scholarly journals Non-verbal Aspects of Collaboration in Virtual Worlds: a CSCW Taxonomy-development Proposal Integrating the Presence Dimension

2021 ◽  
Vol 27 (9) ◽  
pp. 913-954
Author(s):  
Armando Cruz ◽  
Hugo Paredes ◽  
Leonel Morgado ◽  
Paulo Martins

Virtual worlds, particularly those able to provide a three-dimensional physical space, have features that make them suitable to support collaborative activities. These features distinguish virtual worlds from other collaboration tools, but current taxonomies of the field of Computer-Supported Cooperative Work do not account for several distinctive features of virtual worlds, namely those related with non-verbal communication. We intended to find out how the use of an avatar, gestures, spatial sounds, etc., influence collaboration in order to be able to include non-verbal communication in taxonomies of the field Computer-Supported Cooperative Work. Several cases of collaboration in virtual worlds are analysed, to find the impact of these non-verbal characteristics of virtual worlds. We proposed adding the concept of Presence to taxonomies of Computer-Supported Cooperative Work and contribute with guidance for future taxonomy development that includes it as a new dimension. This new dimension of Presence is subdivided into "avatar" and "physical space" subdimensions. In turn, these are divided into "physical appearance", "gestures, sounds and animations" and "focus, nimbus and aura"; "environment" and "objects / artefacts". This new taxonomy-development proposal may contribute to inform better design of virtual worlds in support of cooperative work.

1994 ◽  
Vol 9 (2) ◽  
pp. 129-136 ◽  
Author(s):  
Frank Blackler

The paper reviews the ways organizations are thought to be changing as a result of Computer Supported Cooperative Work (CSCW). While claims which exaggerate the impact of technological changes should not be taken seriously, within the context of current developments in world capitalism CSCW assumes particular importance raising cultural and organizational problems at least as much as economic and technological ones. The flexibility, variety and disorder associated with ‘post-modern’ organizations (i.e. organizations characteristic of the epoch after modernism) necessitate the adoption of ‘postmodern’ approaches to understanding (i.e. approaches to the theory of knowledge developed in linguistics and philosophy) which emphasise the significance of communication, interpretation, improvization, negotiation and learning processes. The suggestion is that, for the impact of CSCW to be understood, conventional theories of organization should be replaced by theories of collective activity.


2007 ◽  
Vol 26 (3) ◽  
pp. 26 ◽  
Author(s):  
Matthew Bejune

Wikis have recently been adopted to support a variety of collaborative activities within libraries. This article and its companion wiki, LibraryWikis (http://librarywikis.pbwiki.com/), seek to document the phenomenon of wikis in libraries. This subject is considered within the framework of computer-supported cooperative work (CSCW). The author identified thirty-three library wikis and developed a classification schema with four categories: (1) collaboration among libraries (45.7 percent); (2) collaboration among library staff (31.4 percent); (3) collaboration among library staff and patrons (14.3 percent); and (4) collaboration among patrons (8.6 percent). Examples of library wikis are presented within the article, as is a discussion for why wikis are primarily utilized within categories I and II and not within categories III and IV. It is clear that wikis have great utility within libraries, and the author urges further application of wikis in libraries.


Author(s):  
Brenda Eschenbrenner ◽  
Fiona Fui-Hoon Nah ◽  
Keng Siau

Three-dimensional virtual world environments are providing new opportunities to develop engaging, immersive experiences in education. These virtual worlds are unique in that they allow individuals to interact with others through their avatars and with objects in the environment, and can create experiences that are not necessarily possible in the real world. Hence, virtual worlds are presenting opportunities for students to engage in both constructivist and collaborative learning. To assess the impact of the use of virtual worlds on education, a literature review is conducted to identify current applications, benefits being realized, as well as issues faced. Based on the review, educational opportunities in virtual worlds and gaps in meeting pedagogical objectives are discussed. Practical and research implications are also addressed. Virtual worlds are proving to provide unique educational experiences, with its potential only at the cusp of being explored.


2022 ◽  
Vol 6 (GROUP) ◽  
pp. 1-29
Author(s):  
Beau G. Schelble ◽  
Christopher Flathmann ◽  
Nathan J. McNeese ◽  
Guo Freeman ◽  
Rohit Mallick

An emerging research agenda in Computer-Supported Cooperative Work focuses on human-agent teaming and AI agent's roles and effects in modern teamwork. In particular, one understudied key question centers around the construct of team cognition within human-agent teams. This study explores the unique nature of team dynamics in human-agent teams compared to human-human teams and the impact of team composition on perceived team cognition, team performance, and trust. In doing so, a mixed-method approach, including three team composition conditions (all human, human-human-agent, human-agent-agent), completed the team simulation NeoCITIES and completed shared mental model, trust, and perception measures. Results found that human-agent teams are similar to human-only teams in the iterative development of team cognition and the importance of communication to accelerating its development; however, human-agent teams are different in that action-related communication and explicitly shared goals are beneficial to developing team cognition. Additionally, human-agent teams trusted agent teammates less when working with only agents and no other humans, perceived less team cognition with agent teammates than human ones, and had significantly inconsistent levels of team mental model similarity when compared to human-only teams. This study contributes to Computer-Supported Cooperative Work in three significant ways: 1) advancing the existing research on human-agent teaming by shedding light on the relationship between humans and agents operating in collaborative environments, 2) characterizing team cognition development in human-agent teams; and 3) advancing real-world design recommendations that promote human-centered teaming agents and better integrate the two.


