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CRIWG Tables of Contents: 02030405060708091011121314

CRIWG 2013: Collaboration and Technology 2013-10-30

Fullname:CRIWG 2013: 19th International Conference on Collaboration and Technology
Editors:Pedro Antunes; Marco Aurélio Gerosa; Allan Sylvester; Julita Vassileva; Gert-Jan de Vreede
Location:Wellington, New Zealand
Dates:2013-Oct-30 to 2013-Nov-03
Publisher:Springer Berlin Heidelberg
Series:Lecture Notes in Computer Science 8224
Standard No:hcibib: CRIWG13; ISBN: 978-3-642-41346-9 (print), 978-3-642-41347-6 (online)
Papers:22
Pages:323
Links:Online Proceedings | Conference Home Page | Conference Series Home
  1. Social Media
  2. Social Networks
  3. Crowdsourcing
  4. Learning
  5. Collaboration Design
  6. Software Development

Social Media

Collaboration Using Social Media: The Case of Podio in a Voluntary Organization BIBAKFull-Text 1-9
  Liana Razmerita
Social media enables a new model of managing knowledge that involves formal and informal communication, collaboration using a variety of applications. Using a case study approach, this article investigates the affordances of such Social Media enhanced Platforms (SMeP) for the management of knowledge work (communication and collaboration). In particular it aims to address the following research questions: What are the affordances of SMeP for the management of knowledge work in a voluntary organization? How do individuals experience the opportunities and challenges of these collaborative platforms?
   This paper presents the results of an empirical study on the adoption and use of social media in a voluntary organization. The findings pinpoints towards the potential use of SMeP for shaping new work practices but also towards the issues encountered when social media is introduced in organizations.
Keywords: social media; collaboration; e-collaboration; knowledge sharing; social software; web 2.0
Keep Querying and Tag on: Collaborative Folksonomy Using Model-Based Recommendation BIBAKFull-Text 10-17
  Angelina de C. A. Ziesemer; João Batista S. de Oliveira
Tags are terms commonly used in collaborative media systems like Flickr, Youtube and Picasa to classify a subject, image, video, music or any related content. Despite its popularity, tagging is a repetitive task and that may affect the quality and reuse of tags in collaborative systems. In this paper we use a model-based tag recommendation approach to perform an experiment and analyze the vocabulary homogeneity of queries (tags provided by users), the recommended tags and their reuse. Results show that the use of recommendation improves the quality and reuse of tags. Furthermore, based on users attribution behavior, we conclude with a proposal for personalized tag recommendation.
Keywords: collaborative filtering; folksonomy; recommendation
Understanding Real-World Events via Multimedia Summaries Based on Social Indicators BIBAKFull-Text 18-25
  Mauricio Quezada; Barbara Poblete
We present a novel methodology for creating multimedia summaries of real-world events through social media information. Summaries are generated using selected multimedia data disseminated through Twitter. The proposed summarization technique takes into account social indicators of relevance, which are used to select a set of representative multimedia objects for summarizing the event from a social perspective. In addition, our approach incorporates different news angles by extracting topics within each event.
Keywords: Social Networks; Collaborative Summaries; Multimedia

