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CSCW Tables of Contents: 0002040608101112-112-213-113-214-114-215-115-216-116-2

Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work

Fullname:Companion Proceedings of the 2013 ACM Conference on Computer Supported Cooperative Work
Editors:Amy Bruckman; Scott Counts; Cliff Lampe; Loren Terveen
Location:San Antonio. Texas
Dates:2013-Feb-23 to 2013-Feb-27
Standard No:ISBN: 978-1-4503-1332-2; ACM DL: Table of Contents; hcibib: CSCW13-2
Links:Conference Website
  1. CSCW 2013-02-23 Volume 2
    1. Demonstrations
    2. Doctoral colloquiums
    3. Panels
    4. Posters
    5. Video presentations
    6. Workshop summaries

CSCW 2013-02-23 Volume 2


ResearchBroker: connecting researchers to real-world research opportunities BIBAFull-Text 1-4
  Megha Agarwala; I-Han Hsiao; Hui Soo Chae; Gary Natriello
ResearchBroker is an online system, which connects academic researchers with real-world research opportunities at companies, organizations and government institutions. A number of companies and organizations don't have the expertise or the resources to conduct research studies on their application software/systems. Similarly PhD students are looking for research work in industry that also aligns with their academic research interests. ResearchBroker has been developed to connect these two parties. In this demo, we first introduce ResearchBroker system along-with its current usage and then discuss a prototype for an interactive browsing experience on ResearchBroker.
Next step: an online community to support parents in their transition to work BIBAFull-Text 5-10
  Sanat Kumar Bista; Nathalie Colineau; Surya Nepal; Cécile Paris
We present an online community targeting parents currently in receipt of welfare payments to help them return to work. We provide a tour of the online community, explaining some of our design choices and presenting the different (and sometimes unique) features provided to its members.
InterLACE: interactive learning and collaboration environment BIBAFull-Text 11-14
  Eric Coopey; Ethan Danahy; Leslie Schneider
InterLACE is an innovative web-based computer supported collaborative learning (CSCL) system designed to support high school physical students with co-located collaborative learning in the classroom. InterLACE aims to provide an interactive shared workspace to facilitate student discussion and knowledge building. It allows them to share, visualize, manipulate, and improve upon each other's ideas. It is designed to lower the barriers of implementation of collaborative activities, for both teachers and students. The goal is to create a CSCL that is easy to integrate into the classroom and enables unique forms of participation by all students.
Leveraging partner's insights for distributed collaborative sensemaking BIBAFull-Text 15-18
  Nitesh Goyal; Gilly Leshed; Susan R. Fussell
SAVANT is a web-based tool that enables information and knowledge sharing between remote partners through explicit and implicit communication to help them collaboratively analyze and make sense of distributed data. SAVANT's implicit sharing provides an opportunity to leverage partners' insights and reduce cognitive tunneling, and explicit sharing facilitates discussion. Both techniques assist collaborative sensemaking processes.
Attire: conveying information exposure through avatar apparel BIBAFull-Text 19-22
  Roberto Hoyle; Sameer Patil; Dejanae White; Jerald Dawson; Paul Whalen; Apu Kapadia
Systems of interpersonal interaction typically allow a user to manage privacy by specifying which accesses to his or her personal information are permitted. However, users rarely know whether, when, and by whom information was actually accessed within the parameters they specified. We define actual accesses to personal information as "information exposure". Knowing one's exposure can potentially enhance privacy management. Toward this end, we present Attire: an app for computers and smartphones that represents the user with an avatar. Attire conveys real-time information exposure in a lightweight and unobtrusive manner via modifications to the avatar's clothing.
Truthy: enabling the study of online social networks BIBAFull-Text 23-26
  Karissa Rae McKelvey; Filippo Menczer
The broad adoption of online social networking platforms has made it possible to study communication networks at an unprecedented scale. Digital trace data can be compiled into large data sets of online discourse. However, it is a challenge to collect, store, filter, and analyze large amounts of data, even by experts in the computational sciences. Here we describe our recent extensions to Truthy, a system that collects Twitter data to analyze discourse in near real-time. We introduce several interactive visualizations and analytical tools with the goal of enabling citizens, journalists, and researchers to understand and study online social networks at multiple scales.
ExerSync: interpersonal synchrony in social exergames BIBAFull-Text 27-30
  Taiwoo Park; Uichin Lee; Bupjae Lee; Haechan Lee; Sanghun Son; Seokyoung Song; Junehwa Song
Social exergames provide immersive experiences of social interaction via online multiplayer games, ranging from simple group exercises (e.g., virtual cycling/rowing) to more structured multiplayer games (e.g., cooperative boat racing). In exergame design, interpersonal synchrony plays an important role as it enhances social rapport and pro-social behavior. We demonstrate ExerSync platform that supports various assistive mechanisms for facilitating interpersonal synchrony even with heterogeneous exercise modalities. We consider a rhythm of body movements in repetitive aerobic exercises and explore the design space of incorporating rhythm into exergames. We build a prototype system and comparatively evaluate the effectiveness of various assistive mechanisms.
PopCore: a system for network-centric recommendation BIBAFull-Text 31-34
  Amit Sharma
Recommendations are not just informed by the social network, they may also influence it. Thinking about how recommendations impact underlying social processes provides a network-centric approach to recommendation. We describe the design of a recommender system, PopCore, as a testbed for understanding the interplay between recommendation and networks.

Doctoral colloquiums

Overview for doctoral colloquium BIBAFull-Text 35-38
  Angie Boyce
The central research question for my dissertation is, how does outbreak surveillance operate as a governance mechanism for foodborne disease, a highly distributed, farm-to-fork public health problem? I answer this question through a historical and ethnographic study of outbreak surveillance as a sociotechnical system. I argue that it operates as a special type of sociotechnical system, an interstitial sociotechnical system, nestled between and knitting together systems of clinical care, the food chain, and regulation. To promote coordination across a large network of diverse stakeholders, public health workers use a heterogeneous mix of laboratory, database, epidemiological, and communications technologies.
