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	<title>MikeMadison.net &#187; HCI CSCW</title>
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		<title>CSCW Liveblog</title>
		<link>http://www.mikemadison.net/2009/04/cscw-liveblog/</link>
		<comments>http://www.mikemadison.net/2009/04/cscw-liveblog/#comments</comments>
		<pubDate>Tue, 14 Apr 2009 13:45:31 +0000</pubDate>
		<dc:creator>Mike Madison</dc:creator>
				<category><![CDATA[HCI CSCW]]></category>

		<guid isPermaLink="false">http://www.mikemadison.net/?p=1278</guid>
		<description><![CDATA[<p>Virtual Worlds, Real Use</p>
<ul>
<li>By 2012 (Gartner):</li>
</ul><ul>
<li>80% of Internet users will have avatars</li>
<li>Half of US companies will have &#8220;networked virtual environments&#8221;</li>
</ul>
<li>Beyond &#8220;Serious Games&#8221;</li>
<ul>
<li>Not games at all</li>
</ul>
<li>Virtual Worlds used to&#8230;</li>
<ul></ul><p>&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>Virtual Worlds, Real Use</p>
<ul>
<li>By 2012 (Gartner):</li>
<ul>
<li>80% of Internet users will have avatars</li>
<li>Half of US companies will have &#8220;networked virtual environments&#8221;</li>
</ul>
<li>Beyond &#8220;Serious Games&#8221;</li>
<ul>
<li>Not games at all</li>
</ul>
<li>Virtual Worlds used to&#8230;</li>
<ul>
<li>Orient new hires</li>
<li>Hold meetings</li>
<li>Conduct specialized professional collaborations</li>
<li>Offer enterprise customer service</li>
<li>Create branded experiences</li>
<li>Visualize data</li>
</ul>
</ul>
<p>Why do we care?</p>
<ul>
<li>offer a new paradigm of interaction and collaboration</li>
<li>Natural way to organize, negotiate multiple activities, communication threads</li>
<li>Easy way to work on shared objects synchronously</li>
<li>Body positioning offers rich communications feedback</li>
</ul>
<ul>
<li>National Science Foundation</li>
<ul>
<li>Human-Centered Computing</li>
<li>Cyberinfrastructure</li>
<li>Cyber-Enabled Discovery and Innovation</li>
<li>Science of Science and Innovation Policy</li>
</ul>
<p>Naming Virtual Worlds:</p>
<ul>
<li>MUD (Multi-user dungeons)</li>
<li>CVE (collaborative virtual environments)
<li>Virtual worlds / synthetic worlds</li>
<li>Metaverse (bigger than a game and can contain many games; it&#8217;s and authoring platform to develop virtual worlds)</li>
<li>MUVE (multi-user virtual environments)</li>
<ul>
<li>Example: SL, Active Worlds, There (less structured, open-eneded experiences)</li>
</ul>
<li>MMOG (massively multiplayer online games)</li>
<ul>
<li>Example: WoW, Everquest, Eve Online (medieval, fantasy, science fiction settings; closed fixed world designed by designers)</li>
</ul>
</ul>
<p>Definitions</p>
<ul>
<li>An online app where users create a character (an avatar) and interact with other users in a simulated environment</li>
<li>Avatar can move, gesture, and emote</li>
<li>Participants communicate via text and/or voice chat</li>
</ul>
<ul>
<li>Shared Space: the world allows multiple users to participate at once</li>
<li>Graphical User Interface: the world depcits space visually, ranging in style from SD &#8220;cartoon&#8221; imagery to more immersive 3D environments</li>
<li>Immediacy: Interaction takes place in real time</li>
<li>Interactivity with the environments (some): The world allows users to alter, develop, build, or submit customzied content.</li>
<li>Persistent: the world&#8217;s existence continues reglardless of whether individual users are logged in</li>
<li>Socialization / Community: The world allows and encourage the formation of in-world social groups like guilds, clubs, cliques, housemates, neighborhoods, etc.</li>
<li>Themed (wow) versus non-themed (SL, There, Active World)</li>
<li>Scale &#8211; an MMO has thousands of users sharing the enviornment, Halo multiplayer has up to 16; Unreal goes up to 64</li>