1989 ◽  
Vol 33 (13) ◽  
pp. 867-871 ◽  
Author(s):  
Paul Cornell ◽  
Robert Luchetii ◽  
Lisbeth A. Mack ◽  
Gary M. Olson

This paper reviews the impact that computer-supported cooperative work (CSCW) has had on groups meeting in the same time and place. As is typical with new fields of study, there are few rigorous studies evaluating the merits of CSCW. Nonetheless, researchers have repeatedly observed events that, while not statistically verified, are worth sharing. These observations can aid development and help establish a research agenda. Among the major findings are that groups appear to reach consensus more quickly, are able to handle larger amounts of information more accurately, and are generally satisfied with the results. There is need for caution, however, about the effect on group dynamics and the need to tradeoff individual ergonomics and group needs. The results to date are very encouraging. New developments and research currently underway will add significant value, enhancing group performance and viability. If these developments come to fruition, CSCW could radically change existing notions of work collaboration.


2009 ◽  
pp. 2595-2615
Author(s):  
Brenda Eschenbrenner ◽  
Fiona Fui-Hoon Nah ◽  
Keng Siau

Three-dimensional virtual world environments are providing new opportunities to develop engaging, interactive experiences in education. These virtual worlds are unique in that they allow individuals to interact with others through their avatars and with objects in the environment, and can create experiences that are not necessarily possible in the real world. To assess the impact that these virtual worlds are currently having on education, a literature review is conducted to identify current applications, benefits being realized, as well as issues faced. Based on this review, virtual world capabilities, experiences, and factors associated with educational opportunities are presented as well as gaps in meeting pedagogical objectives. Practical and research implications are then addressed. Virtual worlds are proving to provide unique educational experiences, with its potential only at the cusp of being explored.


1989 ◽  
Vol 33 (8) ◽  
pp. 546-549
Author(s):  
Paul Cornell ◽  
Robert Luchetti ◽  
Lisbeth A. Mack ◽  
Gary M. Olson ◽  
Phil Stone ◽  
...  

There is a strong trend in American business towards the use of teams and groups. New products are being introduced to support this emerging work style. A new field of study, commonly known as computer-supported cooperative work (CSCW), has emerged which focuses on provided electronic support for group activities. One particularly active area is the electronic meeting room, where computers support teams meeting in the same time and place. These facilities typically provide meeting participants with a terminal, keyboard and mouse and link them to a large public display. Existing rooms, some of which have been in operation for several years, accommodate anywhere from two to 48 people. To date, most of the research attention has been devoted to developing the hardware and software for these facilities. This focus is shifting and research is now underway addressing the impact of CSCW on group performance and viability. This panel has three objectives: to discuss the merits and limitations of CSCW in the context of organizational, environmental and technological factors, to predict its potential impact now and in the future, and to discuss a research agenda. The opinions of the panelists are mixed. Some feel CSCW has already proven its value, even though the technology is in its infancy and the data are anecdotal–its worth will only improve with time. Others are concerned about trying to design and provide tools for a process that is not well defined or measured–other more important issues need to be addressed first. Consensus exists on the need for more empirical research, but the nature and priorities of that research agenda is a subject of debate.


1998 ◽  
Vol 12 (4) ◽  
pp. 243-250
Author(s):  
Lorna Heaton

This paper describes the shifting evolution of the relationship between one Swedish laboratory involved in the design of systems for computer-supported cooperative work (CSCW) and its industrial and government partners over the past decade. It explores the impact of increasing intersection and new configurations of relationships between these previously distinct sectors on the development of CSCW both in terms of disciplinary knowledge and institutional structures to cope with this hybrid object. It finds that a micro-level, Latourian analysis suitably explains choices at a laboratory level, but that these specific issues take on their full significance in the context of changes in the broader social and policy spheres.


Author(s):  
Mabel del V. Sosa

Complexity inherent to groupware systems implies a considerable effort in design and development because of the need of multi-discipline collaboration work and the technical difficulty involved in the task (shared data, complicated collaborative activities, task distribution, group awareness, feedthrough, etc.). A key element for usability is the groupware user interface disposed to the enhancement of the group work quality in such aspects as coordination, communication, collaboration, etc. Different fields of computer science, HCI (Human Computer Interaction), CSCW (Computer Supported Cooperative Work), UCD (User Centered Design), and SE (Software Engineering), have contributed with the methodology, process, and tools model, which facilitates and improves different aspects of user interface development for collaborative environments. Still, the analyzed proposals do not completely cover the development process of a complete groupware system where interactive aspects are integrated with collaborative issues, not only in the interface but also in the application itself. Methodological proposals are analyzed in this chapter to detect how far they go in covering the development issues and trying to detect the strong and feeble points of every one, identifying the relevant aspects not yet covered in the fields dedicated to user interface development in this kind of system.


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