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2015 | Buch

Collaboration and Technology

21st International Conference, CRIWG 2015, Yerevan, Armenia, September 22-25, 2015, Proceedings

herausgegeben von: Nelson Baloian, Yervant Zorian, Perouz Taslakian, Samvel Shoukouryan

Verlag: Springer International Publishing

Buchreihe : Lecture Notes in Computer Science

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SUCHEN

Über dieses Buch

This book constitutes the refereed proceedings of the 21st International Conference on Collaboration and Technology, CRIWG 2015, held in Yerevan, Armenia, in September 2015.

The 19 revised papers presented together with 1 invited talk were carefully reviewed and selected from 28 submissions. CRIWG has been focused on collaboration technology design, development, and evaluation. The background research is influenced by a number of disciplines, such as computer science, management science, informationsystems, engineering, psychology, cognitive sciences, and social sciences.

Inhaltsverzeichnis

Frontmatter
Crowdsourcing and Knowledge Co-creation in Virtual Museums
Abstract
This paper gives an overview on crowdsourcing practices in virtual museums. Engaged nonprofessionals and specialists support curators in creating digital 2D or 3D exhibits, exhibitions and tour planning and enhancement of metadata using the Virtual Museum and Cultural Object Exchange Format (ViMCOX). ViMCOX provides the semantic structure of exhibitions and complete museums and includes new features, such as room and outdoor design, interactions with artwork, path planning and dissemination and presentation of contents. Application examples show the impact of crowdsourcing in the Museo de Arte Contemporaneo in Santiago de Chile and in the virtual museum depicting the life and work of the Jewish sculptor Leopold Fleischhacker. A further use case is devoted to crowd-based support for restoration of high-quality 3D shapes.
Daniel Biella, Daniel Sacher, Benjamin Weyers, Wolfram Luther, Nelson Baloian, Tobias Schreck
Using Real-Time Gaze Based Awareness Methods to Enhance Collaboration
Abstract
Using eye-tracking in applications can be used to identify which areas are looked at by their users. In collaborative software this information can be transmitted to partners in real-time to provide an additional information channel. This paper compares different types of real-time gaze data visualizations. For this purpose, a study with three groups is conducted, who have to solve a collaborative puzzle. In every group the gaze data from each participant is recorded and visualized in a different way depending on the specific group condition. The aim is to evaluate a new context-based visualization to be able to make use of the known advantages of coordinate-based gaze data visualization outside of the domain of What-You-See-Is-What-I-See (WYSIWIS) interfaces.
Christian Schlösser, Philipp Schlieker-Steens, Andrea Kienle, Andreas Harrer
Evaluating Anchored Discussion to Foster Creativity in Online Collaboration
Abstract
Open innovation and crowdsourcing ideas rely on people to be creative through an online collaboration system. Creativity in online groups depends heavily on the interaction between group members. Anchored discussion was evaluated in a preliminary laboratory experiment as a new mode for creative interaction. In anchored discussion every comment is tied to some aspect of the idea. This first exploration generated novel insights for additional and refined research. Results indicate that anchored discussion leads to a more structured discussion amongst group members. For the same level of creativity, groups using anchored discussion needed less interaction and less discussion than the control groups. In a post session survey, participants made several suggestions on how to improve anchored discussion. We conclude that anchored discussion is promising as a new tool to aid online groups in creative collaboration.
Georg J.P. Link, Dominik Siemon, Gert-Jan de Vreede, Susanne Robra-Bissantz
Measuring the Effort Demanded by CSCL Design Processes Supporting a Consistent Artifact Flow
Abstract
Artifact flow represents an important aspect of teaching / learning processes, especially in CSCL situations in which complex relationships may be found. However, consistent modeling of CSCL processes with artifact flow may increase the cognitive load and associated effort of the teachers-designers and therefore decrease the efficiency of the design process. The empirical study, reported in this paper and grounded on mixed methods, provides evidence of the effort overload when teachers are involved in designing CSCL situations in a controlled environment. The results of the study illustrate the problem through the subjective perception of the participating teachers, complemented with objective parameters, such as time consumed or errors committed, and objective complexity metrics.
Osmel Bordiés, Yannis Dimitriadis
Supporting Collaborative Decision Making in Geo-Collaboration Scenarios
Abstract
The Geo-collaboration term is applied to collaborative activities in which data and models used by participants are strongly related to geographical locations. There are many scenarios in which Geo-collaboration is used to support a collaborative decision making process. Some of these scenarios are city planning, developing evacuations for emergencies, and developing nature protecting projects. In these situations experts with various backgrounds and knowledge contribute with their opinions and viewpoints. Ideally, the final solution should combine all these viewpoints and all specialists should agree on it. Although the literature reports about procedures for combining decision makers’ opinions whose goals might be in contradiction, there are no systems which explicitly support them to reach consensus over a final joint solution. We present a tool which supports this process by allowing experts first, to propose their individual point of view, modeled in the form of beliefs according to the Dempster-Schafer evidence theory. Then, the tool lets participants visualize all proposals, discussing and combining them in a suitable consensual way.
