| User-Centred Design Approach for a Community Website with Social Software | | BIBAK | Full-Text | 3-11 | |
| Ilse Bakx | |||
| Social software and web 2.0 live on the fact that people want to share and
collaborate. This feeling of connecting with each other as well as helping and
sharing information can be used in different domains. We think social software
can be used to build dynamic online communities and subsequently can be used to
improve the relationships between community members and stimulate them to be
more active community members. To make sure the website is usable by all people
and to make it approachable for all people to be active on a community website,
we involved the users in an early stage of the design process. With the results
of the user studies we designed the website, after which iterative usability
tests took place. In this paper, we discuss a case study of the design of a
community website around an interactive page in a local newspaper, using social
software and their interaction with the real life community. Keywords: Social software; online community; user-centred design; usability | |||
| What Would Jiminy Cricket Do? Lessons from the First Social Wearable | | BIBAK | Full-Text | 12-21 | |
| Timothy W. Bickmore | |||
| Work towards the development of a "wearable conscience" that helps
individuals make healthy decisions in their everyday lives is described. To be
effective, such a system must be portable, sense key elements of the user's
environment, have knowledge of counseling and health behavior change
techniques, be able to effectively communicate with the user, and have social
competencies for maintaining an ongoing working relationship. The design of a
prototype system is presented, along with results from a series of design and
usability studies. Current and future directions for the research are also
discussed. Keywords: social agent; relational agent; embodied conversational agent; health
behavior change; wearable computer | |||
| Using Design Critique as Research to Link Sustainability and Interactive Technologies | | BIBAK | Full-Text | 22-31 | |
| Eli Blevis; Youn-Kyung Lim; David Roedl; Erik Stolterman | |||
| This paper echoes and points to work we have presented elsewhere on
establishing the links between issues of sustainability and interaction design.
The significant contribution of this paper is a description of the use of
design critique as a research method and an argument for its importance to HCI
researchers, especially with respect to very complex design contexts -- the
link between sustainability issues and interaction design research and
practice, in particular. Keywords: Design critique; design research; sustainable interaction design; research
methods; design ethics and values; value sensitive design; social context of
interaction design | |||
| An Analysis of Involvement of HCI Experts in Distributed Software Development: Practical Issues | | BIBAK | Full-Text | 32-40 | |
| Görkem Çetin; Damiano Verzulli; Sandra Frings | |||
| Traditionally, free and open source software (F/OSS) developers have focused
more on the features of a specific application, most of the time ignoring the
necessity of user-centric design. This has mainly stemmed from the fact that
developers have little interaction with HCI studies, knowledge bases and
reports. Moreover, the lack of user interface designers has resulted in a lack
of awareness of this area. As a consequence, the user centric design phenomenon
within F/OSS applications has been neglected. In this paper, we have mentioned
various problems that would slow down a F/OSS project development towards a
user-engineered software, and investigated the ways that HCI experts and
developers interact with each other and researched bug reporting systems by
means of eligibility to issue usability bugs. For the conclusion part, we have
explored possible ways to achieve a user-centric design in a project with
asynchronous interaction among geographically distributed developers. Keywords: F/OSS; HCI; usability; open source; distributed usability; user centric
design | |||
| Modelling and Matching: A Methodology for ePlanning System Development to Address the Requirements of Multiple User Groups | | BIBAK | Full-Text | 41-49 | |
| Yun Chen; Maria Kutar; Andy Hamilton | |||
| In this paper the authors present the Modelling and Matching methodology
(M&M), developed to ensure that ePlanning systems meet the needs of their
users. Designed to address the requirements of multiple and diverse user
groups, the methodology intends to offer an operational guidance to ePlanning
system developers. M&M combines elements of UML, Soft Systems Methodology,
Object-Oriented Methodology and Rapid Development Methodology, and embeds them
into a five-step process to reflect a human-centred approach. The methodology
will be elucidated further in the paper together with its application and
evaluation in a multi-partner, geographically distributed ePlanning system
development project, called Virtual Environment Planning System (VEPs) project.
The reflection of this application will be discussed at last, in terms of the
learning recorded with respect to the methodology (i.e. M&M) itself and the
effects it caused. Keywords: ePlanning Systems; Information System Development Methodologies (ISDMs);
Multiple User Groups; Modelling and Matching (M&M) | |||
| The Need for Technology to Support Creative Information Sharing Whilst Mobile: Identified Activities and Relationship Groups | | BIBAK | Full-Text | 50-59 | |
| Yan Chen; Tracy Ross; Val Mitchell | |||
| Social computing technologies are becoming increasingly popular as it allows
people to create and share their own content. Given that most social computing
technologies are limited to fixed environments, this paper outlines an
exploratory study which investigates the characteristics of people's creative
information sharing process; identifying user needs and difficult scenarios
during the process, focusing particularly on mobile scenarios. The results give
an indication about people's potential needs to create and share whilst mobile.
It describes the characteristics of creative information sharing process and
suggests that supporting the process of information sharing by harnessing
context-aware elements could be a potential solution. Keywords: social computing; mobile environment; context-awareness | |||
| Aspects of Augmented Social Cognition: Social Information Foraging and Social Search | | BIBAK | Full-Text | 60-69 | |
| Ed Huai-hsin Chi; Peter Pirolli; Shyong K. Lam | |||
| In this paper, we summarized recent work in modeling how users socially
forage and search for information. One way to bridge between different
communities of users is to diversify their information sources. This can be
done using not only old mechanisms such as email, instant messages, newsgroups
and bulletin boards, but also new ones such as wikis, blogs, social tags, etc.