</ul>
<p>Characteristics</p>
<ul>
<li>Rich graphics</li>
<li>Realistic simulations</li>
<li>Imaginative alternative realities</li>
<li>Avatars can be human, animal, robot, or jus tabout anything</li>
<li>Avatar movement controlled by key board and mouse</li>
<li>In-world content (artifacts, landscapes, etc.)</li>
<ul>
<li>Participant-created content (SL: texture can be uploaded in-world; 3D modeling tools, the linden scripting language based on java and C)</li>
<li>Created entirely by product developers</li>
</ul>
<li>Constrained by network connectivity</li>
</ul>
<p>CVE</p>
<ul>
<li>Developed in the 1990&#8242;s, in the academic setting</li>
<li>An example of the technologies developed for collaboration (CSCW)</li>
<li>CVEs are distributed virtual reality systems that offer graphically realized, potentially inifinte, digital landscapes. Within these landscapes, individuals can share information through interaction with each other and through individual and collaborative interaction with data representation.</li>
</ul>
<p>CVE Characteristics</p>
<ul>
<li>CVEs represent the computer as a malleable space, a space in which to build and utilize shared places for work and leisure.</li>
<li>A terrain or digital landscape that can be &#8220;inhabited&#8221; or &#8220;populated&#8221; by individuals and data.</li>
<li>Users (as avatars) are free to navigate through the space, encountering each other, artifacts, data objects</li>
<li>Users are free to user verbal or non-verbal communication through visual and auditory channels.</li>
</ul>
<p>Motivations</p>
<ul>
<li>Distributed work is rapidly becoming the norm</li>
<li>Workforce in big IT corporation has reached a tipping point</li>
<ul>
<li>Sun: on any given day, over 50% of employees are remote (even more on Fridays)</li>
</ul>
<li>Addressing problems resulting from distributed work</li>
<ul>
<li>Social interaction: increasing remote workers decreasing interaction</li>
</ul>
</ul>
]]></content:encoded>
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		</item>
		<item>
		<title>CSCW Liveblog &#8211; 3/3/2009</title>
		<link>http://www.mikemadison.net/2009/03/cscw-liveblog-332009/</link>
		<comments>http://www.mikemadison.net/2009/03/cscw-liveblog-332009/#comments</comments>
		<pubDate>Tue, 03 Mar 2009 14:41:29 +0000</pubDate>
		<dc:creator>Mike Madison</dc:creator>
				<category><![CDATA[HCI CSCW]]></category>

		<guid isPermaLink="false">http://www.mikemadison.net/?p=1237</guid>
		<description><![CDATA[<p><b>Questions for the day:</b></p>
<ol>
<li>Are virtual teams doomed?</li>
<li>Are some tasks better suited for virtual teams?</li>
<li>Do collaborative tools help virtual teams? Why / How?</li>
</ol>
<p><b>What do distant teams lack that radically collocated teams have</b></p>
<ul>
<li>Context of</li></ul><p>&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p><b>Questions for the day:</b></p>
<ol>
<li>Are virtual teams doomed?</li>
<li>Are some tasks better suited for virtual teams?</li>
<li>Do collaborative tools help virtual teams? Why / How?</li>
</ol>
<p><b>What do distant teams lack that radically collocated teams have</b></p>
<ul>
<li>Context of what is being said / done</li>
<li>Same space can lead to more social queues</li>
<li>Informal Discussion / Impromptu Communication</li>
<li>Accountability</li>
<li>Group Identity</li>
</ul>
<p><b>What are distance teams missing?</b></p>
<ul>
<li>fluidiy of participation is conducive to timely completion of work</li>
<ul>
<li>People move from one subgroup to another;</li>
<li>Overhearing others&#8217; conversations and/or seeing what someone was working on</li>
</ul</p>
<li>Spatial reference of artifacts using gestures and glances</li>
<li>Impromptu communication</li>
<li>Developing common grounds</li>
<li>Knowing your teammates (likes, dislikes, work habits, expertise, etc.)</li>