Social Networks

How Do Researchers on Collaboration Technology Collaborate with Each Other? A Social Network Analysis BIBAKFull-Text 26-41
  Andreas Harrer; Tilman Göhnert; H. Ulrich Hoppe
In this paper we present a network analytic approach for the detection and improved understanding of the dynamics of communities. As a practical example of our own research practice we applied these ideas to the community of CRIWG researchers and checked for the feasibility of our approach. We will present our results on indicators for collaboration and also propose some practices from other fields to intensify scientific discussion and production.
Keywords: Collaboration analysis; Social Network Analysis; CRIWG
Inferring Hidden Trust Relationships in Social Networks for Encouraging Collaboration and Cooperation among Individuals BIBAKFull-Text 42-60
  Edeilson Milhomem Silva; Diego Oliveira Rodrigues; Jackson Gomes de Souza; Parcilene Fernandes de Brito; Ana Carolina Salgado; Silvio Romero Lemos Meira; José Alfredo F. Costa
This paper presents the T-SWEETS algorithm, a novel approach for inferring trust in social networks and its deployment in a social network knowledge-based management platform, titled Konnen (Knowledge Organization in a Native Network ENvironment). An objective of trust inference is to recommend trust relationships. The features of T-SWEETS come from an inquiry with a group of 53 people. We also present results obtained from experiment conducted with a group of 57 people during the second half of 2012.
Keywords: Recommender Systems; Trust; Social Networks; Communication; Cooperation; Collaborative Systems
Providing Awareness, Understanding and Control of Personalized Stream Filtering in a P2P Social Network BIBAKFull-Text 61-76
  Sayooran Nagulendra; Julita Vassileva
In Online Social Networks (OSNs) users are often overwhelmed with the huge amount of social data, most of which are irrelevant to their interest. Filtering of the social data stream is the way to deal with this problem, and it has already been applied by OSNs, such as Facebook. Unfortunately, personalized filtering leads to "the filter bubble" problem where the user is trapped inside a world within the limited boundaries of her interests and cannot be exposed to any surprising, desirable information. Moreover, these OSNs are black boxes, providing no transparency of how the filtering mechanism decides what is to be shown in the social data stream. As a result, the user trust in the system can decline. This paper proposes an interactive method to visualize the personalized stream filtering in OSNs. The proposed visualization helps to create awareness, understanding, and control of personalized stream filtering to alleviate "the filter bubble" problem and increase the users' trust in the system. The visualization is implemented in MADMICA -- a privacy aware decentralized OSN, based on the Friendica P2P protocol. We present the results of a small-scale study to evaluate the user experience with the proposed visualization in MADMICA.
Keywords: Online communities; Social networks; Social visualization

Crowdsourcing

OurMap: Representing Crowdsourced Annotations on Geospatial Coordinates as Linked Open Data BIBAKFull-Text 77-93
  André Lins Gonzalez; Diego Izidoro; Roberto Willrich; Celso A. S. Santos
There is an increasing number of initiatives using Web-based mapping systems that rely on crowdsourcing as a collaborative problem-solving and data production model. In these initiatives, large groups of users can collaboratively annotate spatial things on a map. Ideally, these crowdsourcing initiatives should produce Linked Open Data (LOD) to enable people/systems to share structured data and, consequently, improve distributed problem-solving on the Web. This paper presents an approach for producing LOD from crowdsourced annotations on Web-based mapping systems. In this approach, annotations are represented using the Open Annotation data model and they have as target a geospatial coordinate referenced using the geo URI. Moreover, we combine crowdsourced map annotations with semantic Web technologies to enrich maps with semantic information. To demonstrate the feasibility of our approach, we present the OurMap system, which performs the proposed approach allowing the representation of open and semantic annotations associated with geospatial coordinates independently of the Web map interface adopted.