How do users work with diverse hints from other foragers? How do interference
effects change their strategies? How can we build tools that help users
cooperatively search? We seek theories that might help us answer these
questions, or at least point us toward the right directions. Keywords: social processes; information search; information foraging | |||
| First Design of a Ubiquitous System for Affective Bonding and Support with Family and Friends | | BIBAK | Full-Text | 70-79 | |
| Sébastien Duval; Hiromichi Hashizume | |||
| We consider the design of a ubiquitous system whose objective is to
strengthen affective bonding and allow affective support, especially for
distant relationships with the family and friends. It is based on wearable
computers that evaluate emotions, transmit information to authorized persons,
and enable interactions. Our most significant contribution is the provision of
the design for a complete system usable in everyday life, based on emotional
design and on multi-cultural feedback. Keywords: Cultures; Emotional design; Emotions; Family; Friends; HCI; Ubiquity;
Wearable | |||
| PixelWish: Collective Wish-Making and Social Cohesion | | BIBAK | Full-Text | 80-85 | |
| Catherine Hu; Simon M. S. Law | |||
| This paper discusses the concept of a network-mediated system for making
wishes and sending them remotely to people whom we care about. Particularly at
occurrences of critical events, i.e. crises, when shared emotional connection
[1] and group bond is most likely to develop, we believe this system will have
positive emotion effects on both the wish-senders and the wish-receivers. We
propose this to be a novelty design of community-ware, and believe it has
strong potentials in utilizing information technologies to turn 'digital
divide' into 'digital cohesion'. [2] Keywords: Online communities; community-ware; wish-making; social cohesion; emotional
connection; Graphical User Interface (GUI) | |||
| Computing Social Networks for Information Sharing: A Case-Based Approach | | BIBAK | Full-Text | 86-95 | |
| Rushed Kanawati; Maria Malek | |||
| In this paper we describe a peer-to-peer approach that ails at allowing a
group of like-minded people to share relevant documents in an implicit way. We
suppose that user save their documents in a local user-defined hierarchy. the
association between documents and hierarchy nodes (or folders) is used by a
supervised hybrid neural-CBR classifier in order to learn the user
classification strategy. This strategy is then used to compute correlations
between local folders and remote ones allowing to recommend documents without
having a shared hierarchy. Another CBR system is used to memorize how good
queries are answered by peer agents allowing to learn a dynamic community of
peer agents to be associated with each local folder. Keywords: Collaborative Document Sharing; Peer To Peer; Case-based reasoning;
Community identification | |||
| Presentation Desire of Digital Identity in Virtual Community | | BIBA | Full-Text | 96-105 | |
| Hee-Woong Kim; Eunice Que | |||
| Recently digital items have been widely used by people in the online space including virtual communities and online games. Some Internet companies even in the context of virtual community (VC) generate revenue from the sales of digital items to their online members. The sales of digital items provide insights for Internet companies and virtual community providers who are suffering from the lack of a profitable business model. This study examines why people pay for digital items from the self-presentation perspective in the context of VC by introducing a new construct, digital identity, and developing a conceptual framework of presentation of digital identity. The findings of this study show that the presentation desire of digital identity leads to the intention of purchasing digital items. This study identifies the significance of online group norm and online group involvement on the presentation desire from the social digital identity perspective and the significance of personal innovativeness from the personal digital identity perspective. These findings help to advance theory and offer practical insights in the context of Internet business and VC. | |||
| Grand Challenges in Design Research for Human-Centered Design Informatics | | BIBAK | Full-Text | 106-115 | |
| Youn-Kyung Lim; Eli Blevis; Erik Stolterman | |||
| The idea of design informatics as a distinguished discipline is a new one,
with little precedence. This paper argues for the importance of a
human-centered perspective with respect to the emergence of this newly nascent
field of design informatics -- a perspective which may be termed Human-Centered
Design Informatics (HCDI). The paper proposes four grand challenges that are
essential to the foundations of HCDI, specifically (i) understanding the living
nature of information, (ii) understanding the relationships between interaction
design and information, (iii) understanding how to design for sustainable and
engaging social interactions mediated by information technologies, and (iv)
understanding the multi-cultural and globalization issues implied by the use of
the materials of information technologies in design. Keywords: design informatics; information and communications technology (ICT);
human-centered design; design education; design research; human-computer
interaction (HCI) | |||
| A Study on Content and Management Style of Corporate Blogs | | BIBAK | Full-Text | 116-123 | |
| Shanshan Ma; Qiping Zhang | |||
| Corporate blogs are used by companies to talk with customers. We did a study
into 262 blog entries in 9 corporate blogs. The study revealed three corporate
blog content types; three corporate blog management styles, and relatively
shorter blog length and lower update frequency. Keywords: Blog; Corporate blog; blog content; blog management; update frequency | |||
| Chameleon-Based Deniable Authenticated Key Agreement Protocol Secure Against Forgery | | BIBAK | Full-Text | 124-133 | |
| Chunbo Ma; Jun Ao; Jianhua Li | |||
| As a useful means of safeguarding privacy of communications, deniable
authentication has received much attention. A Chameleon-based deniable
authenticated key agreement protocol is presented in this paper. The protocol
has following properties. Any one of the two participants can't present a
digital proof to convince a third party that a claimed agreement has really
taken place. Once a forgery occurs, the original entity can present a digital
proof to disclose the forgery. Keywords: Chameleon; Deniability; Authentication; Key Agreement | |||
| ConnectDots: Visualizing Social Network Interaction for Improved Social Decision Making | | BIBA | Full-Text | 134-140 | |
| Deidra Morrison; Bruce Gooch | |||
| There has been a fairly large body of research surrounding decision making theory and ways in which choice framing and judgment are major contributing factors to decision outcome and future practice. The purpose of this study is to use abstract visual stimulus as an application for information organization and display, in order to aid in decision making practices. In this paper, we will introduce ConnectDots, a visualization tool that will allow users to be able to view this large data set of interaction information and more easily perceive the patterns of interaction therein. With this information, a person can also become more aware of their current decision making practices for their social network, and observe how their relationships are affected. | |||
| Recognition of Affect Conveyed by Text Messaging in Online Communication | | BIBAK | Full-Text | 141-150 | |
| Alena Neviarouskaya; Helmut Prendinger; Mitsuru Ishizuka | |||
| In this paper, we address the task of affect recognition from text
messaging. In order to sense and interpret emotional information expressed