The afterlife of identity BIBAFull-Text 39-42
  Jed R. Brubaker
The death of a user challenges many of the assumptions we hold for social network sites, social media, and digital identity architecture. Death represents a natural breaching experiment that violates core design assumptions about the relationship between users, their accounts, and related data. By studying death in the context of social media, my work aims to understand how people interact with and experience digital identity systems. It demonstrates limitations of current architecture and provides insight into how social computing systems can better support the entirety of our lives -- including when those lives come to an end.
ICT practices by voluntary groups: a multi-setting study BIBAFull-Text 43-46
  Ali Eshraghi
This essay attempts to describe an interdisciplinary research on information and communication technologies (ICTs) and voluntary sector organisations. Despite the fact that ICTs proliferate within these organisations, the literature does not provide a clear understanding of how the specific characteristics of volunteers might affect the use of ICTs. Using the language and concerns of sociology of technology and by focusing on CSCW-based notion of interdependence-in-work for today's computer systems, my research seeks to explore how ICT practices are (re)shaped by multiple actors and settings. This essay also identifies the expected contributions and discusses methodological and theoretical issues surrounding the study.
Modeling teamwork of multi-human multi-agent teams BIBAFull-Text 47-50
  Fei Gao
Teamwork is important when humans work together with automated agents to perform tasks requiring monitoring, coordination, and complex decision-making. While human-agent teams can bring many benefits such as higher productivity, adaptability and creativity, they may also fail for various reasons. It is important to understand the tradeoffs in teamwork. The purpose of this research is to investigate the process and outcomes of human-agent teamwork by running experiments and building quantitative simulation models. Preliminary results are discussed as well as future directions. We expect this research to deepen the under-standing of human-agent teamwork and provide recommendations for the design of teams and agents to support teamwork.
Are computers merely "supporting" cooperative work: towards an ethnography of bot development BIBAFull-Text 51-56
  R. Stuart Geiger
My dissertation investigates bots as a mode of software development. I am interested in how bots reconfigure relations in collaborative systems, particularly the production of alternative relations of power and agency between developers, users, platforms, and code. I am particularly interested in exploring whether bots require us to focus not on how computers 'support' the cooperative work of humans, but instead on how bots can be seen as active participants in collaborative communities. To this end, I propose a two-faced ethnography of bot development, relating first the subjective experiences of bot developers, then the subjective experiences of bots themselves.
Combating homophily through design BIBAFull-Text 57-60
  Catherine Grevet
Social networking has allowed us to be in constant contact with friends from many different backgrounds, yet we are unaware of many of our friends' perspectives and opinions. Networks are highly homophilous, meaning that people tend to associate with others similar to them. This leads to homogenous clusters. How should we design social media to facilitate constructive exchanges rather than polarize individuals? In my work, I propose to look at whether users are currently aware of the homophily phenomenon in their online networks and exploring social network designs to break homophily.
Understanding the role of technology in parent-child reunion BIBAFull-Text 61-64
  Konstantinos Kazakos
The aim of this research is to better understand the role of technology in parent-child reunion. This work involves three phases: a qualitative fieldwork study exploring the use of current technologies in supporting reunion; a design study that develops a technical intervention whose aim is to support parent-child reunion; and an evaluation study that further explores the theoretical and practical implications of the use of the reunion technology when deployed in real-life settings. This thesis extends previous work on supporting parent-child interactions within the contemporary family life.
Fairness in the division and completion of collaborative work BIBAFull-Text 65-68
  Ryan Kelly
Fairness is often a concern when groups of people engage in collaborative tasks. Through the use of simple bargaining experiments, my PhD examines preferences for fairness during the allocation and completion of work. One goal of my work is to assess the applicability of existing theories about fairness to the context of CSCW. Overall, though, I aim to provoke discussion about how fairness preferences might be supported in the design of collaborative work tools.
Impression formation in social work-sharing sites BIBAFull-Text 69-72
  Jennifer Marlow
My dissertation work focuses on understanding how and why professionals use activity traces generated by social work-sharing sites online to form impressions of fellow professionals' expertise and inform personal interactions around work artifacts. I have conducted interviews with professionals in different domains who post and share their work online. These findings will then inform a model of factors contributing to impression formation in this specific context, as well as experiments testing and providing design recommendations for improving members' ability to interact and effectively learn about each other.
Designing a collective-intelligence system for evaluating complex, crowd-generated intellectual artifacts BIBAFull-Text 73-76
  Yiftach Nagar
The collective-intelligence of crowds is increasingly used to generate ideas, plans, designs and predictions, for addressing various challenges -- from folding proteins to identifying galaxies. In many cases, evaluation of crowd inputs can be done by non-experts, or even automatically. However, evaluating some complex crowd-generated intellectual artifacts, such as plans for addressing climate change, requires high levels of expertise in multiple domains -- a combination that is rare even on global scale. I am designing a sociotechnical solution for relieving the bottleneck of expertise. If successful, principles of this design might be transferable to other domains, including, perhaps, the review of scientific work.
Uncovering motives for social networking site use among practitioners at non-profit organizations BIBAFull-Text 77-80
  Andrew J. Roback
My dissertation investigates how practitioners at non-profit organizations (NPOs) utilize social networking sites (SNS) as a tool to achieve their organization-level goals. My study contributes to our understanding of user behavior on SNS by comparing researcher observations (user-contributed content from Facebook and Twitter) with user perception (qualitative data from NPO practitioners) through a theoretical lens (Activity Theory).
