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966 result(s) for "Computer supported cooperative work"
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The State of Video Game Research in Computer-Supported Cooperative Work – A Systematic Literature Review
Video games have been a unique study context for computer-supported cooperative work (CSCW) researchers for decades. However, despite their collaborative richness, CSCW has not yet developed a systematic understanding of video games as a site for studying cooperation and social interaction—limiting its ability to engage with the increasingly social, digital, and playful nature of work. Particularly, what are the academic characteristics of video game studies? What topics are studied in the context of video games? And what are the unique facets of the video game context? To answer these questions, we conducted a systematic literature review by analyzing 67 studies of video games published in CSCW outlets between 1998 and 2023. We describe these studies’ academic characteristics and the topics studied in the context of video games through seven themes. We further identify six unique facets of collaborative work that scholars gain through game studies. We conclude that video games not only serve as an empirically rich site for examining and enriching existing CSCW theories and frameworks, but also constitute unique and oftentimes novel sociotechnical configurations that recontextualize CSCW. We further point to gaps, opportunities, and future directions for CSCW researchers interested in exploring the diverse social and collaborative dynamics in games, thus contributing to a more inclusive and expansive understanding of collaboration in digitally mediated environments.
Leadership Effectiveness in Global Virtual Teams
The trend toward physically dispersed work groups has necessitated a fresh inquiry into the role and nature of team leadership in virtual settings. To accomplish this, we assembled thirteen culturally diverse global teams from locations in Europe, Mexico, and the United States, assigning each team a project leader and task to complete. The findings suggest that effective team leaders demonstrate the capability to deal with paradox and contradiction by performing multiple leadership roles simultaneously (behavioral complexity). Specifically, we discovered that highly effective virtual team leaders act in a mentoring role and exhibit a high degree of understanding (empathy) toward other team members. At the same time, effective leaders are also able to assert their authority without being perceived as overbearing or inflexible. Finally, effective leaders are found to be extremely effective at providing regular, detailed, and prompt communication with their peers and in articulating role relationships (responsibilities) among the virtual team members. This study provides useful insights for managers interested in developing global virtual teams, as well as for academics interested in pursuing virtual team research.
Constructing CSCW: The First Quarter Century
As an established field of research, Computer Supported Cooperative Work or CSCW is now well beyond its first quarter century of existence. It is an appropriate time to take stock: What has been achieved, and what issues remain as challenges for the field?—This introductory article will assess what has become of the field, its position as a research field in the wider context of technology development, and its complex physiognomy.
CoVSCode: A Novel Real-Time Collaborative Programming Environment for Lightweight IDE
Real-time collaborative programming is an emerging approach that supports a team of programmers to view and edit shared source code at the same time. Each programmer can edit any part of the source code, and changes become instantly visible at other collaborating sites. With a broad range of application scenarios and benefits, real-time collaborative programming has attracted increasing interest from academia and industry. Lightweight integrated development environments (lightweight IDEs) have rapidly grown in popularity in the recent years, but there are serious problems and limitations with existing real-time collaboration support for lightweight IDEs. In this study, we contribute a novel real-time collaborative programming environment named CoVSCode that supports unconstrained and flexible real-time collaboration based on Visual Studio Code, one of the most popular and widely used lightweight IDEs. We present design objectives and rationales, the workflow and functional design from collaborating programmers’ perspectives, major technical issues and solutions, and prototype implementation, as well as a set of experimental evaluations that have demonstrated the technical feasibility and good performance of the prototype system. All approaches, techniques and solutions derived in this work are generic, which can also be applied in building real-time collaborative programming environments for other lightweight IDEs.
Impact of Industry 4.0 in service oriented firm
The first part of this study is devoted to concepts, approaches and some examples of the fourth industrial revolution. The basis of this revolution also well known as Industry 4.0 builds so called cyber-physical systems. They contain the integrated smart software systems including the internet address to enable the communication with environment as for product itself as for means of production and employees. All these enable the next level of efficiency and flexibility for both organizing and controlling of the value-creation chain over the whole lifecycle of products. In the first three chapters several Internet references and documents published by German Federal Ministry for Economic Affairs and Energy were used. Because of multiple cross references in documents, this report is written without detailed references in each paragraph of mentioned chapters. The last three chapters of the research presented undertake the short review of interdependencies between the Industry 4.0 and the well-known approach of computer-supported-cooperative-work established in the late 1980s. Long list of publications can be found in Wikipedia, and in many proceedings of ACM conferences on computer supported cooperative work (CSCW).