through written language, rule-based affect analysis system employing natural
language processing techniques was created. Since the purpose of our work is to
improve social interactivity and affective expressiveness of computer-mediated
communication, we decided to tailor the system to handle style and specifics of
online conversations. Proposed algorithm for affect analysis covers symbolic
cue processing, detection and transformation of abbreviations, sentence
parsing, and word/phrase/sentence-level analyses. To realize visual reflection
of textual affective information, we have designed an avatar displaying
emotions, social behaviour, and natural idle movements. Keywords: Affective computing; affective user interface; avatar; emotions; online
communication; language parsing and understanding; text analysis | |||
| Ranking Method for Mediators in Social Network | | BIBAK | Full-Text | 151-159 | |
| Ryosuke Saga; Hiroshi Tsuji | |||
| This paper proposes a method for ranking mediators where a mediator is
defined as node having an important role in a social network. To precisely rank
the mediators in order of their importance, a method is used based on changes
in the average shortest path length. However, the computational complexity for
this method is O(N{sup:5}), so an unreasonable amount of time it is required to
determine complexity for a massive network. Our ranking method, whose
complexity is no more than O(N{sup:2}), is based on the relationships among
adjacency nodes. Although the method does not provide a precise but an
approximate rank, we found that there is a strong correlation between the ranks
generated using the strict and the developed methods. Results on a variety of
generated networks confirmed the feasibility of our method for a massive
network. Keywords: Social Network; Mediator; Rank Mining; Community Computing; Graph Theory | |||
| The Relationship Between Social Presence and Group Identification Within Online Communities and Its Impact on the Success of Online Communities | | BIBAK | Full-Text | 160-168 | |
| Diana Schimke; Heidrun Stoeger; Albert Ziegler | |||
| In order to encourage more girls to choose STEM-study courses (Science,
Technology, Engineering, and Mathematics) we created an online community and
e-mentoring program for German high school girls and women engaged in STEM
vocational fields. Within the online community, we brought together girls and
female role models. A community platform was offered for getting to know and
exchange with other community members. Within this community, we used
quantitative methods to measure the students' levels of social presence and
group identity, and tested to see if a correlation between those two factors
exists. We further evaluated if the group identity has an impact on the girls
interest and willingness to participate in STEM. Keywords: Online communities; e-mentoring; social presence; group identity; STEM;
gender | |||
| From Clicks to Touches: Enabling Face-to-Face Shared Social Interface on Multi-touch Tabletops | | BIBA | Full-Text | 169-175 | |
| Chia Shen | |||
| Making the interactions with a digital user interface disappears into and becomes a part of the human to human interaction and conversation is a challenge. Conventional metaphor and underlying interface infrastructure for single-user desktop systems have been traditionally geared towards single mouse and keyboard, click-and-type based, WIMP interface design. On the other hand, people usually meet in social context around a table, facing each other. A table setting provides a large interactive visual and tangible surface. It affords and encourages collaboration, coordination, serendipity, as well as simultaneous and parallel interaction among multiple people. In this paper, we examine and explore the opportunities, challenges, research issues, pitfalls, and plausible approaches for enabling direct touchable, shared social interactions on multi-touch multi-user tabletops. | |||
| Physical Representation Social Presence with Interactive Grass | | BIBAK | Full-Text | 176-181 | |
| Jui Hang Shih; Teng-Wen Chang; Hui-Mei Hong; Tian-Chiu Li | |||
| The hypothesis that happy team members are more cooperative than sad team
members has become a popular presumption in social and applied psychology. The
member negatively may affect the emotion, mood or attitudes, and continually
annoys the rest in the team, and positive either. Also, how do es team member
learn more adaptive emotion strategies in complex relationship. This paper
introduces a research program on social presence theory and practice of
technology creation based on application of emotional physical device. The
simple concept of our study is to create an interactive system of expression in
the following areas: (1) Theoretical Research: research of social presence and
the team members in adopted an emotion system; we will study social media
concept in scientific fields, and then establish a program of slow theology.
(2) The interactive table as human emotion. Keywords: Emotion; Social media; Adaptive; Affective; Interactive Behavior;
Corporation design | |||
| Artistic Data Visualization: Beyond Visual Analytics | | BIBAK | Full-Text | 182-191 | |
| Fernanda B. Viégas; Martin Wattenberg | |||
| Information visualization is traditionally viewed as a tool for data
exploration and hypothesis formation. Because of its roots in scientific
reasoning, visualization has traditionally been viewed as an analytical tool
for sensemaking. In recent years, however, both the mainstreaming of computer
graphics and the democratization of data sources on the Internet have had
important repercussions in the field of information visualization. With the
ability to create visual representations of data on home computers, artists and
designers have taken matters into their own hands and expanded the conceptual
horizon of infovis as artistic practice. This paper presents a brief survey of
projects in the field of artistic information visualization and a preliminary
examination of how artists appropriate and repurpose "scientific" techniques to
create pieces that actively guide analytical reasoning and encourage a
contextualized reading of their subject matter. Keywords: Visualization; Art | |||
| Social Puppets: Towards Modular Social Animation for Agents and Avatars | | BIBA | Full-Text | 192-201 | |
| Hannes Högni Vilhjálmsson; Chirag Merchant; Prasan Samtani | |||
| State-of-the-art computer graphics can give autonomous agents a compelling appearance as animated virtual characters. Typically the agents are directly responsible for controlling their graphical representation, but this places too much burden on the agents that already deal with difficult high-level tasks such as dialog planning. This paper presents work, done in the context of an interactive language and culture training system, on a new kind of engine that fits between the high level cognitive agent models and the animated graphics that represent them. This is a social engine that generates socially appropriate nonverbal behavior based on rules reflecting social norms. Similar to modular physics engines, the social engine introduces a re-usable component that can heighten believability of animated agents in games and simulations with relatively little effort. | |||
| A Cross-Cultural Study of Flow Experience in the IT Environment: The Beginning | | BIBAK | Full-Text | 202-211 | |
| Alexander E. Voiskounsky | |||
| Flow (optimal) experience is being widely investigated in the IT
environments: in human-computer interaction, computer-mediated communication
and exploratory behaviour, consumer and marketing applications, educational
practice, playing computer, video and online games, psychological
rehabilitation of the disabled, web usability testing, etc. Though a universal
experience, flow can be expected to be culture specific and culture dependent.