Keywords: Open Annotation; Semantic Web; RDF; Volunteered Geographic Information
A Theoretical Model of User Engagement in Crowdsourcing BIBAKFull-Text 94-109
  Triparna de Vreede; Cuong Nguyen; Gert-Jan de Vreede; Imed Boughzala; Onook Oh; Roni Reiter-Palmon
Social media technology has enabled virtual collaborative environments where people actively interact, share knowledge, coordinate activities, solve problems, co-create value, and innovate. Organizations have begun to leverage approaches and technologies to involve numerous people from outside their boundaries to perform organizational tasks. Despite the success and popularity of this 'crowdsourcing' phenomenon, there appears to be a distinct gap in the literature regarding the empirical evaluation of the factors involved in a crowdsourcing user experience. This paper aims to fill this void by proposing a theoretical model of the antecedents and their relationships for crowdsourcing user engagement. It is defined as the quality of effort online users devote to collaboration activities that contribute directly to desired outcomes. Drawing from research in psychology and IS, we identify three critical elements that precede crowdsourcing user engagement: personal interest in topic, goal clarity, and motivation to contribute. This paper examines the theoretical basis of these variables of interest in detail, derives a causal model of their interrelationships, and identifies future plans for model testing.
Keywords: Crowdsourcing; engagement; open collaboration; motivation; social media
Factors Influencing the Decision to Crowdsource BIBAKFull-Text 110-125
  Nguyen Hoang Thuan; Pedro Antunes; David Johnstone
In order to integrate a crowdsourcing strategy to an organization's business processes, managers need to decide whether or not crowdsourcing is suitable for the organizational context. This study conducted a structured literature review to identify factors related to this decision. These identified factors have been synthesized into a framework for supporting the decision to crowdsource. Based on this framework, recommendations for managers, which were summarized in the decision tables, have been proposed.
Keywords: Crowdsourcing; crowdsourcing decision; business process; literature review; socio-technical system
Data Quality in an Output-Agreement Game: A Comparison between Game-Generated Tags and Professional Descriptors BIBAKFull-Text 126-142
  Rasmus Thogersen
A novel way to address the challenge of creating descriptive metadata for visual cultural heritage is to invite users to play Human Computation Games (HCG). This study presents an investigation into tags generated by an HCG launched at The Royal Library of Denmark and compares them to descriptors assigned to the same images by professional indexers from the same institution. The analysis is done by classifying tags and descriptors by term-category and by measuring semantic overlap between the tags and the descriptors. The semantic overlap was established with thesaurus relations between a sample of tags and descriptors.
   The analysis shows that more than half of the validated tags had some thesaurus relation to a descriptor added by a professional indexer. Approximately 60% of the thesaurus relations were either 'same/equivalent' and roughly 20% were 'associative' and 20% 'hierarchical'. For the hierarchical thesaurus relations it was found that tags typically describe images at a less specific level than descriptors.
   Furthermore game-generated tags tend to describe 'artifacts/objects' and thus typically represent what is in the picture, rather than what it is about. Descriptors also primarily belonged to this term-category but also had a substantial amount of 'Proper nouns', mainly named locations. Tags generated by the game, not validated by player-agreement, had a much higher frequency of 'subjective/narrative' tags, but also more errors and a few cases of vandalism. The overall findings suggest that game-generated tags could complement existing metadata and be integrated into existing workflows.
Keywords: Games with a purpose; crowdsourcing; image indexing; cultural heritage institutions; participatory cultural heritage; Output-agreement games