The role of communication channel and self-esteem in romantic couple conflict BIBAFull-Text 81-84
  Lauren Scissors
This work explores the role of self-esteem and communication channel (i.e., face-to-face and computer-mediated communication) during romantic couple conflict. Interviews revealed that couples use a variety of channels during conflict that provide both benefits and drawbacks. To better understand these communication processes, I will conduct a lab study where couples discuss a conflict either FtF or over instant messenger (IM). I hypothesize that low self-esteem individuals will report more negative message interpretation, communication quality, and relationship satisfaction via IM than via FtF communication since the ambiguity of CMC allows them more room to project their negative biases onto their partners.


Micro-volunteering: helping the helpers in development BIBAFull-Text 85-88
  Michael Bernstein; Mike Bright; Ed Cutrell; Steven Dow; Elizabeth Gerber; Anupam Jain; Anand Kulkarni
Finding and retaining volunteers is a challenge for most of the NGOs (non-government-organizations) or non-profit organizations worldwide. Quite often, volunteers have a desire to help but are hesitant in making time commitments due to busy lives or demanding schedules. Micro-volunteering or crowdsourced volunteering has taken off in the last few years where a task is divided into fragments and accomplished collectively by the crowd. Individuals are only required to work on small chunks of tasks during their bits of short free times during the day. This panel brings in an interesting mix of researchers from the crowdsourcing/development space and social entrepreneurs to discuss the pros and cons of micro-volunteering for non-profits and identify the missing blocks in enabling us to replicate this concept in developing regions worldwide.
Community, impact and credit: where should i submit my papers? BIBAFull-Text 89-94
  Aaron Halfaker; R. Stuart Geiger; Cliff Lampe; Loren Terveen; Amy Bruckman; Brian Keegan; Aniket Kittur; Geraldine Fitzpatrick
We (the authors of CSCWs program) have finite time and energy that can be invested into our publications and the research communities we value. While we want our work to have the most impact possible, we also want to grow and support productive research communities within which to have this impact. This panel discussion explores the costs and benefits of submitting papers to various tiers of conferences and journals surrounding CSCW and reflects on the value of investing hours into building up a research community.
Bursting your (filter) bubble: strategies for promoting diverse exposure BIBAFull-Text 95-100
  Paul Resnick; R. Kelly Garrett; Travis Kriplean; Sean A. Munson; Natalie Jomini Stroud
Broadcast media are declining in their power to decide which issues and viewpoints will reach large audiences. But new information filters are appearing, in the guise of recommender systems, aggregators, search engines, feed ranking algorithms, and the sites we bookmark and the people and organizations we choose to follow on Twitter. Sometimes we explicitly choose our filters; some we hardly even notice. Critics worry that, collectively, these filters will isolate people in information bubbles only partly of their own choosing, and that the inaccurate beliefs they form as a result may be difficult to correct. But should we really be worried, and, if so, what can we do about it? Our panelists will review what scholars know about selectivity of exposure preferences and actual exposure and what we in the CSCW field can do to develop and test ways of promoting diverse exposure, openness to the diversity we actually encounter, and deliberative discussion.


Facilitating students' collaboration and learning in a question and answer system BIBAFull-Text 101-106
  Chulakorn Aritajati; N. Hari Narayanan
Green Dolphin (GD) is a question and answer system for students learning programming, with a social web interface. It crowd-sources the task of answering technical questions to the peers of students who ask questions. GD has several original features that make it different from existing systems. It automatically identifies students who are knowledgeable based on their activity, and tags them as experts to whom other students can ask questions. GD provides students with automatic feedback of the quality of code they submit. Thus, students get fast and high quality answers from their peers and the system, freeing up time for teachers. After a student posts a question in GD, it delays making visible answers from instructors and teaching assistants so that other students are encouraged to participate, and have time to answer the question. We believe that this can significantly increase student participation, collaboration and sense of ownership. Students gain new knowledge from the flow of questions and answers in the system. They develop communication skills by asking and answering questions as well as programming and debugging skills.
Using mature children living apart to improve parents' medication compliance BIBAFull-Text 107-110
  Daisuke Asai; Jarrod Orszulak; Chaiwoo Lee; Richard Myrick; Lisa D'Ambrosio; Joseph F. Coughlin; Olivier L. de Weck
We examine how the sharing of parents' medication compliance information with their mature children can support compliance. We develop a medication management system that reminds the parents to take their medication as well as informing their children of compliance status. We install the system into the homes of four families consisting of parents living alone and their children, and conduct a two-month field study. Our results show that the children can play an important role as an additional reminder.
A voice-based input system for embedded applications with constrained operating conditions BIBAFull-Text 111-114
  Harshit Bangar; Dhruv Kapoor; Maulishree Pandey; Pradeep Yammiyavar
This paper presents a voice-based input mechanism for embedded applications with limited computing power and requiring only a small set of inputs, but with the user constrained in not being able to user her or his hands. The requirement of designing for embedded systems, which places a strict upper limit on available computing power, in addition to the restriction on haptic feedback, makes designing a suitable interface a unique challenge. The proposed solution relies on an ingenious extension of Voice Activity Detection providing inherent disturbance immunity, and incorporates feedback to the user to make selection of the input easier. This input scheme is being tested for a unique system for cleansing immobile patients via nozzle-fitted gloves worn by an operator on both hands. The design calls for the operator being able to control the flow of soap, water, or a stream of hot air from the nozzles, even with both hands engaged in cleaning the patient using the gloves.
A serious game supporting collaboration BIBAFull-Text 115-120
  Ikram Bououd; Imed Boughzala
This paper introduces a new category of games which could be ranked among collaborative games. This game has the distinction of being based on solidarity and collaboration rather than individualism and competition. It puts forward team spirit over the individual one and serves to enhance players' collaboration skills. This device allows managers to develop collaboration skills and best practices, which improves their capacity to manage their teams.
Tools for predicting drop-off in large online classes BIBAFull-Text 121-124
  Justin Cheng; Chinmay Kulkarni; Scott Klemmer
This paper describes two diagnostic tools to predict students are at risk of dropping out from an online class. While thousands of students have been attracted to large online classes, keeping them motivated has been challenging. Experiments on a large, online HCI class suggest that the tools these paper introduces can help identify students who will not complete assignments, with an F1 score of 0.46 and 0.73 three days before the assignment due date.
