersed in an existing business environment with existing practices, workflows and software systems. To bring a concrete example, the only centralization of simulation data involves communication with existing simulation software by mitigating the problem of Vendor Lock-In, which is the strong dependence on the simulators themselves. From an architectural point of view, Floasys meets the non-functional extensibility and modularity requirements. This way the system can be tailored to the needs of customers, open to meet future needs and be used in other departments. The modular and extensible Floasys architecture was obtained based on the concept of plug-in. Although the research activity directly concerns the automotive industry, the requirements and the difficulties described are common to other sectors as described in the literature. So many of the considerations made in this work and the solutions adopted can be reused for other types of simulation as well as for data obtained from experiments. Finally, within Floasys, an interactive tool called "ExploraTool" was integrated for viewing, exploring, and querying simulation repositories. Although the idea of this tool was born in the context of simulation repository navigation, it is generic and can be used with any dataset. The tool is based on Eulero-Venn diagrams. The universe is the set of all simulations stored in one or more repositories. Simulation groups are represented by grafted ellipses. Using this tool, analysts can explore the repository through drill-down and roll-up operations to get more or less detail. Going down in the hierarchy, the user filters the items within the dataset and performs a graphical query. In this way, the user explores the repository by finally obtaining two or more simulations to be compared. After the design, implementation and implementation phase, the tool was tested with real users to gain data on its usability. [edited by author]
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47

Ulriksson, Jenny. "Consistency management in collaborative modelling and simulation." Licentiate thesis, KTH, Microelectronics and Information Technology, IMIT, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-571.

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The aim of this thesis is to exploit the technological capabilities of computer supported collaborative work (CSCW) in the field of collaborative Modelling and Simulation (M&S). The thesis focuses on addressing two main problems: (i) providing flexible means of consistency management in collaborative M&S, and (ii) the ability of providing platform and application independent services for collaborative M&S.

In this work, some CSCW technologies and how some of the concepts can be incorporated in a distributed collaborative M&S environment, have been studied. An environment for component based simulation development and visualization, which provides support for collaborative M&S, has been designed. Some consistency policies that can be used in conjunction with distributed simulation and the High Level Architecture (HLA) have been investigated. Furthermore, the efficient utilization of HLA and XML in combination, as the foundation of a CSCW infrastructure has been proved. Two consistency policies were implemented utilizing HLA, a strict and an optimistic, in the distributed collaborative environment. Their performance was compared to the performance of a totally relaxed policy, in various collaboration situations.

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Vieira, Victor Hugo. ""Web Services de apoio a aplicações voltadas ao trabalho em grupo"." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-16052006-191517/.

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O desenvolvimento de trabalhos em grupo tornou-se uma tarefa cada vez mais comum nos dias atuais. Com isso, houve também um crescimento na utilização e no desenvolvimento de aplicações computacionais que implementam os processos de apoio à cooperação entre as pessoas, as quais possibilitam um considerável ganho de produtividade nas tarefas realizadas pelo grupo. A integração de várias dessas aplicações pode resultar em um acréscimo de funcionalidades, aumentando as possibilidades de uso e a flexibilidade para o usuário. Com o objetivo de agregar funcionalidades e melhorar os potenciais usos dos sistemas de software, aplicações integradas possuem, em geral, mais funcionalidades e maiores possibilidades de uso do que aplicações isoladas. Assim, foi desenvolvido o WS4CSCW (Web Services for Computer Supported Cooperative Work), um Web Service que tem como objetivo facilitar a integração de ferramentas e sistemas CSCW. O WS4CSCW permite o gerenciamento de usuários, grupos, recursos, permissões e papéis de usuários e grupos, disponibilizando funcionalidades para aplicações voltadas ao trabalho em grupo, bem como para facilitar a integração entre essas aplicações, permitindo um co-funcionamento mais direto, consistente e coeso.
Nowadays, the achievement of tasks made in groups has become a habitual concern by people. In this way, a rise of using and developing computer programs that support cooperative work process has been noted. The programs aim to provide productivity improvements on work made by groups. Integrating the software could result in increasing functionalities, augmenting both its use possibilities and flexibility. Integrated softwares have, in general, more features and use's potential than isolated applications. As a result, WS4CSCW (Web Services for Computer Supported Cooperative Work) -- a Web Service to assist CSCW application's integration was developed. WS4CSCW allows management of users, groups, resources, permissions, and user and group roles, by making available functionalities to applications for group work, making easy the integration among these applications and providing a straighter, more cohesive and consistent cooperation.
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49

Gumienny, Raja Carola. "Understanding the adoption of digital whiteboard systems for collaborative design work." Phd thesis, Universität Potsdam, 2013. http://opus.kobv.de/ubp/volltexte/2014/7241/.