Learning

Analyzing Two Participation Strategies in an Undergraduate Course Community BIBAKFull-Text 143-158
  Francisco Gutierrez; Gustavo Zurita; Sergio F. Ochoa; Nelson Baloian
Nowadays, information systems, and more particularly, learning support systems, tend to include social interaction features in their design. These features generally aim to sustain the activities of partially virtual communities and help extend the physical presence of the community in the virtual space. In order to achieve a sustainable community, it is important to understand how the strategies used to promote participation influence the way in which community members interact and relate with each other. This article reports a comparative study on two different student participation strategies mediated by a learning support system. The first strategy stressed the quantity of contributions, and the second one promoted both quantity and quality of contributions. By analyzing the resulting interaction networks, we could better understand the interaction patterns among students in their respective communities and conclude ways to monitor interaction and help maintain the community sustainability in time.
Keywords: Interaction patterns; participation; community structure; sociotechnical analysis; monitoring; partially virtual communities
Work and Learning across Boundaries: Artifacts, Discourses, and Processes in a University Course BIBAKFull-Text 159-174
  Mikhail Fominykh; Ekaterina Prasolova-Førland; Sobah Abbas Petersen; Monica Divitini
Boundary objects can provide bridges across boundaries and facilitate collaboration between learners with different backgrounds. In this paper, we explore cooperation in a cross-disciplinary and cross-cultural context, focusing on the opportunities for learning that arise at different boundaries and on corresponding boundary objects to facilitate both collaboration and learning. We present and discuss a study we conducted within a Cooperation Technology course. The discussion provides implications for collaboration support across boundaries, including insights on why they are important, how to facilitate their creation, and how to use technologies for that.
Keywords: cooperation technology; boundary objects; collaborative learning
Redesigning Collaboration Tools to Enhance Social Presence in Online Learning Environments BIBAFull-Text 175-191
  Francisco Medeiros; Alex Gomes; Ricardo Amorim; Gabriela Medeiros
This study aimed to investigate through a rapid ethnographic research the behavior of the main communication tools of collaborative learning environments (CLE) to foster students' social presence. Two research questions guided this work: (1) Are there limitations of synchronous and asynchronous collaboration tools in promoting students social presence? (2) Does extending social interactions to external collaborative tools from the CLEs contribute to the improvement of social presence of the students? This research provided support for the redesign of synchronous and asynchronous communication tools for the CLE Amadeus [1], in order to improve students' social presence in online courses.
The Metafora Design Principles for a Collaborative, Interoperable Learning Framework BIBAKFull-Text 192-207
  Andreas Harrer; Thomas Irgang; Andreas Lingnau; Norbert Sattes; Kerstin Pfahler
In this paper we present the Metafora project for the support of collaborative learning activities in larger problems of science and math topics. We will present the design principles that guided our technical development of an architecture supporting collaboration across different learning tools. Interoperability between the tools mediated by so called referable objects is described, as well as the design issues of awareness and visualisation for the learning groups. We demonstrate the flexibility of our designs and framework in giving example cases for the usage of the Metafora framework with different tools and educational scenarios.
Keywords: Web-based collaborative applications; collaborative workspaces; computer-supported collaborative learning (CSCL); design principles
Integrating Formal and Informal Learning through a FLOSS-Based Innovative Approach BIBAKFull-Text 208-214
  Sara Fernandes; Maria Helena Martinho; Antonio Cerone; Luis Soares Barbosa
It is said that due to the peculiar dynamics of FLOSS communities, effective participation in their projects is a privileged way to acquire the relevant skills and expertise in software development. Such is probably the reason for a number of higher education institutions to include in their Software Engineering curricula some form of contact with the FLOSS reality. This paper explores such a perspective through an on-going case study on university students' collaboration in FLOSS projects. The aim of this research is to 1) identify what should be learnt about software development through regular participation in a FLOSS project/community, and 2) assess the didactic potential of this kind of non-standard learning experiences. To this aim we resorted to a participatory research action approach and qualitative methods, namely case studies combining direct observation and interviews.
Keywords: FLOSS; Communities of Practice; Collaborative Learning
Using Geo-collaboration and Microblogging to Support Learning: Identifying Problems and Opportunities for Technological Business BIBAFull-Text 215-232
  Gustavo Zurita; Nelson Baloian
Many services are nowadays offering the use of a ("Cloud") which allows large groups of people to interact with one another in different ways by means of sharing textual information, to collaboratively constructing complex information objects using text, images, maps, and other multimedia information. Current literature reports a number of works where these services have been used to support collaborative learning. The reliability, scalability and ubiquity are the characteristics that make these services especially convenient in supporting large group collaborative learning activities that require computer support in various settings, in and outside the classroom. In this work we first analyze the use of Google Maps for supporting a learning activity in an urban environment, concluding that some important features are missing. We then propose an approach for taking advantage of cloud computing services for learning activities by integrating different services in a new application. We conclude that this approach may be used for further developing applications supporting large group learning activities.