Nelson Baloian, Jonathan Frez, José A. Pino, Gustavo Zurita
Analysis of Question and Answering Behavior in Question Routing Services
Abstract
With the development of Web 2.0 technologies, social question and answering has become an important venue for individuals to seek for information that are important to their everyday lives. While prior literatures studying social question answering have suggested the possibility of routing questions to potential answerers for assistance, still little is known about how effective these question routing services are, and how individuals behave within such collaborative question answering environments. With the aim to advance the present knowledge about collaborative question answering that happens on social networking sites, in this study we collected questions and answers posted on Wenwo, a Chinese question routing service based on microblogging sites, over a ten-month period. We conduct various analyses to study individual’s question and answering behavior from multifaceted perspectives, including the contributors effort in providing helps to others, the questioner’s and the answerer’s topical interests, and their connectedness with others through the question answering processes. Our results revealed the effectiveness of Wenwo in routing social Q&A questions to potential answerers and, in the meanwhile indicated the possible bottlenecks exist in the design of the current question routing services.
Zhe Liu, Bernard J. Jansen
An Integrative Tool Chain for Collaborative Virtual Museums in Immersive Virtual Environments
Abstract
Various conceptual approaches for the creation and presentation of virtual museums can be found. However, less work exists that concentrates on collaboration in virtual museums. The support of collaboration in virtual museums provides various benefits for the visit as well as the preparation and creation of virtual exhibits. This paper addresses one major problem of collaboration in virtual museums: the awareness of visitors. We use a Cave Automated Virtual Environment (CAVE) for the visualization of generated virtual museums to offer simple awareness through co-location. Furthermore, the use of smartphones during the visit enables the visitors to create comments or to access exhibit related metadata. Thus, the main contribution of this ongoing work is the presentation of a workflow that enables an integrated deployment of generic virtual museums into a CAVE, which will be demonstrated by deploying the virtual Leopold Fleischhacker Museum.
Daniel Sacher, Benjamin Weyers, Torsten W. Kuhlen, Wolfram Luther
A Behaviour Awareness Mechanism to Support Collaborative Learning
Abstract
Awareness has been identified as a key element that affects the quality of collaboration. Several studies indicate that awareness mechanisms to support collaborative learning activities should include factors and stimuli from the students’ context and social interactions. This contributes to enhance the collaboration process and the learning experience of the students. This paper proposes a behaviour awareness mechanism to support collaborative learning in undergraduate learning scenarios. This mechanism has been designed to provide personal and social awareness to students about both, their own and their peers learning behaviour. Moreover, this mechanism encourages reflection and promotes social interactions among students in order to improve the effectiveness of collaborative learning. The article also describes and evaluates a prototype of the proposed mechanism and its implementation in a collaborative mobile learning application, using a case study. The preliminary results show that this proposal helps promote collaborative learning in undergraduate learning contexts.
Esunly Medina, Roc Meseguer, Sergio F. Ochoa, Humberto Medina
Exploiting the Use of Wikis to Support Collaborative Writing: A Case Study of an Undergraduate Computer Science Class
Abstract
Use of wikis in education reflects a shift in the education paradigm from lecture and individual homework-based to a paradigm emphasizing student engagement and the construction of knowledge through collaboration and peer-help. Existing research work on the use of wiki in collaborative writing had given mixed results. The goals of this research are to investigate whether wiki supports learning of writing and argumentation skills, and whether the students are motivated to use it and see it as a useful learning tool. Our participants comprise ten senior undergraduate students of a Computer Science class, who engaged in collaborative writing using wiki for four weeks. Their contributions were graded by a designated TA. The grades assigned to both their final articles and individual contributions, and the wiki logs were analyzed to determine the quality and volume of their weekly contributions, while feedback was taken from them using questionnaire to sample their perception of the use of wiki in writing. Our results showed that the use of wiki is helpful in improving their writing skill. However, participants are not happy with the further use of wiki in their course work. Also, we found that they require extrinsic motivation, in form of feedback (grades) from the TA and acceptance of their contribution by their peers, to increase their participation in wiki writing.
Oluwabunmi Adewoyin, Kewen Wu, Julita Vassileva
