Chapter 24 Collaboration Technologies

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Presentation transcript:

Chapter 24 Collaboration Technologies

Collaboration technologies Development of communication technologies IT -> ICT TV/radio -> telephon -> computer supported cooperative work same/different place same/different time

Groupware questions additional work for the individuals vs benefit prisoner’s dilemma critical mass may not handle exceptions and improvisation evaluation is close to impossible requires much adoption

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 First successfull computer supported communication technology PC, smartphone, smartTV, public terminals… spam, virus, malware etc communication differences between f2f and e-mail! power of people, tone interpretation information overload automatic categorisation/spam filtering tagging, importance ranking (explanation?) supporting e-mail composition (e.g. missing attachment)

Computer-mediated communication Video+Audio (videoconf room, PC, phone) Audio (voice over IP) Text (instant messaging, chat, SMS) differs from f2f! more formal, no paralinguistic communication, mike-passing, less socializing, no eye contact, shared workspace…

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, event organisation, dating, professional forum Recommender systems Collaborative filtering more trust in friends’ preferences than unknow people

Chapter 27 Online Communities

Online communities „The cyberspace is the new frontier in social relationships and people are using the Internet to make friends, colleagues, lovers and enemies” Communities form based on joint interest rather than phisical closeness

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 Social network analysis network of participants and their attributes egocentric vs non-local patterns dynamics

Summary Computer supported human-human interactions Collaboration technologies web2.0