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Explore the development of collaboration technologies, from communication tools like email and video conferencing to online communities and social networks. Discover the benefits and challenges of these technologies, their impact on human interactions, and the technical infrastructure that supports them.
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Chapter 24 Collaboration Technologies
Collaboration technologies • Development of communicationtechnologies IT -> ICT • TV/radio -> telephon -> computer supportedcooperativework • same/differentplace • same/differenttime
Groupware questions • additional work for the individuals vs benefit • prisoner’s dilemma • critical mass • may not handle exceptions and improvisation • evaluation is closetoimpossible • requiresmuchadoption
Technical infrastructure • Internet, 5G • heterogenity in network conditions is problematic • web2.0: helps bridging hardware/OS differnces (e.g. browser-based IM tools) • smartphone, tablet, smart watch vary in computational power, display size, connection reliability etc…
e-mail • Firstsuccessfull computer supportedcommunicationtechnology • PC, smartphone, smartTV, publicterminals… • spam, virus, malwareetc • communicationdifferencesbetween f2f and e-mail! • power of people, toneinterpretation • informationoverload • automaticcategorisation/spam filtering • tagging, importanceranking (explanation?) • supporting e-mail composition (e.g. missingattachment)
Computer-mediated communication • Video+Audio (videoconfroom, PC, phone) • Audio (voice over IP) • Text (instant messaging, chat, SMS) • differsfrom f2f! • more formal, no paralinguisticcommunication, mike-passing, less socializing, no eyecontact, sharedworkspace…
Blog/microblog 500M tweet/day microblogs are important at many situations, even emergency…
Meeting support systems • Structured: system controls the processes • brainstorming, prioritisation, voting stb. • anonimity is possible (more effective but usually slower) • group access to a single document (´90) • more creative tasks (design, req analysis) • Elektronic whiteboard
Workflow systems • issues, transaction flow • efforts vs benefit • exception handling is problematic • monitoring users
Repositories of shared knowledge • sharing, storing, reusing the knowledge • Wiki • community editing, • control, • various creator/editor roles, • rules • version control (capturing older states)
Social networks • information-sharing and finding, gaming, shoping, eventorganisation, dating, professionalforum • Recommendersystems • Collaborativefiltering • more trustinfriends’ preferencesthanunknowpeople
Chapter 27 Online Communities
Online communities „The cyberspace is thenewfrontierinsocialrelationships and peopleareusingthe Internet tomakefriends, colleagues, lovers and enemies” • Communitiesformbasedonjoint interest ratherthanphisicalcloseness
MMORPG • virtual 3D world, interaction with other players • world „exists” when a user is offline • social interactions are important in-game vs. out-game, guild • virtual and real worlds are blended EverQuest • various virtual relationships (e.g. marrige)
Analysing online communities • Interview • Log analysis • Content and text analysis • Socialnetworkanalysis • network of participants and theirattributes • egocentricvs non-local patterns • dynamics
Summary • Computer supported human-human interactions • Collaboration technologies • web2.0