Where to Begin? Using Network Analytics for the Recommendation of Scientific Papers
Abstract
This paper proposes a network analytic approach for scientific paper recommendations to researchers and academic learners. The proposed approach makes use of the similarity between citing and cited papers to eliminate irrelevant citations. This is achieved by combining both content-related and network-based similarities. The process of selecting recommendations is inspired by the ways researchers adopt in literature search, i.e. traversing certain paths in a citation network by omitting others. In this paper, we present the application of the newly devised algorithm to provide paper recommendations. To evaluate the results, we conducted a study in which human raters evaluated the paper recommendations and the ratings were compared to the results of other network analytic algorithms (such as Main Path Analysis and Modularity Clustering) and a well known recommendation algorithm (Collaborative Filtering). The evaluation shows that the newly devised algorithm yields good results comparable to those generated by Collaborative Filtering and exceeds those of the other network analytic algorithms.
Laura Steinert, Irene-Angelica Chounta, H. Ulrich Hoppe
Every Answer Has a Question: Exploring Communication and Knowledge Exchange in MOOCs Through Learning Analytics
Abstract
This paper aims to explore the use of common learning analytics methods, such as activity metrics and network analytics, in order to study and analyse the activity of users and the communication flow in discussion forums that serve Massive Open Online Courses (MOOCS). We particularly seek to identify trends and patterns that may potentially be used to support the communication and information exchange between MOOCs participants. To that end, we applied existing metrics and methods on the log files of a discussion forum that supported participants’ communication for a Coursera MOOC. We present the methodology of the study as well as the results and findings with respect to knowledge exchange and information flow in the case of a massive online course.
Irene-Angelica Chounta, Tobias Hecking, H. Ulrich Hoppe
Dynamic Credibility Threshold Assignment in Trust and Reputation Mechanisms Using PID Controller
Abstract
An e-marketplace is an example of a multi-agent system where buyers try to find the best seller with best Quality of Service (QoS). The uncertainty of open marketplaces have resulted in the design of reputation systems that help buyers find honest feedback from their peers (advisers). Despite the advances in this field, there is no systematic approach for setting the honesty threshold as an acceptable level of honesty of advisers in the Trust and Reputation Management (TRM) systems. Having an appropriate honesty threshold is important in these systems, since having a high threshold would filter away possibly helpful advisers, or the opposite - having a low value for it may permit malicious advisers to badmouth good services. In this paper we propose a self-adaptive honesty threshold management mechanism that adopts PID feedback controller from the field of control systems. Experimental results on a real-world dataset show that having a dynamic honesty threshold increases the successful transaction rate of buyers in a marketplace, and improves the accuracy of the TRM system used in that marketplace.
Mohsen Mohkami, Zeinab Noorian, Julita Vassileva
XCuteKIP: Support for Knowledge Intensive Process Activities
Abstract
The century of information puts the organizational processes of which the work highlights knowledge as the main asset into perspective, as well as an engine generator of competitive advantage. The nature of processes that include intensive use of knowledge points out several features that can be exploited to assist in adding value to products and services supported by organizations. These processes are known as Knowledge-intensive Processes. This article presents the XcuteKIP architecture that aims to support the participants of these processes. Particularly, the proposal assists in the execution of knowledge-intensive collaborative activities by providing semi-automatic recommendations of collaborative services. The approach applies the concepts of a service-oriented architecture subsidized by WGWSOA and a semantic modeling Ontology supported by KIPO.
Ednilson Veloso Moura, Flávia Maria Santoro, Fernanda Araujo Baião
BESIDE: Immersive System to Enhance Learning Within a Museum
Abstract
We are developing an immersive learning support system for a paleontological environment within a museum. The system measures the physical movement of a learner using a Kinect sensor and provides a sense of immersion in the paleontological environment by modifying the surroundings according to these movements. As the first stage of this project, we have developed a prototype system that enables learners to experience paleontological environments. We evaluated the operability of the system, the degree of learning support, and the sense of immersion for primary schoolchildren. This paper summarizes the current system and describes the evaluation results.
Ryuichi Yoshida, Haruya Tamaki, Tsugunosuke Sakai, Ryohei Egusa, Machi Saito, Shinichi Kamiyama, Miki Namatame, Masanori Sugimoto, Fusako Kusunoki, Etsuji Yamaguchi, Shigenori Inagaki, Yoshiaki Takeda, Hiroshi Mizoguchi
Secure Collaboration in Public Cloud Storages
Abstract