Collaboration Design

Ontology-Based Resource Discovery in Pervasive Collaborative Environments BIBAKFull-Text 233-240
  Kimberly García; Manuele Kirsch-Pinheiro; Sonia Mendoza; Dominique Decouchant
Most of the working environments offer multiple hardware and software that could be shared among the members of staff. However, it could be particularly difficult to take advantages of all these resources without a proper software support capable of discovering the ones that fulfill both a user's requirements and each resource owner's sharing preferences. To try to overcome this problem, several service discovery protocols have been developed, aiming to promote the use of network resources and to reduce configuration tasks. Unfortunately, these protocols are mainly focused on finding resources based just on their type or some minimal features, lacking information about: user preferences, restrictions and contextual variables. To outstrip this deficiency, we propose to exploit the power of semantic description, by creating a knowledge base integrated by a set of ontologies generically designed to be adopted by any type of organization. To validate this proposal, we have customized the ontologies for our case of study, which is a research center.
Keywords: shared resource discovery; ubiquitous collaborative environments; semantic resource description
Identifying the Awareness Mechanisms for Mobile Collaborative Applications BIBAKFull-Text 241-256
  Valeria Herskovic; Sergio F. Ochoa; José A. Pino; Pedro Antunes; Emilio Ormeño
The complexity of modeling collaborative systems has been broadly recognized by the CSCW community. Mobile collaborative applications are a particular case of those systems, where design requirements and constraints are even more complex than in stationary solutions. Design complexity in mobile application increases because mobility changes the interaction requirements of nomadic users and the capabilities of devices to support them. Consequently, the awareness support provided by these systems should also be adjusted according to the nomadic users' context. This article presents a method that helps identifying the awareness mechanisms required by nomadic users to support a certain activity. The method, named Awareness Identification Method for Mobile Applications (AIMMA), suggests particular awareness components embedded in mobile collaborative applications, which will increase the interaction possibilities of users participating in a collaborative process. AIMMA can be used by software developers as a design guideline. This article reports the results of a proof of concept where the proposed method helped identifying suitable awareness mechanisms to improve the collaboration support of a mobile application. This method could also be extended to help identify, e.g., the services required by mobile workers to support their interactions.
Keywords: Mobile collaboration; awareness mechanisms; software design; users interaction; system evaluation
In-Vivo Therapy Procedures: Design Process of a Geo-Referenced System BIBAKFull-Text 257-273
  Luís Carriço; Luís Duarte; Isabel
This paper presents the design process of a geo-referenced communication system which aims at providing technological support to Cognitive Behavioral Therapy and Social Competences and Skills Training therapeutic procedures. The usage of geo-spatial information while communicating between therapists and patients can be critical, particularly in in-vivo sessions, to identify locations which evoke negative experiences to patients or to encourage the latter to overcome obstacles. We show a high-fidelity prototype multi-iteration design process and complement the discussion with the results from an experimental period which aimed at assessing the system from a usability, user satisfaction and functionality perspectives. Results were positive and led to the revision and ultimately the final design iteration which is reported here. We present the rationale behind these design choices, discuss the advantages over existing similar tools, analyze possible challenges and comment on the fulfillment of providing seamless context to scenarios where such information is paramount.
Keywords: Cognitive Behavioral Therapy; Geo-Referenced Systems; Group Monitoring

Software Development

Extending the Dependency Taxonomy of Agile Software Development BIBAKFull-Text 274-289
  Diane E. Strode
Systems and software development is a collaborative activity and agile software development epitomises collaboration by formalising how teams and their customers work together to develop a software product. Collaboration is achieved, in part, using mechanisms for coordinating interdependent work. Coordination is defined as the managing of dependencies and this study explores the nature of dependencies in software development projects. Firstly, this study extends an existing taxonomy of dependencies based on evidence from agile projects by showing that three agile and one non-agile project show the same pattern of dependencies. Secondly, this study finds that knowledge dependencies are the most frequently occurring dependencies in these small co-located software projects. The key contribution of this research is a better understanding of the dependencies in software development projects. Understanding dependencies can lead to more informed selection of coordination mechanisms, and ultimately more effective collaboration.
Keywords: Agile software development; coordination mechanisms; dependency analysis; knowledge dependencies
Building a Domain Model for Mobile Collaborative Systems: Towards a Software Product Line BIBAKFull-Text 290-305
  Pedro O. Rossel; Valeria Herskovic
Software Product Lines are a recent approach to the software reuse problem: they allow implementing a set of applications that share common features. The mass use and increased availability of mobile computing devices has allowed for people to use their devices to work while on the move, including emergency response workers. Several initiatives propose software reuse for collaborative systems, e.g. components, architectures, toolkits and frameworks. We propose building a software product line for mobile collaboration in the emergency management domain, as there is a need for different products depending on user types, fire company needs, and evolving requirements. This paper proposes a domain model as the first step towards building a software product line. The domain model summarizes findings in related work and several years of experience working in the emergency management domain. It was evaluated in interviews with firefighters, who said it was a useful summary of their needs in emergency management.
Keywords: Emergency management; Domain Model; Software Product Line
Supporting Requirements Elicitation Practices BIBAKFull-Text 306-321
  Mohd Ilias M. Shuhud; Alexander Richter; Aishah Ahmad
In this paper, we examine the practices in requirements elicitation activities from the perspective of a developer of software projects. By doing so, we want to contribute to a better understanding of how the main activities between stakeholders can be supported by IT, particularly social software. We have interviewed six key persons from five different software projects and identified the potential roles of social software to improve in five main activities of requirements elicitation. We present these critical points in the context of the cases and discuss them across the cases.
Keywords: Requirements elicitation; practices; social software