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User-centered design processes are the first choice when new interactive systems or services are developed to address real customer needs and provide a good user experience. Common tools for collecting user research data, conducting brainstormings, or sketching ideas are whiteboards and sticky notes. They are ubiquitously available, and no technical or domain knowledge is necessary to use them. However, traditional pen and paper tools fall short when saving the content and sharing it with others unable to be in the same location. They are also missing further digital advantages such as searching or sorting content. Although research on digital whiteboard and sticky note applications has been conducted for over 20 years, these tools are not widely adopted in company contexts. While many research prototypes exist, they have not been used for an extended period of time in a real-world context. The goal of this thesis is to investigate what the enablers and obstacles for the adoption of digital whiteboard systems are. As an instrument for different studies, we developed the Tele-Board software system for collaborative creative work. Based on interviews, observations, and findings from former research, we tried to transfer the analog way of working to the digital world. Being a software system, Tele-Board can be used with a variety of hardware and does not depend on special devices. This feature became one of the main factors for adoption on a larger scale. In this thesis, I will present three studies on the use of Tele-Board with different user groups and foci. I will use a combination of research methods (laboratory case studies and data from field research) with the overall goal of finding out when a digital whiteboard system is used and in which cases not. Not surprisingly, the system is used and accepted if a user sees a main benefit that neither analog tools nor other applications can offer. However, I found that these perceived benefits are very different for each user and usage context. If a tool provides possibilities to use in different ways and with different equipment, the chances of its adoption by a larger group increase. Tele-Board has now been in use for over 1.5 years in a global IT company in at least five countries with a constantly growing user base. Its use, advantages, and disadvantages will be described based on 42 interviews and usage statistics from server logs. Through these insights and findings from laboratory case studies, I will present a detailed analysis of digital whiteboard use in different contexts with design implications for future systems.
Nutzerorientierte Gestaltungsprozesse werden angewandt, um zu gewährleisten, dass neue Software für Computer und Smartphones gebrauchstauglich ist und die tatsächlichen Bedürfnisse der Anwender adressiert. Dazu sollen potentielle Anwender befragt und beobachtet und darauf basierend Ideen und Entwürfe für die neue Software entwickelt werden. Um die Nutzerdaten und Ideen zu sammeln, sowie daraus Konzepte zu erarbeiten, werden häufig Whiteboards und Haftnotizen (Post-its) benutzt. Sie haben den Vorteil, dass sie weit verbreitet sind und keine speziellen Kenntnisse erfordern. Analoge Whiteboards sowie Stift und Papier haben allerdings auch den Nachteil, dass die Informationen nicht digital gespeichert und mit Personen an anderen Standorten geteilt werden können. Auch andere digitale Vorteile, wie z. B. Inhalte suchen und sortieren, sind nicht verfügbar. Obwohl es seit 20 Jahren Forschung zu digitalen Whiteboard-Anwendungen gibt, werden diese Systeme im Firmenumfeld kaum genutzt. Diverse Forschungsprototypen sind bisher weder im Langzeiteinsatz noch in Unternehmen ausreichend getestet worden. Ziel dieser Dissertation ist zu erforschen, welche Faktoren den Einsatz von digitalen Whiteboard-Systemen begünstigen und welche Faktoren eher hinderlich sind. Zu diesem Zweck haben wir das Tele-Board Software System für gemeinsames kreatives Arbeiten entwickelt. Basierend auf Interviews und Beobachtungen, sowie Erkenntnissen aus vorheriger Forschung, haben wir versucht, die analoge Arbeitsweise mit herkömmlichen Arbeitsmitteln in die digitale Welt zu übertragen. Tele-Board kann mit unterschiedlicher Hardware benutzt werden und ist nicht an spezielle Geräte gebunden. Diese Tatsache hat sich als Vorteil für den Einsatz der Software in größerem Umfang erwiesen. In dieser Arbeit präsentiere ich drei Studien zur Nutzung von Tele-Board von verschiedenen Anwendern in unterschiedlichen Umgebungen. Die Studien wurden sowohl unter kontrollierten Bedingungen, als auch im realen Arbeitsumfeld durchgeführt. Wie zu erwarten war, wird das System besonders dann angenommen, wenn die Anwender Vorteile sehen, die sie mit analogen Arbeitsmitteln und anderer Software nicht haben. Allerdings unterscheiden sich die empfundenen Vorteile je nach Anwender und Nutzungskontext. Daher steigen die Chancen auf eine Verbreitung der Software, wenn sie verschiedene Anwendungsfälle und unterschiedliches Equipment unterstützt. Tele-Board ist mittlerweile seit 1,5 Jahren in einer global agierenden IT-Firma in mindestens fünf Ländern mit konstant steigenden Nutzerzahlen im Einsatz. Auf der Basis von 42 Interviews und Nutzungsstatistiken vom Server wird beschrieben, auf welche Art und Weise das System angewandt wird und welche Vor- und Nachteile es hat. Aus diesen Erkenntnissen sowie anderen Studien, präsentiere ich eine detaillierte Analyse der Nutzung von digitalen Whiteboards und gebe Empfehlungen für die Entwicklung zukünftiger Systeme.
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Allawerdi, Rabii, and Raisa Kemppainen. "Aktiviteter som främjar samarbete inom kreativa online communitys : En fallstudie om social loafing." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96556.