Optimal experience has only rarely been studied from a cross-cultural
perspective, mainly in the field of gaming activities. An overview of the
earliest works in the field is presented, as well as empirical evidences of a
study referring to the flow experience and interaction patterns inherent to the
samples of Russian and French online players. Keywords: Optimal Experience; Flow; Interaction; Information Technologies; Culture;
Online Games; Multi-Player Games; MUD; Cross-Cultural Study | |||
| Cultural Institutions, Co-creativity and Communities of Interest | | BIBAK | Full-Text | 212-221 | |
| Jerry Watkins; Angelina Russo | |||
| Despite the proliferation of web-based news and information services, there
remains a lack of online destinations from which to obtain reliable and
authoritative cultural knowledge. In many countries, such knowledge is provided
by cultural institutions such as museums and libraries. Recent discussion
suggests that social media -- including blogs, wikis and digital stories -- may
provide a creative solution to the ongoing interaction between cultural
institutions and communities of interest. However, little applied research
exists to demonstrate how social media can be established and maintained within
museums and libraries, and what issues are raised within the institution by a
more participatory approach to cultural communication. This paper highlights
the implementation of a new program at the Australian Museum to train staff in
social media production, in order to make the many thousands of objects and
stories held within the Museum's collections more accessible and engaging to
communities of interest. Keywords: co-creativity; social media; digital cultural communication; human-computer
interaction | |||
| A Study of Emotional and Rational Purchasing Behavior for Online Shopping | | BIBAK | Full-Text | 222-227 | |
| Lifen Yeh; Eric Min-Yang Wang; Sheue-Ling Hwang | |||
| Emotion has gained much attention in product design over recent years. It is
not surprised that the aesthetic appeal may determine the fate of a product,
namely its success or failure in the market. Unlike the traditional marketing
channel, websites provide a different opportunity for promoting the products to
the potential customers who may know the products via a computer mediated
website and its user interface. Previous studies have shown that website design
features and usability can influence the willingness of the purchase. However,
whether the product characteristics on the websites and the customers'
attitudes (emotional thinking vs rational thinking) will affect the purchasing
behavior is still unknown. In this study, the influence of the emotional
appearances of the websites and the product characteristics as well as the user
characteristics to the purchase behavior was examined. The findings suggest the
emotional web appeal may not be able to affect the thinking style which may
further enhance the purchasing intention of specific products. Further study on
web appeal and web design strategies may be needed to identify and attract
online customers. Keywords: E-commerce; Emotional decision; Web appeal; Purchase behavior | |||
| A Trust-Based Reputation System in Peer-to-Peer Grid | | BIBA | Full-Text | 228-235 | |
| Zenggang Xiong; Yang Yang; Xuemin Zhang; Dairong Yu; Li Liu | |||
| Grid computing and peer-to-peer computing are both hot topics at present. The convergence of the two systems is increasingly visible, and OGSA provides a framework for integrating grid and peer to peer. However, managing trust is a key issue for peer-to-peer grid. This paper proposes a novel trust-based reputation system for peer-to-peer grid, which is based on Bayesian theory. Theoretical analysis and simulations prove that the trust-based reputation system in peer-to-peer grid can improve the performance of cooperation among Gridpeers. | |||
| The Social Implications of an Assisted Living Reminder System | | BIBAK | Full-Text | 239-249 | |
| Bedoor K. AlShebli; Eric Gilbert; Karrie Karahalios | |||
| We present the findings of an in situ field study conducted using our
assisted living system, I-Living, that aims to enable seniors to live in a
cost-effective manner independently. Basing the study on both interviews and
diaries provided valuable and well-rounded data. Some of the main findings
revealed that seniors will wear small health sensors if designed carefully. The
study further reveals that delicate and complicated social structures influence
the design space in such communities. The primary contribution of this paper is
the pilot study conducted at an assisted living facility. It paints a
compelling picture of day-to-day life in a healthcare institution and uncovers
broad design implications that apply to a wide range of technologies. Keywords: assisted living; pilot study; seniors; reminder system | |||
| Disaster-Response Information Sharing System Based on Cellular Phone with GPS | | BIBAK | Full-Text | 250-255 | |
| Masakatsu Aoki; Shunichi Yonemura; Ken-ichiro Shimokura | |||
| In disasters, the victims must be provided with various bits of information.
The information needed also changes with the situation. In this paper, we
analyze the characteristics of such information and introduce an information
sharing system. A prototype is developed around a cellular phone with GPS and
its effectiveness is described. Keywords: Disaster Information; Information Sharing System; Cellular Phone with GPS;
meta-data | |||
| Tags for Citizens: Integrating Top-Down and Bottom-Up Classification in the Turin Municipality Website | | BIBAK | Full-Text | 256-264 | |
| Franco Carcillo; Luca Rosati | |||
| Tags for citizens project aims to empower the citizens' experience within
the Turin municipality website (http://www.comune.torino.it) integrating a
standard top-down taxonomy with a bottom-up classification by tags. The
top-down taxonomy has been conceived following the UK Integrated Public Sector
Vocabulary (IPSV 2006 -- an ISO 2788 fully compliant classification scheme) and
empirically refined by usability tests with users and by log files monitoring.