"Third eye": designing eye gaze visualizations for online shopping social recommendations BIBAFull-Text 125-128
  Shiwei Cheng
We record the customers' eye-tracking data during online shopping, and then visualize collected eye gaze data for other customers as social recommendations. According to a 10-subject pilot study, our Third Eye prototype can help users improve their decision making experiences.
Herding in open source software development: an exploratory study BIBAFull-Text 129-134
  Joohee Choi; Junghong Choi; Jae Yun Moon; Jungpil Hahn; Jinwoo Kim
In spite of the lack of organizational control, a large number of these self-organized groups have successfully developed high quality software in open source software projects. We examined the process through which coordinated action emerges from the collection of individual developers' choices, i.e., how bottom-up coordination occurs and argue that developer herding on a social coding platform may have a positive impact on OSSD outcomes. As an exploratory study, we analyzed the participation patterns in 10 randomly sampled OSSD projects on a social open source code foundry, Github. Based on the findings we generate theoretical propositions regarding developer herding behavior in OSSD.
Photos for documentation and communication in early childhood BIBAFull-Text 135-138
  Sarah D'Angelo; Anne Marie Piper; James Hollan
Photos are important for a wide variety of documentation purposes, and they play a special role in documenting physical, cognitive, and social changes in young children. This research focuses on the use of photos as evidence of development in preschool children and as a communication medium for current and future interactions. Through field observations and interviews we analyze the use of photos in the process of developing a detailed portfolio of early childhood development. From the moment of capture to selection, analysis, and sharing, teachers carefully employ the properties of photos to construct and communicate evidence of development. We describe current photo documentation practices and propose a new system to enhance these practices.
Indicoder: an extensible system for online annotation BIBAFull-Text 139-142
  Michael Gilbert; Jonathan Morgan; Mark Zachry; David McDonald
Online annotations provide an effective way for distributed individuals to better understand and categorize online content, both from the perspective of distilling information presented into more easily interpretable forms and by supporting content analysis to tag individual statements with their intended meaning. This poster presents Indicoder, an application to support in-place content analysis, allowing users to both annotate online corpora and providing a means of tracking those annotations over time so that living documents such as Wikipedia articles and online sources can be analyzed in their authentic contexts.
Coordination in highly-specialized care networks BIBAFull-Text 143-148
  Kristina Groth; Jeremiah Scholl
We present a field study of coordination of work in centralized highly-specialized gastro surgical care, with a large number of patients being routinely referred from participating referral hospitals. We provide a description of the organization and coordination of work at the clinic where surgery is performed in this process. A key part of the study is the description of a "Coordinator" role and a fairly rigid workflow system referred to as the Care Chain that is used to help manage interdependencies within the care process.
Motivating crowds using social facilitation and social transparency BIBAFull-Text 149-152
  Shih-Wen Huang; Wai-Tat Fu
We reported results from an experiment using an image labeling task, when workers were able to compare their own labels with the labels generated by another worker, they were motivated to generate more labels. In addition, when the workers shared their demographic information with their colleagues, the number of labels generated by them became even higher. This indicates that we can utilize the power of social facilitation and social transparency to motivate workers in crowdsourcing to reduce operation costs and even enhance outcome quality.
HandsinAir: a wearable system for remote collaboration on physical tasks BIBAFull-Text 153-156
  Weidong Huang; Leila Alem
Many real world scenarios involve a remote helper guiding a local worker performing manipulations of physical objects (physical tasks). Technologies and systems have been developed to support such collaborations. However, existing systems often confine collaborators in fixed desktop settings. Yet, there are many situations in which collaborators are mobile and/or desktop settings are not possible to set up. In this paper, we present HandsInAir, a real-time collaborative wearable system for remote collaboration. HandsInAir is designed to support mobility of both the worker and the helper and to provide easy access to remote expertise. In particular, this system implements a novel approach that allows helpers to perform hand gestures in the air and frees two hands of workers for object operations. We describe the system and an evaluation of it and envision future work.
Understanding the potential of social questions in the web search BIBAFull-Text 157-160
  Jin-Woo Jeong; Jee-Uk Heu; Dong-Ho Lee
In this paper, we analyzed the potential of the query-associated social questions for the Web search. The query-associated social question is the question related with the query term asked by users in the social network (e.g., Twitter). We show how people respond to the query-associated social questions and what they expect from the questions. To this end, we built a toy-browser which displays both search results and "related social questions" at the same time and conducted a user study. Our findings show that people wish to know the answer of the social questions and want to exploit interesting topics conveyed by social questions.
Public spheres: ideas taking shape BIBAFull-Text 161-164
  Michael Kaplan; Gilly Leshed; Toren Kutnick
Public Spheres is an asynchronous online deliberation web prototype inspired by argument maps. The interface allows creating a hierarchy of nested supporting and opposing arguments in a discussion and separates the evaluation of an argument's constructive writing quality from agreement with its content. A pilot study suggests strengths of the prototype, e.g., allowing accountability while maintaining anonymity of contributors, as well as weaknesses, e.g., a missing "neutral" category and not enough reuse of existing arguments.
Collaboration on a large-scale, multi-touch display: asynchronous interaction and multiple-input use BIBAFull-Text 165-168
  Henna Kim; Sara Snow
This research explores two aspects of collaborative use on a large-scale multi-touch display: asynchronous access and multiple-input use in group work. We conducted a user test in an experimental setting to study group interactions on a shared display. We discuss how asynchronous touch interactions could support collaborative performance on the display, as well as how the type and number of input impact collaboration.
