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Chapter 24 Collaboration Technologies

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1 Chapter 24 Collaboration Technologies

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

3 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

4 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…

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

6 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…

7 Blog/microblog 500M tweet/day
microblogs are important at many situations, even emergency…

8 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

9 Workflow systems issues, transaction flow efforts vs benefit
exception handling is problematic monitoring users

10 Repositories of shared knowledge
sharing, storing, reusing the knowledge Wiki community editing, control, various creator/editor roles, rules version control (capturing older states)

11 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

12 Chapter 27 Online Communities

13 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

14 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)

15 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

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


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