The bottom-up classification works as a social tagging system. The latter it is
not simply added to the former, but completely integrated to it, in order to
obtain a coherent system. Keywords: eGovernment; Metadata; Information Architecture; Social Classification;
Folksonomy; IPSV (Integrated Public Sector Vocabulary) | |||
| Tracing Conceptual and Geospatial Diffusion of Knowledge | | BIBAK | Full-Text | 265-274 | |
| Chaomei Chen; Weizhong Zhu; Brian M. Tomaszewski; Alan M. MacEachren | |||
| Understanding the dynamics of knowledge diffusion has profound theoretical
and practical implications across a wide variety of domains, ranging from
scientific disciplines to education and understanding emergent social
phenomena. On the other hand, it involves many challenging issues due to the
inherited complexity of knowledge diffusion. In this article, we describe a
unifying framework that is designed to facilitate the study of knowledge
diffusion through multiple geospatial and semantic perspectives. In particular,
we address the role of intrinsic and extrinsic geospatial properties of
underlying phenomena in understanding conceptual and geospatial diffusion of
knowledge. We illustrate the use of visualizations of geographic distributions
of terrorist incidents, the structural evolution of research networks on
terrorism and avian flu, and concept-location relations extracted from news
stories. Keywords: knowledge diffusion; geographic mapping; collaboration networks; information
visualization | |||
| The Differences Between the Influences of Synchronous and Asynchronous Modes on Collaborative Learning Project of Industrial Design | | BIBAK | Full-Text | 275-283 | |
| Wenzhi Chen; Manlai You | |||
| Understanding communication in collaborative design is helpful for
development and selection of communication software and technology in design
project. The aim of this article attempts to explore the differences between
the influences of synchronous and asynchronous modes on collaborative design
learning projects. Two experiment projects were conducted, and the
participation record and the content of communication were collected. Both
quantitative and content analysis methods used in order to indicate the
attributions of different communication mode. Results of this study showed that
there have differences in participation and communication pattern between the
synchronous and asynchronous modes on collaborative learning project. It should
be noted that this study is restricted to the size of sample and uncertain
variables. The future research is obviously required. Keywords: collaborative design; computer mediated communication (CMC); industrial
design | |||
| Self-Awareness in a Computer Supported Collaborative Learning Environment | | BIBAK | Full-Text | 284-291 | |
| Kwangsu Cho; Moon-Heum Cho | |||
| The purpose of this study was to examine the role of self-awareness (SA)
interfaces implemented for writing skill improvement in a computer supported
collaborative writing environment called SWoRD [7]. Visualization interfaces to
improve SA were developed for SWoRD. Students were provided with opportunities
to self-monitor and self-evaluate their writing with the use of multiple peer
feedback. The study results show that although all the students did not develop
their SA with the interfaces, the students who developed SA drastically
improved their writing skills compared to those who did not enhance SA.
Finally, the results are discussed and future research topics are suggested. Keywords: Self-awareness; Peer feedback; Peer review; Writing; CSCL; SWoRD;
Self-monitoring | |||
| How to See the Beauty That Is Not There: The Aesthetic Element of Programming in the Computer-Based Media Art | | BIBAK | Full-Text | 292-300 | |
| Hyunkyoung Cho; Joonsung Yoon | |||
| This study is to define aesthetic elements of the programming in the
computer-based media art. It can be explained as the totality of the concept
and reality in the respect of collaboration of art and science. The programming
as aesthetic object deconstructs the traditional notion of art that the
aesthetic value is determined by the aesthetic attitude. The code is not just
for the computer programming, but for the pleasure. The artistic and creative
'Open Code' must be at the cost of the death of the code closed in a signified,
and it lives, improves and changes through additional new functions or
algorithms. Like the conceptual art, the programming is both a
dematerialization of the object and an immaterialized meaning. It leads us to
change the seat of a subject as a signifier. Therefore, 'The beauty of program
that is not there' becomes more viable when it involves the application of
aesthetics. Keywords: beauty; aesthetic object; code reading; open code; subject | |||
| CNA² -- Communications and Community; Neighborhoods and Networks; Action and Analysis: Concepts and Methods for Community Technology Research | | BIBA | Full-Text | 301-314 | |
| Peter Day; Clair Farenden | |||
| The purpose of this paper is to examine the challenges and opportunities of employing ICT in a community building/development context through a critical reflection of the experiences of the Community Network Analysis (CNA) and ICT research project in the Poets Corner community of Brighton and Hove, UK. Grounded in community networking, community development and community learning theories, the CNA project aimed to: investigate impacts of ICT on the network ties and social cohesion of community groups; whilst exploring the uses of network technologies in stimulating social capital and promoting community development in Poets Corner. | |||
| Toward Machine Therapy: Parapraxis of Machine Design and Use | | BIBAK | Full-Text | 315-323 | |
| Kelly Dobson | |||
| Machine Therapy is a new methodology combining art, design, psychodynamics,
and engineering work in ways that access and reveal the vital relevance of
subconscious elements of human-machine interactions. In this paper I present
examples of empathic relationships with domestic appliances, roles of wearable
and prosthetic apparatuses, and instances of evocative visceral robots that
interact with people's understandings of themselves and each other. The Machine
Therapy projects facilitate unusual explorations of the parapraxis of machine
design and use. These usually unconscious elements of our interactions with
machines critically affect our sense of self and our shared development. Keywords: Machine Therapy; human-robot interaction; human-machine interaction;
autonomic; parapraxis; body; organ | |||
| Flow Experience of MUD Players: Investigating Multi-User Dimension Gamers from the USA | | BIBAK | Full-Text | 324-333 | |
| Anthony Faiola; Alexander E. Voiskounsky | |||
| Playing MUDs (Multi-User Dimensions or Multi-User Dungeons, or Multi-User
Domain), text-only online gaming environments, may initiate flow experience.