Preliminary user study for gratitude and reciprocity in a q&a system BIBAFull-Text 169-174
  Yongsung Kim; Daishi Kato; Kazuo Kunieda; Keiji Yamada
The 90-9-1 rule is widely applied to online communities to describe a phenomenon of participation inequality [4]. The 90-9-1 rule states that 90% of users are "lurkers" who do not contribute, 9% are those who contribute from time to time, and only 1% of participants are highly active in the community and make most contributions. The question is: how can we motivate the inactive users to contribute? Previous research has shown that altruism is one of the most influential reasons for active contributors to participate [3, 10]. We present a new approach to promote altruism by capitalizing on reciprocity and gratitude in a Question & Answer (Q&A) system, in order to mitigate the participation inequality problem. In this paper, we introduce how gratitude and reciprocity can stimulate the intrinsic motivator, altruism, in our system EnishiSource. Also, we describe a user study with 8 participants and show our preliminary results.
The effect of interaction modality for facial-constrained robots in domestic environment BIBAFull-Text 175-178
  Yunkyung Kim; Jae-eul Bae; Jimin Rhim; Hyelip Lee; Heeyun Ku; Saekyung Jung; Myung-suk Kim Kim
There is an increase in the number of functional-service robots in a domestic environment. Although most of functional-service robots are lack expressive faces, research that supports social interaction between users and facial-constrained robots are limited. This study investigated what interaction modalities can be effectively used for naturalistic social interaction between users and facial-constrained robots in a domestic environment. We applied non-facial and non-verbal interaction methods for representing robots' state. We conducted a 3 (modalities: motion vs. light vs. sound) within-participants experiment (N=25). Using motion was the most familiar way of interaction between a user and a non-facial robot. Also, robots' perceived sociality was associated with people's preference for robots. This study shows evidence that robots' motion would be helpful for users to understand the robots' mind in a social manner; furthermore, it would enhance users' acceptance of robots.
Explorations of geocaching in the virtual world of second life BIBAFull-Text 179-182
  Cecilia Lam; Carman Neustaedter
Geocaching is a location-based game where players search for physical containers in the real world using GPS coordinates. Over the past twelve years, Geocaching has grown to include over 1.5 million players. In addition to real world Geocaching, this game has also extended into virtual worlds like Second Life. In this paper, we document our explorations of Geocaching in Second Life. Here we compare it to Geocaching in real life and describe the likely reasons why the game has not created a player base that is as active as real world Geocaching.
An input-process-output model of shared understanding in partially distributed conceptual design teams BIBAFull-Text 183-186
  Yoon Suk Lee; Marie C. Paretti; Brian M. Kleiner
In this study, we used qualitative data analysis to examine factors that are associated with shared understanding in the context of partially distributed conceptual design teams. The identified factors were then organized in an input-process-output model. The utility of the model as well as current and future works are discussed.
Catching fish in the stream: real time analysis of audience behavior in social media BIBAFull-Text 187-190
  Yu-Ru Lin; Drew Margolin; Brian Keegan; Mauro Martino; Sasha Goodman; David Lazer
In this interactive poster, we describe a system we designed for identifying and tracking the behavior of distinct audiences in social media streams.
YPhone: applying generation y interactions into an office context BIBAFull-Text 191-194
  Wei Liu; Pieter Jan Stappers; Gert Pasman; Jenneke Taal-Fokker
Taking the knowledge and experience from our previous studies on identifying Generation Y interaction qualities and design guidelines, we focus on bringing the richness of the interactions that are experienced in the home context into the more formal and public office context. A novel office phone, YPhone, is conceptually designed to present new ways of interacting in office work.
Video chat with multiple cameras BIBAFull-Text 195-198
  John MacCormick
This work provides the first rigorous investigation of multi-camera video chat, concentrating especially on the ability of a user at one end of the conversation to switch between multiple views at both ends of the conversation. A user study of 23 individuals and comprehensive benchmark experiments employing up to four webcams simultaneously demonstrate that multi-camera video chat is both desirable and feasible on consumer hardware.
#TwitterPlay: a case study of fan roleplaying online BIBAFull-Text 199-202
  Rachel M. Magee; Melinda Sebastian; Alison Novak; Christopher M. Mascaro; Alan Black; Sean P. Goggins
Using the highly anticipated release of the film version of "The Hunger Games" series as a case study, this study explores online fan community practices that employ the technological affordances of Twitter. We examine roleplaying practices that extend the Hunger Games story for roleplayers and fans. We conducted a discourse analysis examining the practices of active roleplayers, who interact with thousands of other fans and fellow players to continue their experience of the story, and engage in what we term Twitter play. Our findings illustrate how roleplayers are able to use Twitter to expand their experience of media and story. By examining roleplayers' use of Twitter affordances, we find that these performers not only exhibit deep knowledge of their characters and the narrative, but also of Twitter, demonstrated by expanding the uses of the service's affordances to playfully connect the story with popular culture and current events.
The half sky effect: competitive Chinese females BIBAFull-Text 203-206
  Nancy Marksbury; Qiping Zhang
Long considered to be compliant wives and dedicated mothers, Chinese women in this study demonstrate competitiveness equal to that evidenced by Chinese and American males. In a prisoner's dilemma task, Chinese and American males and females are paired cross-culturally and in mixed or same gender pairs. Trust is manipulated across three stages in building, breaking, and repairing trust. Preliminary results suggest that Chinese females were more competitive than American females and as competitive as American and Chinese males.
How to support coordination through annotations?: a longitudinal case study of nurses' work in an oncology hospital BIBAFull-Text 207-212
  Philippe Marrast; Pascale Zaraté; Anne Mayère
We present an ongoing research in the field of healthcare computing and coordination support. We focus on nursing work in an oncology hospital. We use grounded theory methodology to structure this research.
   After 3 years of work and contributions in the field of communicational approaches of organizations, we are now designing a web mockup in a participative approach.
   This paper presents to cscw community an original way for improving coordination processes in healthcare through annotations support.