Public cloud storages such as Box, Dropbox, Google Drive or OneDrive provide a great services of file storing, sharing and collaboration. But these services are provided at the cost of storage providers having access to all users data. This is a very serious security issue and is an obstacle which discourages many individuals and businesses from using these services. Many security solutions have been emerged in recent years to allow using the cloud storages in a secure way. However the design of advanced cloud encryption gateway which will secure users data in clouds without compromising their usability and convenience is a hard scientific and technical problem. In this paper we will review the existing solutions and will briefly introduce our own solution called Skycryptor which provides a perfect secrecy for users without compromising other advantages offered by cloud storage providers.
Aram Jivanyan, Roland Yeghiazaryan, Armen Darbinyan, Azat Manukyan
Sketchpad: A Learning Tool Supporting Creativity in Collaborative Learning Activities
Abstract
There is consensus among curriculum developers of Business Schools around the world that along with technical knowledge students should be trained to also acquire soft skills. Communication, collaboration, creativity, critical thinking and problem solving are mentioned by some authors as the most important for professionals of the 21st century to be successful. In order to develop these skills learners have to perform learning activities where they need to apply them. In the literature we found many works about learning activities designed for training creativity which have been used in Business Schools. They do not make use of technology. On the other hand, there are many works about learning activities which make use of technology to train collaboration and problem solving skills. In this work we present a learning activity which makes use of a technologic tool for supporting it, which promotes collaboration, creativity and critical thinking. A first experiment shows that the perception students get from the activity and the ability of the tool for supporting these factors is positive.
Gustavo Zurita, Catalina Cárdenas, Nelson Baloian
A Subscription Overlay Network for Large-Scale and Efficient File Parallel Downloading
Abstract
This paper presents a subscription-based overlay network that supports file parallel downloading for cloud collaboration. First, our system lets users to register to a central server and allows this server to incrementally build a topology graph containing the network connections among the subscribers. With this topology graph in place, we plan to address the challenges of minimizing network traffic and choosing the best set of nodes storing a chosen file for parallel downloading. When a subscriber wants to access a chosen file stored in the cloud, our system obtains for her a list of nodes having this file. Nodes in this list, are sorted considering both their network distance to the subscriber and their workloads. Second, selecting those top nodes, a bandwidth-aware parallel downloading technique is executed. Finally, our proposed system also features leveraging idling nodes for file downloading. More specifically, the subscribers who are on-line but not participating in downloading are recruited to reduce both network traffic and average latency.
Patricio Galdames, Claudio Gutierrez-Soto, Cristopher Barrientos
Synchronizing Dining Progress in Video-Mediated Time-Shifted Table Talk Induces More Engagement
Abstract
To the people who are difficult to have a meal together with their families or close partners because of the time-zone difference or the life-rhythm difference, asynchronous video messaging is one way to achieve time-shifted communication. This paper studies the influence of adaptive video speed control in such a video message. We propose synchronization of the video with its user in that the dining progress matches between the video person and the user. Experimental study was conducted and found that the proposed synchronization increased speech frequency, and decreased the duration of switching pauses of the user. Moreover, higher ratio of eating actions immediately after verbal responses was observed in the proposed video condition, which indicated more active commitment of the user. In total, the synchronized video induced the user become more active in the conversation with the video person.
Tomoo Inoue, Yasuhito Noguchi
Contrasting People’s Attitudes Towards Self-disclosure in Online Social Networks and Face-to-Face Settings
Abstract
While Online Social Networks (OSNs) allow closer interaction among their users, they trigger users’ privacy concerns related to self-disclosure. The reason for is that individual’s information and online activities are easily traced, collected and stored in OSNs when compared to face-to-face settings. In this context, this work aims at understanding how similar or different are people’s concerns and attitudes about self-disclosure in both OSNs and face-to-face settings, focusing on investigating what information people consider personal and with whom they feel comfortable in sharing which pieces of their information within these two contexts. Our analysis shows that people associate different degrees of “personalness” to different pieces of information. Furthermore, our data shows that people have different attitudes regarding which information they share in which world and how they share it. This indicates that people understand that OSN and face-to-face settings require different behaviors and that they take into account how personal they perceive a piece of information to be, in deciding if and how to share it.
Maria L. B. Villela, Simone I. R. Xavier, Raquel O. Prates, Marcos O. Prates, Frank Shipman, Antônio A. P. Prates, Alexandre A. Cardoso
Backmatter
Metadaten
Titel
Collaboration and Technology
herausgegeben von
Nelson Baloian
Yervant Zorian
Perouz Taslakian
Samvel Shoukouryan
Copyright-Jahr
2015
Electronic ISBN
978-3-319-22747-4
Print ISBN
978-3-319-22746-7
DOI
https://doi.org/10.1007/978-3-319-22747-4

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