A Framework on Division of Work Tasks between Humans and Robots in the Home
This paper analyzes work activity in the home, e.g., cleaning, performed by two actors, a human and a robot. Nowadays, there are attempts to automate this activity through the use of robots. However, the activity of cleaning, in and of itself, is not important; it is used instrumentally to understand if and how robots can be integrated within current and future homes. The theoretical framework of the paper is based on empirical work collected as part of the Multimodal Elderly Care Systems (MECS) project. The study proposes a framework for the division of work tasks between humans and robots. The framework is anchored within existing research and our empirical findings. Swim-lane diagrams are used to visualize the tasks performed (WHAT), by each of the two actors, to ascertain the tasks’ temporality (WHEN), and their distribution and transitioning from one actor to the other (WHERE). The study presents the framework of various dimensions of work tasks, such as the types of work tasks, but also the temporality and spatiality of tasks, illustrating linear, parallel, sequential, and distributed tasks in a shared or non-shared space. The study’s contribution lies in its foundation for analyzing work tasks that robots integrated into or used in the home may generate for humans, along with their multimodal interactions. Finally, the framework can be used to visualize, plan, and design work tasks for the human and for the robot, respectively, and their work division.
From Offshore Operation to Onshore Simulator: Using Visualized Ethnographic Outcomes to Work with Systems Developers
This paper focuses on the process of translating insights from a Computer Supported Cooperative Work (CSCW)-based study, conducted on a vessel at sea, into a model that can assist systems developers working with simulators, which are used by vessel operators for training purposes on land. That is, the empirical study at sea brought about rich insights into cooperation, which is important for systems developers to know about and consider in their designs. In the paper, we establish a model that primarily consists of a ‘computational artifact’. The model is designed to support researchers working with systems developers. Drawing on marine examples, we focus on the translation process and investigate how the model serves to visualize work activities; how it addresses relations between technical and computational artifacts, as well as between functions in technical systems and functionalities in cooperative systems. In turn, we link design back to fieldwork studies.
The impact of self-avatars on trust and collaboration in shared virtual environments
A self-avatar is known to have a potentially significant impact on the user's experience of the immersive content but it can also affect how users interact with each other in a shared virtual environment (SVE). We implemented an SVE for a consumer virtual reality system where each user's body could be represented by a jointed self-avatar that was dynamically controlled by head and hand controllers. We investigated the impact of a self-avatar on collaborative outcomes such as completion time and trust formation during competitive and cooperative tasks. We used two different embodiment levels: no self-avatar and self-avatar, and compared these to an in-person face to face version of the tasks. We found that participants could finish the task more quickly when they cooperated than when they competed, for both the self-avatar condition and the face to face condition, but not for the no self-avatar condition. In terms of trust formation, both the self-avatar condition and the face to face condition led to higher scores than the no self-avatar condition; however, collaboration style had no significant effect on trust built between partners. The results are further evidence of the importance of a self-avatar representation in immersive virtual reality.
Wireless Computer-Supported Cooperative Work: A Pilot Experiment on Art and Brain–Computer Interfaces
The present case study looked into the feasibility of using brain–computer interface (BCI) technology combined with computer-supported cooperative work (CSCW) in a wireless network. We had two objectives; first, to test the wireless BCI-based configuration and the practical use of this idea we assessed workload perception in participants located several kilometers apart taking part in the same drawing task. Second, we studied the cortical activation patterns of participants performing the drawing task with and without the BCI technology. Results showed higher mental workload perception and broader cortical activation (frontal-temporal-occipital) under BCI experimental conditions. This idea shows a possible application of BCI research in the social field, where two or more users could engage in a computer networking task using BCI technology over the internet. New research avenues for CSCW are discussed and possibilities for future research are given.
Comparison and benchmark of name-to-gender inference services
The increased interest in analyzing and explaining gender inequalities in tech, media, and academia highlights the need for accurate inference methods to predict a person’s gender from their name. Several such services exist that provide access to large databases of names, often enriched with information from social media profiles, culture-specific rules, and insights from sociolinguistics. We compare and benchmark five name-to-gender inference services by applying them to the classification of a test data set consisting of 7,076 manually labeled names. The compiled names are analyzed and characterized according to their geographical and cultural origin. We define a series of performance metrics to quantify various types of classification errors, and define a parameter tuning procedure to search for optimal values of the services’ free parameters. Finally, we perform benchmarks of all services under study regarding several scenarios where a particular metric is to be optimized.