Online survey research was administered within the sample population of 13,662
MUD players from the United States of America, using the specially designed
questionnaire with four categories of questions related to: flow experience,
experience in playing MUDs, interaction patterns, and demographics. Replies of
respondents (N = 287) fit a five factor model. All the correlations between the
factors are significant (p < 0.05). Since players experienced flow while
MUDding, it was proposed that flow is one of the sources of the long-time
attractiveness for MUD players. Keywords: play; online; flow; MMORPG; MUD; interaction; structural equation modeling | |||
| Unveiling the Structure: Effects of Social Feedback on Communication Activity in Online Multiplayer Videogames | | BIBAK | Full-Text | 334-341 | |
| Luciano Gamberini; Francesco Martino; Fabiola Scarpetta; Andrea Spoto; Anna Spagnolli | |||
| Feedback intervention in computer-mediated situations can be interpreted as
a way to augment communication. According to this idea, this study investigates
the effect of providing a group with a Social Network Analysis-based feedback
on communication in an on-line game where players talk to each other via
textual chat. Three different situations across two different sessions were
compared: an Informed Group with a correct feedback, a not-Informed Group with
no feedback and a mis-Informed group with an incorrect feedback. Results show
that giving correct information increases the related dimensions of
communication, while the absence of feedback and the incorrect feedback were
not accompanied by any significant modification. Keywords: social network analysis; feedback; augmented communication; cooperative
online game | |||
| Habitat Computing: Towards the Creation of Tech-Enabled Mexican Neighborhoods | | BIBAK | Full-Text | 342-351 | |
| Víctor M. González; Luís A. Castro; Kenneth L. Kraemer | |||
| The use of personal computers and Internet at home is becoming more and more
common in some developing countries such as Mexico, where affordable prices and
credit plans have contributed to this trend. Undoubtedly, the presence of
information technology in the households has effects in the life of families
and their communities; however how beneficial these effects are depends on the
way technology is contextualized to support domestic and community practices.
Achieving a proper contextualization is the goal of what we call habitat
computing. This paper presents the case of Real del Sol, a housing community in
Mexico where an implementation of habitat computing is being developed. Houses
are built with Internet access and personal computers as part of their basic
infrastructure. We analyze here the role, usage and development of the Real del
Sol community intranet, which is a key element on supporting the vision of the
project. Keywords: Community Intranets; Security cameras; Online Shopping | |||
| Fostering Knowledge Mode Conversion in New Product Development Environment | | BIBAK | Full-Text | 352-361 | |
| Eduardo González; David A. Guerra-Zubiaga; Manuel Contero | |||
| The creation of new knowledge that comes from Knowledge Mode Conversion
(KMC) activities improves New Product Development (NPD) activities. However,
there is still limited understanding of "how" a Knowledge Mode Conversion
activity varies using collaborative and conversational technologies to improve
product development performance. The main contribution of this research is to
establish a set of indicators that can be used as guides to help identify
effective Knowledge Mode Conversion activities that can be useful for
organizations whose performance rely upon effective new product development
activities. These indicators are obtained evaluating and comparing documents
stored in a Product Data Management System (PDM) for differing levels of
semantic significance, applying Latent Semantic Analysis (LSA). This provides a
linkage between New Knowledge creation and the development of Capabilities for
KMC, and a better understanding of "how" design teams improve their
performance. Keywords: Knowledge Mode Conversion; Latent Semantic Analysis; Collaborative
Engineering; Knowledge sharing; Product Design | |||
| Social Rewarding in Wiki Systems -- Motivating the Community | | BIBAK | Full-Text | 362-371 | |
| Bernhard Hoisl; Wolfgang Aigner; Silvia Miksch | |||
| Online communities have something in common: their success rise and fall
with the participation rate of active users. In this paper we focus on social
rewarding mechanisms that generate benefits for users in order to achieve a
higher contribution rate in a wiki system. In an online community, social
rewarding is in the majority of cases based on accentuation of the most active
members. As money cannot be used as a motivating factor others like status,
power, acceptance, and glory have to be employed. We explain different social
rewarding mechanisms which aim to meet these needs of users. Furthermore, we
implemented a number of methods within the MediaWiki system, where social
rewarding criteria are satisfied by generating a ranking of most active
members. Keywords: Social Rewarding; Wiki; Online Communities; Motivation; Participation;
Contribution | |||
| Integrating Digital Library Resources in Elementary School Classrooms -- A Case Study of Social Study Instruction | | BIBA | Full-Text | 372-374 | |
| Kuo-Hung Huang | |||
| In Taiwan, integrating the computer technology with instruction has been becoming a major effort of the Ministry of Education to improve the quality of the education. However, teachers' willingness and capabilities to use these digital learning resources will have an important impact on the outcomes of the policy. The purpose of this paper is to study the educational applications of the digital library resources in elementary school. Combining the WWW technologies and the Internet resources of National Digital Archives, a web-based learning environment was implemented for classroom instruction. Teachers first developed several learning activities based the framework of situated learning, and then integrated these digital resources in the classroom instruction. The researcher-collected data of learning activities to evaluated the students' achievement and teachers' professional development. The results indicated that, in addition to factual knowledge, students had the opportunities to practice variety of skills such as teamwork, information searching and organization, presentation, and discussion. The teacher also comprehended the meanings and process of constructive learning by supporting students' learning with digital resources and technologies. | |||
| Managing Fairness: Reward Distribution in a Self-organized Online Game Player Community | | BIBAK | Full-Text | 375-384 | |
| Chyng-Yang Jang | |||
| Reward distribution is essential to the wellbeing of self-organized online
game player communities. This paper adopted a case-study approach to
investigate how a particular player community managed fairness in sharing
rewards among members. The results found that the community primarily relied on
a raid point based auction system for reward distribution. Perceived fairness
was managed as various written policies focusing on two dimensions: behavior
regulation and resource management. The guiding principles of fairness
management were identified and articulated. So was the role of structural
features of the game and the community in triggering policy discussion.