Geowiki + route analysis = improved transportation planning BIBAFull-Text 213-218
  Mikhil Masli; Landon Bouma; Andrew Owen; Loren Terveen
This poster describes the design of a novel route analysis tool based on a community-driven, geographic wiki to assist transportation planners to make better decisions. We highlight the advantages of our tool over other, similar ones -- gained due to the use of a wiki-based platform -- through a real-life usage scenario.
Augmented virtual identities: facilitating rehabilitation and societal reconnect BIBAFull-Text 219-224
  Akhila Mathur
Virtual worlds are well-known as being fantasy spaces sealed off from the real world, but more careful analysis reveals that the boundaries between the real and the virtual are quite porous. Participants or such experiences carry with them their unique set of subjective behavioral assumptions and attitudes that cannot be disentangled from their interactions in the virtual world and vice versa.
   Like the real world; these modeled worlds simulate appearances very similar to the real one or a hybrid fantasy; which also dictates the rules and conduct accordingly in the simulated world and potentially in the real world, depending on the immersiveness of the experience.
   From a psychoanalytic viewpoint; these simulations of hybrid fantasies, aspirations or desires originate from within one's own self i.e. the 'unconscious' -- a suppressed part of our being which finds itself in control and many a times pampered in these environments, transcending socio-economic, cultural, physical or psychological barriers.
   Be it engaging web portals, virtual environments, online multiplayer gaming or a simple Avatar on a common chat client; the depiction of this world is very similar to the real one, involving real-time actions, and communication, where the degree of immediacy may vary according to its usage, intent and design.
Network effects and valuing social network services BIBAFull-Text 225-230
  Eunyoung Moon; James Howison
Models including network effects are often invoked to justify the high value of social network services like Facebook. Yet as time passes and user numbers grow, inevitably so does reach across social circles, creating "online tension" or, as we term it, mismatch of social display. This leads to reduced participation. Social network services respond with efforts to segment networks through efforts like separate 'friend lists'. We provide a conceptual framework and a visualization to incorporate these insights into models of network effects and social network value.
A content analysis of WikiProject discussions: toward a typology of coordination language used by virtual teams BIBAFull-Text 231-234
  Jonathan T. Morgan; Michael Gilbert; Mark Zachry; David McDonald
Understanding the role of explicit coordination in virtual teams allows for a more meaningful understanding of how people work together online. We describe a new content analysis for classifying discussions within Wikipedia WikiProject -- voluntary, self-directed teams of editors -- present preliminary findings, and discuss potential applications and future research directions.
Mosaic-type work support system using touchscreen computers for senior people BIBAFull-Text 235-238
  Masato Nakayama; Atsushi Hiyama; Takahiro Miura; Naomi Yatomi; Michitaka Hirose
Though the challenges posed by aging populations are great, they can be offset to some degree by harnessing the increasing vitality and productivity of senior citizens in the developed world. To improve work opportunities for seniors, we propose a mosaic-type work system, in which elderly human resources are combined to form a single "virtual worker" based on seamless information sharing. The purpose of this study is to demonstrate the effectiveness of our proposed system using a touchscreen interface for shift work organizations.
Limber: exploring motivation in a workplace exergame BIBAFull-Text 239-242
  Derek Neil; Samuel Perrault; Nathan Lapierre; Derek Reilly; David Parker; Harjot Bal
Limber, in its current iteration, is a vision-based application that introduces gamification into the workplace. This ongoing effort to incentivize good posture, and regular body movements implements several changes to include; full body stretches (figure 2), team gaming elements, and an ambient display (figure 1). With increased intra and inter team competition our field study of twelve players in a work place aims to better understand the most popular motivators, and answer the question, can gamification promote more healthy behaviour among office workers? What forms of motivation are most effective: personal, intra or inter-group?
Bridging the digital divide through Facebook friendships: a cross-cultural study BIBAFull-Text 249-254
  Anicia Peters; Heike Winschiers-Theophilus; Brian Mennecke
Over 80% of Facebook's 1 billion users are located outside of the US and Canada, but little is understood of how Facebook is used or impacts the lives of users, especially in collectivistic cultures. We address this question by conducting a comparative study of Facebook users from a collectivist culture, Namibia, and an individualistic culture, the USA. Although our study is continuing, we have identified several areas of difference that illustrate why and how culture influences users' appropriation of this social network. Specifically, in this paper we examine differences in how friendships are made, maintained, and power relations assigned and discuss the importance of these differences in relation to the cultural context.
The militarization of teamwork in alternate reality gaming BIBAFull-Text 255-258
  Tamara Peyton; Alyson Leigh Young; Wayne Lutters
This ongoing research project examines ad-hoc virtual teamwork in playful environments. Our results suggest that alternate reality game (ARG) players devise leadership structures spontaneously over short periods of time, in response to a lack of formal structure. In the ARG we studied, teams self-structured around tropes of military culture, going so far as to adopt military ranks to describe team roles and individual statuses. Our findings have implications for effective in-game virtual organizing, and for the design of gameful environments.
"I'd have to vote against you": issue campaigning via Twitter BIBAFull-Text 259-262
  Andrew Roback; Libby Hemphill
Using tweets posted with #SOPA and #PIPA hashtags and directed at members of Congress, we identify six strategies constituents employ when using Twitter to lobby their elected officials. In contrast to earlier research, we found that constituents do use Twitter to try to engage their officials and not just as a "soapbox" to express their opinions.
A 3D approach to recommender system evaluation BIBAFull-Text 263-266
  Alan Said; Brijnesh J. Jain; Sahin Albayrak
In this work we describe an approach at multi-objective recommender system evaluation based on a previously introduced 3D benchmarking model. The benchmarking model takes user-centric, business-centric and technical constraints into consideration in order to provide a means of comparison of recommender algorithms in similar scenarios. We present a comparison of three recommendation algorithms deployed in a user study using this 3D model and compare to standard evaluation methods. The proposed approach simplifies benchmarking of recommender systems and allows for simple multi-objective comparisons.