<li>Informal training sessions (through imitating one&#8217;s work)</li>
<li>Immediate feedback and attention</li>
</ul>
<p><b>Virtual Teams</b></p>
<ul>
<li>Team</li>
<ul>
<li>A collection of individuals who are interdependent in their tasks</li>
<li>They share responsibility for the outcomes</li>
<li>They see themselves as a social entity embedded in one or more larger social systems</li>
</ul>
<li>Virtual Team</li>
<ul>
<li>A group of geographically, organizationally, and/or time dispersed workers brought together by information and telecommunication technologies to accomplish one or more tasks</li>
</ul
</ul>
<p><b>Characteristics of a Virtual Team</b></p>
<ul>
<li>While they can be ongoing, they are often assembled on an as-needed basis to cooperate on specific deliverables</li>
<li>Flexible composition</li>
<li>Reliance on IT to communicate with each other</li>
<li>Ability to traverse traditional organizational boundaries &#038; time constraints</li>
<li>Can be short-lived (due to the specialized function they can serve)</li>
</ul>
<p><b>Socio-Emotional Processes</b></p>
<ul>
<li>Relationship Building</li>
<ul>
<li>Vt tends to be more task-focused and less social focused</li>
<li>Early socialization is key (e.g., regular chat, mandatory F2F)</li>
</ul>
<li>Trust</li>
<ul>
<li>Trust must be developed quickly</li>
<li>Short-lived VT are able to develop high trust but they do not do so by following a swift trust model</li>
</ul>
<p><b>Task Process</b><br />
The processes that occur as team members work together to accomplish a task or goal</p>
<ul>
<li>Communication</li>
<ul>
<li>Challenges: time delays in feedback, lack of common frames of reference for all, limited communication cues</li>
<li>Solution: Frequency and predictability of communication</li>
</ul>
<li>Coordination</li>
<ul>
<li>Develop collaborative norms to make it effective</li>
</ul>
<li>Technology</li>
<ul>
<li>Strive to match tasks with appropriate technology</li>
<ul>
<li>F2F meetings/Phone: More ambiguous tasks, managing conflicts, etc.
<li>Electronic communication: More routine tasks</li>
</ul>
</ul>
</ul>
<p><b>Outputs</b></p>
<ul>
<li>Perforamnce</li>
<ul>
<li>Take longer to reach a decision</li>
<li>Factors contributing to successful performance:</li>
<ul>
<li>Goal setting</li>
<li>Shared language</li>
<li>Team cohesiveness</li>
<li>Team coordination</li>
<li>Appropriateness of task-technology fit</li>
</ul>
<li>Satisfaction</li>
<ul>
<li>More communication mechanism and training contribute to satisfied VT members</li>
</ul>
</ul>
</ul>
</ul>
]]></content:encoded>
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		</item>
		<item>
		<title>CSCW Liveblog &#8211; 2/24/2009</title>
		<link>http://www.mikemadison.net/2009/02/cscw-liveblog-2242009/</link>
		<comments>http://www.mikemadison.net/2009/02/cscw-liveblog-2242009/#comments</comments>
		<pubDate>Tue, 24 Feb 2009 15:36:30 +0000</pubDate>
		<dc:creator>Mike Madison</dc:creator>
				<category><![CDATA[HCI CSCW]]></category>

		<guid isPermaLink="false">http://www.mikemadison.net/?p=1223</guid>
		<description><![CDATA[<p><b>Why should we study co-located collaboration</b></p>
<ul>
<li>Face to face is the richest method of communication</li>
<li>Get more done interacting directly</li>
<li>Interaction with the artifacts</li>
<li>To make the technology more human centric, you have to observe the humans</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<p><b>Why should we study co-located collaboration</b></p>
<ul>
<li>Face to face is the richest method of communication</li>
<li>Get more done interacting directly</li>
<li>Interaction with the artifacts</li>
<li>To make the technology more human centric, you have to observe the humans</li>
</ul>
]]></content:encoded>
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