Finally, the implications for future research was discussed. Keywords: Fairness; Distributive justice; Online community; MMORPG | |||
| Mobile Social Software for the Developing World | | BIBAK | Full-Text | 385-394 | |
| Beth E. Kolko; Erica J. Johnson; Emma J. Rose | |||
| This paper discusses how the importance of social networks for performing
everyday tasks in the developing world leads to new considerations of the
utility of social networking software (SNS). The paper presents some results
from a multi-year, multi-method study in Central Asia that tracks patterns of
technology adoption and adaptation, as well as shifts in media consumption and
information seeking. Our results suggest SNS is a particularly compelling
approach in resource-constrained environments (broadly defined) as a way to
leverage and systematize the ad hoc processes people develop to navigate their
everyday lives and information ecology. Keywords: Mobile phones; Internet use; technology adoption; Central Asia; social
networks; social networking software; information seeking | |||
| An E-Health Community of Practice: Online Communication in an E-Health Service Delivery Environment | | BIBAK | Full-Text | 395-405 | |
| Elsa Marziali; Tira Cohene | |||
| Results of a series of studies of consumer response to online interactive
communication and video-based technologies for the delivery of health care
services are presented. The studies include development, evaluation and
usability studies of two interactive, video conferencing web sites; Caring for
Others© [CFO] designed for older adults caring for a family member with a
chronic disease, and Caring for Me© [CFM] designed to support an e-health
program for obese adolescents. Stages of web site development, usability
analyses, and evaluation of consumer response to the customized e-health
programs are reported. Keywords: E-health; Internet; interactive communication; health risks; benefits | |||
| A Framework for Inter-organizational Collaboration Using Communication and Knowledge Management Tools | | BIBAK | Full-Text | 406-415 | |
| Paul Nuschke; Xiaochun Jiang | |||
| Organizations are often involved in joint ventures or coalitions with
multiple, diverse partners. While the ability to communicate across
organizational boundaries is important to their success, the organizations may
have different cultures, processes, and jargon which inhibit their ability to
effectively collaborate. The objective of this paper is to identify a framework
that enables organizations to communicate complex knowledge across
organizational boundaries. It leverages communication and knowledge management
tools such as the wiki, and calls for more integration between these tools. Keywords: HCI; collaboration; wiki; online community; bulletin board; blog;
transcriber; organizations; knowledge management | |||
| A Mobile Portfolio to Support Communities of Practice in Science Education | | BIBAK | Full-Text | 416-425 | |
| Oriel A. Herrera; Sergio F. Ochoa; H. Andrés Neyem; Maurizio Betti; Roberto G. Aldunate; David A. Fuller | |||
| Practice activities are a key issue for science education students.
Typically, these activities are carried out by a community of practice
(practicing students and professors) using physical or centralized electronic
portfolios. However, these alternatives are limited when the community members
need to share the portfolio resources, any time and anywhere. This limitation
is also present when support for high interactivity among these persons is
required. This paper presents a new kind of portfolio which is able to work in
autonomous, client-server, and peer-to-peer manners. This mobile portfolio is
fully distributed; therefore, it improves the flexibility to conduct
interactions or share portfolio resources among the members of a community of
practice. The functionality and stability of the tool have been tested by the
developers and the results obtained are encouraging. The use of this
distributed portfolio is expected to help science students and professors to
enhance practice activities, interactions and interchange of experiences and
resources. Keywords: Mobile Workspaces; Mobile Portfolios; Communities of Practice; Education | |||
| Sociability Design Guidelines for the Online Gaming Community: Role Play and Reciprocity | | BIBAK | Full-Text | 426-434 | |
| Yu Chieh Pan; Liangwen Kuo; Jim Jiunde Lee | |||
| This study connects two different perspectives, HCI and CMC, and attempts to
develop sociability design guidelines for the online community. According to
the literature, the results of previous studies related to sociability are
either too general or are lacking in focus. Role play and reciprocity are
important factors influencing the dynamics of the online community because they
can keep the community to development positively and keep the community in the
order. The research questions for this study originated from the theoretical
framework which combines role play process ideas of impression management with
role play models. Keywords: sociability; role play; reciprocity; design guideline | |||
| CINeSPACE: Interactive Access to Cultural Heritage While On-The-Move | | BIBA | Full-Text | 435-444 | |
| Pedro Santos; André Stork; María Teresa Linaza; Oliver Machui; Don McIntyre; Elisabeth Jorge | |||
| Films are unquestionably a part of Cultural Heritage. Problems of current systems for accessing Cultural Heritage resources which deal with film objects include some of the following aspects: Distributed sources which store huge amounts of information; different formats of the contents ranging from traditional ones such as paper to advanced multimedia objects; and finally, and what is more crucial for the content providers, lack of systems which support currently the needs of the user such as enriched content, interaction with the information, usability, and exchange of experiences with other users. Taking into account these gaps detected by some European cities with a strong connection with the film sector, CINeSPACE a European research project aims at designing and implementing a mobile rich media collaborative information exchange platform, scalable, accessible through a wide variety of networks, and therefore, interoperable and Location-Based for the promotion of Film Heritage, going beyond the current state of the art. CINeSPACE enables users to interact with Location-Based multimedia contents while navigating a city. Audiovisual information will be delivered through a unique and portable low-cost wireless high definition near-to-the-eye display and audio phones. CINeSPACE will also comprise a small camera able to record or send what the user is "seeing". This information can be uploaded to a database through a WLAN hot spot or a 3G connection in order to create collaborative experiences with other end users. This paper presents the current status of development of the project. | |||
| The Hidden Order of Wikipedia | | BIBAK | Full-Text | 445-454 | |
| Fernanda B. Viégas; Martin Wattenberg; Matthew M. McKeon | |||
| We examine the procedural side of Wikipedia, the well-known internet
encyclopedia. Despite the lack of structure in the underlying wiki technology,
users abide by hundreds of rules and follow well-defined processes. Our case
study is the Featured Article (FA) process, one of the best established
procedures on the site. We analyze the FA process through the theoretical
framework of commons governance, and demonstrate how this process blends
elements of traditional workflow with peer production. We conclude that rather
than encouraging anarchy, many aspects of wiki technology lend themselves to
the collective creation of formalized process and policy. Keywords: Wikipedia; Governance; Commons; Peer Production | |||
| Major HCI Challenges for Open Source Software Adoption and Development | | BIBA | Full-Text | 455-464 | |
| Nikos Viorres; Papadopoulos Xenofon; Modestos Stavrakis; Evangelos Vlachogiannis; Panayiotis Koutsabasis; John Darzentas | |||
| The aim of the paper is to identify and discuss major challenges for OSS from an HCI perspective, so as to aid the adoption and development processes for end-users, developers and organizations. The paper focuses on four important HCI concerns: product usability, support for user and development communities, accessibility and software usability and proposes areas for further research on the basis of related work and own experiences. | |||
| Open Source Communities in China (Mainland): An Overview | | BIBA | Full-Text | 465-474 | |
| Yi Wang; Fan Li; Jiguang Song | |||
| Open Source Software development has been an important software development way in last decade. Meanwhile, the Open Source Communities also grow fast in these years and become more and more important. This paper presents a preliminary study to China's Open Source Communities. We provide some descriptive results according our survey and point out some problems threatening the further developments of China's Open Source Communities. We also provide a model for assessing the maturity of the Open source community. A case study about one typical China Open Source Community also provided. | |||
| Cooperation and Competition Dynamics in an Online Game Community | | BIBAK | Full-Text | 475-484 | |
| Ruixi Yuan; Li Zhao; Wenyu Wang | |||
| Cooperation and competition are important subjects in social and economical
studies. Similar dynamics exists in large-scale online communities. In this
paper, we present a quantitative study on the cooperation and competition
dynamics of an online gaming community. During a period of four months, we
collected a total of over one million data points in an open game room with an
online gaming site (www.ourgame.com.cn) for a popular card game "upgrade". The
"upgrade" game room provided us an excellent environment to observe how
cooperative and competitive relationships are formed in an online community.