A social crowd-controlled orchestra BIBAFull-Text 267-272
  Saiph Savage; Norma Elva Chavez; Carlos Toxtli; Salvador Medina; David Álvarez-López; Tobias Höllerer
We present a novel social interactive system that brings music creation to the crowds. It allows anyone with a personal electronic device and regardless of their musical expertise to participate in the music an orchestra generates, while also encouraging social interactions among participants. Users can be either musicians or conductors. The latter drive the group's music production, while the others follow simple game-like instructions on their device for playing the conductor's selected songs. The primary mode of interaction for playing songs, consists of rotating one's electronic device in different ways. Our system also provides different social interaction cues that aim for novice and expert users to start conversations with each other and improve the group's performance as well as construct a community among participants. We report on a qualitative analysis, which suggests that users appreciate the system's versatility in providing service to a variety of devices and enjoy participating in the orchestra with their own personal device. Users judged the social interaction cues the system provided to be effective. We believe our findings aid the design of future social intelligent environments that seek to build communities with participants through music.
Gracoli: a graphical command line user interface BIBAFull-Text 273-278
  Pramod Verma
Command Line Interface (CLI) is the most popular and basic user interface to interact with computers. Despite its simplicity, it has some limitations in terms of user experience. For example, sometimes it is hard to understand and interpret the textual output of the command. In this paper we describe the limitations of command line interfaces and propose Gracoli1: A graphical command line interface that takes advantage of both text-based interface and graphical user interface to provide better user experience and perform complex tasks. We demonstrate some of the useful applications and features of Gracoli. Sometime such a hybrid system provides and combines the strengths of CLI and GUI to perform specific tasks. We explore some useful applications of Gracoli to create a new kind of user experience. Command line interface makes accessibility faster and Graphical User-Interface makes output more interactive and understandable.
Head-mounted and multi-surface displays support emergency medical teams BIBAFull-Text 279-282
  Leslie Wu; Jesse Cirimele; Jonathan Bassen; Kristen Leach; Stuart Card; Larry Chu; Kyle Harrison; Scott Klemmer
Emergency medical teams collaborate to solve problems and take care of patients under time pressure and high cognitive load, in noisy and complex environments. This paper presents preliminary work in the design and evaluation of head-mounted and multi-surface displays in supporting teams with interactive checklists and more generally dynamic cognitive aids.
Sonoba: on-the-spot information sharing BIBAFull-Text 283-286
  Rei Yamamoto; Toshiyuki Masui; Michiaki Yasumura
Various services for sharing data among people are available on the Web. However, we can share data only when we know the network accounts or when we have a shared common repository; and sharing data with new acquaintances is not easy. We will introduce a new instant information sharing service called "Sonoba.org", where people gathering at one location can easily share data by accessing Sonoba.org with a temporary and obvious keyword which is secretly shared between people on the spot. The shared repository with the temporary short URL is easily accessed, and later permanently available to the participants with a secret longer secret URL.
Ding-dong: a marriage partner-finding system with social support BIBAFull-Text 287-290
  Kaoru Yoshitsubaki; Toshiyuki Masui; Michiaki Yasumura
Although various partner-matching services are available on the Internet, finding a partner is still difficult because reading the various attributes and self-advertisements of potential marriage partners is not enough to find a lifetime partner. We have developed an SNS-based marriage partner-finding system, "Ding-Dong," which makes full use of support from participants' friends. Using Ding-Dong, the partner seeker can understand what the partner candidate is really like by seeing the candidates' everyday behavior, reading the "reviews" written by their friends, and watching the conversations between the candidates and their friends.

Video presentations

Peek: context sharing on request with notifications BIBAFull-Text 291-292
  A. J. Bernheim Brush; T. Scott Saponas; Ryder Ziola; Greg Smith; Paul Johns; Asta Roseway
Ever wondered if it was a good time to call your spouse, child, or friend? Do you sometimes just want to know if they are on their way to meet you? With Peek you can request the activity state (e.g. walking, in-vehicle, at-rest) and location of a phone when needed. Context is sent back automatically to people on the phone owner's pre-approved Peek contact list. The person being peeked at receives a notification that provides awareness of who peeked at them and when.
HomeProxy: a physical proxy for video messaging in the home BIBAFull-Text 293-296
  John C. Tang; Robert Xiao; Aaron Hoff; Gina Venolia; Patrick Therien; Asta Roseway
HomeProxy is a research prototype that uses a physical proxy to support video messaging at home among distributed family members. A physical artifact dedicated to remote family members makes it easier to chat with them over video. HomeProxy combines a form factor designed for the home environment with a "no-touch" user experience and an interface that quickly transitions between recorded and live video communication. We designed and implemented a prototype and our early experiences with it indicate the promise of offering quick video messaging at home and the challenges of a no-touch interface.

Workshop summaries

Social media question asking workshop BIBAFull-Text 297-298
  Mark Ackerman; Lada Adamic; Nicole Ellison; Darren Gergle; Brent Hecht; Cliff Lampe; Meredith Ringel Morris; Jaime Teevan
Social media question asking, in which people use Internet technologies to solicit help from other people, is an increasingly common way for people to find information. This workshop brings together researchers studying social media question asking from a variety of perspectives, including social scientists seeking to understand and describe the phenomenon and those seeking to create improved experiences through innovation in system building or user interface design.