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Det finns en utmaning för designers att skapa digitala miljöer som främjar aktivitet, för att skapa goda vanor och rutiner som leder till växandet av communitys. Online communitys kan ibland sakna målstyrning som leder till minskat engagemang och motivation för medlemmar att bidrag till communityt. Det kan vara svårt för deltagare i dessa digitala miljöer att se vilket värde deras egna bidragande skapar. Eftersom online communitys får en allt mer växande roll i dagens samhälle när distanskollaborationer blir allt vanligare är det relevant att undersöka dessa problem. Tidigare forskning uppmärksammar social loafing som en förklaring till minskat engagemang och motivation i samarbeten. Vad som har kunnat påvisa förebyggande faktorer för denna negativa utveckling är att om individer blir påminda om deras värde till en community kan bidragandet öka, samt att gruppmål kan ge en mer bidragande effekt än individuella mål. Vad som även påverkar motivationen hos deltagarna är arbetsmönster i form av vanor och rutiner och den gemensamma grund som etableras mellan parter som inleder samarbeten. Denna studie fördjupar sig i aktiviteter hos innehållsskapare i kreativa online communitys inom spelutveckling, musikproduktion och andra typer av distanskollaborationer som är beroende av datorstödd kollaborativt arbete (CSCW). Resultat från intervjuer och enkätundersökningar har analyserats med hjälp av Aktivitetsteorin för att förstå vilka vanor som leder till framgångsrika kreativa samarbeten i en online community. Detta har genererat riktlinjer för design av digitala plattformar avsedda som online communitys och grundar sig i de aktiviteter som etablerar gemensam grund och deltagarkultur. Ett bästa praxisexempel presenteras även, baserat på de fynd från datainsamlingen som beskriver en distansbaserad musiktävling som främjar deltagande kultur och etablering av gemensam grund. Fortsatt forskning inom online communitys för kreatörer rekommenderas eftersom det finns ett behov tillgodose användarens specifika behov som grundar sig i personliga mål men även deras specifika användande av externa verktyg.
There is a challenge when designing digital environments that promotes activities for the purpose to creates routines and habits leading to the growth of a community. Online communities could sometime lack objective management, resulting in lowered engagement and motivation amongst the members to contribute. Members in these environments sometimes struggle to see how their contribution can make an impact. The importance of online communities has a greater role in society while attitude towards distance collaborations are becoming familiar, consequently investigating these issues is relevant. Previous research has observed this behavior and defines it as social loafing, groups and communitys lack contribution even though they have many members. What has been found as a prevention to this negative development shows that individuals are more likely to contribute when their value are acknowledged. What also has a motivating and positive effect is when they are assigned group-oriented goals rather than just assigned goals individually. Establishing routines, habits, and common ground between members of a collaboration has a role in this development. This study explores activities amongst creators that are active in creative online communities oriented in game development, music production and other types of distance collaborations dependent on computer supported collaborative work (CSCW). The results gathered from interviews and user-surveys, has been analyzed through Activity theory, to better understand the habits that leads to successful creative collaborations in online communities. We propose design guidelines for development of digital platforms that serves the purpose for online communities and stems through the activities that establishes common ground and a culture for participation. We also present a best practice example based on the finding, describing a distance facilitated competition in music production that promotes participation and establishment of common ground. Taking to account the wide variety of different technical and individual needs and goals of multidisciplinary creators serves as a suggestion for further research.
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