Through the statistical analysis, we obtain the probability for players with
different score tags forming cooperative and competitive relationships with
each other. Our analysis shows that all players exhibit preferential bias in
their partner selection process, but shows little bias in their selection of
competitors. Further, the cooperation bias is the strongest in both the low
score and high score ends of the player population. We also discuss the effect
of such preferential bias on the population distributions in the game
community. To our knowledge, this is the first large-scale quantitative study
on the cooperation dynamics in online gaming community. The online game
community environment offers us a great proxy to study the same dynamics that
is difficult to investigate in the real world social environment. The large,
statistically significant amount of data enables us to develop and test many
hypotheses. Keywords: communities; game; cooperation; competition; preferential bias | |||
| Rural Internet Centre (RIC) as Catalysts for Building Knowledge-Based Society -- The Case of Northern States of Malaysia | | BIBA | Full-Text | 485-490 | |
| Nor Iadah Yusop; Zahurin Mat Aji; Huda Ibrahim; Rafidah Abd. Razak; Wan Rozaini Sheik Osman | |||
| The creation of Rural Internet Centre (RIC) by the Malaysian government was to provide opportunity and to empower the rural communities in Malaysia. The RIC provides IT skills training and knowledge acquisition programs to the rural community in Malaysia, including women, the elderly, and children. RIC was launched in March 2000 with two centers: Sungai Ayer Tawar in Selangor and Kanowit in Sarawak. By 2006, 42 RICs have been implemented in thirteen states in the country (KTAK, 2006). The Ministry of Energy, Water and Communications (MEWC), Malaysia Post Berhad and Maju Sedunia Digital (MSD) are responsible for the project. The Malaysian government aim to set up 240 centres by the year 2010 which will eventually reaching an estimated 2.8 million members of the rural communities. The management of the centre's operations and activities are given to the local communities. This creates opportunities to the locals to be employed and also provide the chance for acquisition of IT related skills and qualifications. This paper aims at providing an overview over the current RICs implementation with respect to supporting Malaysia government's aspiration towards building the knowledge-based society by the year 2020. RICs could function as the catalyst to achieve this objective. The initial findings on RICs current situations in Northern of Malaysia show that the centres can be further enhanced in order to function as desired. | |||
| SISN: A Toolkit for Augmenting Expertise Sharing Via Social Networks | | BIBAK | Full-Text | 491-500 | |
| Jun Zhang; Yang Ye; Mark S. Ackerman; Yan Qu | |||
| The current study attempts to address the social-technical gap by developing
a toolkit that can help information seekers to search for expertise and seek
information via their social networks. The focus of the current study is
technical development of a toolkit that supports expertise sharing via social
networks. Once such a toolkit is in place, it can facilitate researches that
are more concerned with applications in social and organizational perspectives.
Following a proposed full-fledged social network-powered expert searching and
information sharing framework on the theoretical side, the study then reports a
toolkit of Seeking Information via Social Networks (SISN), which is a
general-purpose toolkit for social network-based information sharing
applications that combines techniques in information retrieval, social network,
and peer-to-peer system. Keywords: expertise sharing; social networks | |||
| WikiTable: A New Tool for Collaborative Authoring and Data Management | | BIBAK | Full-Text | 501-508 | |
| Xianjun Sam Zheng; Ilian Sapundshiev; Robert Rauschenberger | |||
| Tables are an efficient tool for organizing complex data. Even though they
are pervasively used in all kinds of documentation, current implementations of
tables often limit the power of data management because generally they do not
support concurrent collaborative authoring; they only allow keyword search,
which typically yields poor search performance; and transporting tables among
different applications is cumbersome. We present a new table tool, WikiTable,
which permits multiple users to work on the same table simultaneously. The
content of each table is stored in a database, which enables accurate data
inquiry. More importantly, WikiTable is highly portable, permitting easy
integration with other applications, such as Wikis or Blogs. An effort to apply
the WikiTable in a global collaboration project of software development is also
discussed. Keywords: Tables; spreadsheet; Wiki; collaborative authoring; data organization;
sharing; management | |||
| Towards Building a Math Discourse Community: Investigating Collaborative Information Behavior | | BIBAK | Full-Text | 509-518 | |
| Nan Zhou; Gerry Stahl | |||
| We reported a study that analyzes collaborative information behavior of
small groups in an online math discourse community. Taking group as the unit of
analysis, we analyzed the social interactions of participants engaged in
collaborative math problem solving and examined how they seek for information
in such context. Participants look for information oriented to the procedure,
problem, context, and social aspects. Various resources and methods are
observed being used by participants to satisfy their information needs. These
findings help us understand social interactions and online communities. Keywords: Collaborative Information Behavior; Online Community; Computer-Supported
Collaborative Learning; Conversation Analysis | |||