The thirteenth international workshop on collaborative editing systems BIBAFull-Text 299-300
  A Agustina; Ning Gu; Claudia-Lavinia Ignat; Michael MacFadden; Haifeng Shen; David Sun; Chengzheng Sun
Collaborative editing (CE) has been an area of continuous research since early days of CSCW. Various CE systems have been studied in academia as research vehicles to investigate key technical issues in building advanced collaborative applications. In recent years, CE techniques have been increasingly adopted and further developed in industry for supporting real-world Internet or Cloud-based CE systems/services, such as Google Docs, Codoxware, IBM OpenCoWeb, Novell Vibe, and SubEthaEdit. This workshop aims to bring together CE academic researchers, industry developers, and end-users to discuss and exchange ideas on contemporary issues in researching, developing, and adopting CE systems. We have successfully organized this workshop annually at CSCW-related conferences. This year's workshop focuses on CE issues and techniques for supporting complex real-world documents (including but not limited to rich text, xml, spreadsheet, 2D/3D digital media, CAD, video, etc.), and evaluation of CE systems for such complex real-world documents.
Trust in virtual teams: theory and tools BIBAFull-Text 301-306
  Ban Al-Ani; David Redmiles; Cleidson R. B. de Souza; Rafael Prikladnicki; Sabrina Marczak; Filippo Lanubile; Fabio Calefato
We present a workshop in which trust in virtual teams is the central theme. Trust is essential for effective and efficient collaborations to take place and is more challenging when people are unable to meet face-to-face. The workshop aims to generate discussions which address three key issues within this general theme: 1) the factors that engender and inhibit trust, 2) the structure of a trust framework, 3) and the requirements for software tools that support the development of trust during virtual collaborations.
Beyond formality: informal communication in health practices BIBAFull-Text 307-312
  Yunan Chen; Charlotte Tang; Xiaomu Zhou; Aleksandra Sarcevic; Soyoung Lee
Despite an increasing use of formal healthcare systems such as the Electronic Medical Record (EMR) and communication devices, informal communication continues to play an important role in the highly collaborative, dynamic, and information-rich medical work. Formal systems often fail to support the spontaneous and opportunistic needs of healthcare providers to communicate patient information. Yet it is not clear what constitutes informal communication in healthcare practices, what roles does it play in the patient care process, what types of technologies can be designed to support informal communication, and how to design them. This workshop aims to gather interested researchers to better understand informal communication in healthcare, to discuss their implications for CSCW healthcare research, and to brainstorm technological innovations that can support the informal aspects of health communication.
CrowdCamp 2013: rapidly iterating crowd ideas BIBAFull-Text 313-314
  Lydia Chilton; Paul André; Jeffrey Bigham; Mira Dontcheva; Elizabeth Gerber; Eric Gilbert
The rapidly growing field of collective intelligence -- encompassing crowdsourcing, human computation, and social computing -- is having a tremendous impact on the way we work, live, and play. Building on the success of a CHI 2012 CrowdCamp, this two-day event focuses on developing ideas into concrete outputs: in-depth thoughts on hard problems, paper or coded prototypes, experiment design and data mining. We will bring together researchers and industry experts to discuss future visions and make tangible headway on those visions, as well as seeding collaboration. The outputs from discussion, brainstorming, and building will persist after the workshop for attendees and the community to view.
Measuring networked social privacy BIBAFull-Text 315-320
  Xinru Page; Karen Tang; Fred Stutzman; Airi Lampinen
Much privacy research focuses on concerns about data protection and has established metrics, such as privacy scales, for evaluating those concerns. Recent work recognizes the importance of understanding interpersonal and interactional privacy concerns in social media, but ways to measure privacy within these contexts remain unsettled. This workshop aims to cultivate an understanding of the current landscape for interpersonal privacy framework and ways to measure social privacy for networked settings. For full details, visit http://networkedprivacy2013.wordpress.com/
Collaborative information seeking: consolidating the past, creating the future BIBAFull-Text 321-326
  Chirag Shah; Preben Hansen; Robert Capra
The notion that information seeking is not always a solitary activity, and that people working in collaboration for information intensive tasks should be studied and supported, has become more prevalent in the recent years than ever before. The field of collaborative information seeking (CIS) is re-emerging, and bringing many researchers and practitioners from various disciplines. This workshop is an effort to gather a small and motivated set of such participants. The workshop will incorporate discussions on theoretical foundations of CIS as well as its applications. It will bring together researchers from both academia and industry, working in the fields of CSCW, CSCL, IR, HCI, and PIM to share their ideas, questions, and opinions on how theories and practices from different domains can be brought together to create a strong and rich path ahead for collaborative information seeking/retrieval/searching as well as collective information synthesis and sense-making.
Better safe than sorry: collaboration in safety-critical environments BIBAFull-Text 327-332
  Elina Vartiainen; Kristoffer Husøy; Clint Heyer
Collaboration in safety-critical environment introduces special challenges for the tools in use, as the tools need to reliably support work tasks conducted in challenging and verifying situations. Examples of these types of environments include industrial settings (i.e. oil and gas platforms, mines, and factories), transportation (i.e. ships, airplanes, and trains), military settings, and hospitals. People collaborating and communicating with each other in safety-critical environments might be co-located or interacting remotely, and the interaction can be simultaneous or asynchronous. Furthermore, the information communicated need to be accurate and timely. This workshop aims to bring together researchers from various backgrounds to discuss challenges and opportunities designing IT tools for collaboration in safety-critical environments. Such tools could bring significant improvements to personnel safety as well as efficiency when carefully designed. We also invite studies describing safety-critical environments and their needs for collaboration tools. Such information is traditionally challenging to gather because these types of environments are physically dangerous and/or difficult to access.
CSCW and education: viewing education as a site of work practice BIBAFull-Text 333-336
  Peter Samuelson Wardrip; R. Benjamin Shapiro; Andrea Forte; Spiro Maroulis; Karen Brennan; Ricarose Roque
Educational institutions, whether they are formal or informal, present a work environment in which technology, and social and cultural interactions mediate unfolding work. The interaction between CSCW and the work of education can hold great potential for both improving the educational institutions as well as providing greater explanatory power to CSCW theories that support the work of groups and the designs that are instantiated in those theories. The goal of this workshop is to build a community interested in the intersection between CSCW and educational work practice.