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Doctoral Colloquium
Saturday, November 14, 1:30-5:30, and Sunday, November 15, 9:00-4:30, in Suite 3953
The Doctoral Colloquium at CSCW'98 is an invitation-only
forum in which Ph.D. students meet and
discuss their work with each other and a panel of experienced CSCW researchers
and practitioners.
Ten participants were accepted from the disciplines that form
CSCW, including computer science, cognitive science, sociology, etc. The
abstracts of their work appear below. During the Colloquium, participants give
a short informal presentation of their work, followed by an open discussion of
their work. At the end of the session is a general discussion of career issues
and research in CSCW.
Students welcome interest in their work. To contact Colloqium participants,
please use the email addresses provided below. For more information about the
Doctoral Colloquium, please contact Colloquium Co-Chairs Gary M. Olson
(gmo@umich.edu) and Judith S. Olson (jsolson@umich.edu).
Panelists
- Judith S. Olson,
University of Michigan, USA
- Gary M. Olson,
University of Michigan, USA
- Carl Gutwin,
University of Saskatoon, Canada
- Atul Prakash,
University of Michigan, USA
- Joerge M. Haake,
German National Research Center for Information Technology, Germany
- Yvonne Waern,
Linköping University, Sweden
Student Presentations
Abstracts
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The Effect of Proxemic Information in Video Mediated Communication
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David Grayson (david@mcg.gla.ac.uk),
Multimedia Communications Group, University of Glasgow, U.K.
Proximity is arguably the most basic form of non-verbal communication and is
known to affect the way that an interaction occurs, influencing factors such as
dialogue, persuasion, trust and length of an interaction. So far it is unknown
however whether proximity can have similar effects in Video Mediated
Communication (VMC).
To investigate the possible effects of a stranger appearing close or far away,
an experiment was devised simulating a financial advice transaction using a
multimedia banking kiosk, where the financial advisor appeared either very
close or far away. The experiment showed that when the financial advisor
appeared very close, interactions were longer, with the customer saying more,
making more interruptions, and having more turns than if the advisor appeared
far away.
While this research indicates that perceived proximity may indeed have
behavioral implications for interacting across a video link, future research
aims to investigate further the precise nature both of the consequences and the
reasons behind them. As part of this, Conversational Games Analysis (CGA) is
used to examine the functional differences in the dialogue as well as the
structural. Other issues raised by the research include the nature of
familiarity and social presence.
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Computer Mediated Communication Across Divergent Research Networks
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Jenny Fry (j.fry@bton.ac.uk),
School of Information Management, University of Brighton, U.K.
Developments in electronic networks, such as the Internet, provide the
potential to alter scholarly communication patterns and work organisation
radically. The focus of this study is the mutual interaction between
electronic networks and disciplinary culture and the consequences of cultural
differences for the uptake and use of such networks. Knowledge domains within
academia are not homogenous, each discipline has a distinctive social and
epistemological structure which leads to variations in the communication system
which underpins academic research. These domains can be categorised into four
general types: Pure science; applied science; arts and humanities; and social
science. A number of authors have devised typologies that outline the social
and epistemological processes which span the disciplines within each group.
The relationship between these differential cultures and electronic networks
will be explored using in-depth interviews with networks of researchers from
several divergent specialisms. Analysis of pilot interviews has revealed
domain differences in the purpose, frequency, and perception of electronic
network use.
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A Comparison of Video-Mediated, Face-to-Face and Audio-Only Group Communications
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Emma France (emma@mcg.gla.ac.uk),
Multimedia Communications Group, University of Glasgow, U.K.
Few studies of technology mediated group communication exist. This paper
describes a laboratory-based information exchange task comparing the
communication and task performance of 36 three-person groups in face-to-face,
audio-only, and video-mediated communication (VMC). Analyses revealed no
statistically significant differences in dialogue length or performance between
the three conditions. However, VMC conversations tended to have most words and
speaking turns and those in face-to-face communication the least. This trend
was explored using Conversational Games Analysis (Kowtko, Isard &
Doherty-Sneddon, 1991), an exhaustive form of coding of the functional use of
utterances. The content of 12 face-to-face and 12 video-mediated dialogues was
coded. This showed that significantly more interactive work tended to be
required in VMC to complete the task. It is proposed that impoverished visual
feedback cues, novelty and remoteness in VMC make it more difficult for the
participants to reach mutual understanding, and hence more difficult to
complete the task.
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Communication and Co-ordination through Public Representations
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Christer Garbis (christer.garbis@tema.liu.se),
Department of Communication Studies, Linköping University, Sweden
In my thesis work I am investigating the way in which teams of operators engage
in co-operative process management, such as nuclear power plant control, use
'public representations', i.e., the artifacts representing information in such
a way that it is commonly accessible and available to all team members at the
same time (for example, a wall mounted electronic display). I am particularly
interested in the role that these representations play for the operators'
collective assessment and awareness of the state of the system that they are
responsible for operating. In addition, I am researching the differences
between accessing information through a 'public representation,' such as a
fixed line diagram in the underground line control, and through 'private
representations,' such as a single-user computer screen. It is my belief that
the role and function of 'public' and 'private' representations in the above
settings should be carefully studied so they can be designed in a more tightly
coupled and integrated way in order to provide the operators with a sufficient
and flexible mode of information.
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An Investigation of Multi-user Design Tools for Collaborative 3-D Modeling
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Tek-Jin Nam (Tek-Jin.Nam@brunel.ac.uk),
Department of Design, Brunel University, U.K.
The objective of this research is to help designers working in teams by
providing an improved collaborative design environment. The focus is on the
investigation into specific issues and requirements for the development of
multi-user CAD systems for collaborative 3-D modeling. By examining means for
incorporating shared design workspace into conventional design workspace, we
propose new mechanisms to transform existing CAD tools into collaboration-aware
systems. From an initial experimental study of the team design process and a
series of prototype development of collaborative CAD systems, a theoretical
framework has been proposed and applied to the new collaboration-aware design
systems. The result of the research will lead to the new generation of design
tools to support team design tasks improving efficiency and effectiveness of
team working.
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EVOLVE: EVOLutionary Aspects of Vidoeconferencing Explored
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Marike Hettinga (hettinga@telin.nl),
Telematica Instituut, The Netherlands
The EVOLVE project focuses on evolutionary processes that take place after the
introduction of videoconferencing in medical teleconsultation sessions.
Evolution refers to what happens with patterns of work, including patterns of
using a technology for particular purposes. As these patterns often divert
from the patterns initially expected by designers, we believe that evolutionary
processes are an important factor for the successfulness of the introduction of
new technology. EVOLVE aims at yielding design guidelines for a better support
of these evolutionary processes. These guidelines concern the technology (the
"technical system"), as well as the organization of the use of the technology
(the "social system"), and the relation between the technical and social
system.
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Concurrency Control for Real-Time Diagramming
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Jeffrey D. Campbell (jeffc@sis.pitt.edu),
Department of Information Science and Telecommunications, University of Pittsburgh, USA
Diagrams represent a design, concept or object. Multiple users working
together simultaneously to create a diagram can interfere with each other's
work. At a minimum this results in lost productivity. In undetected, the
interference can cause inconsistencies or errors in the diagram greatly
reducing its value. A concurrency control mechanism is needed to maintain
integrity for collaborative diagramming. The method described here focuses on
identifying logical units of work for collaborative diagramming. These units
are analogous to transactions in a database system. This emphasis on
transaction identification is a key distinction between this technique and
prior CSCW concurrency control approaches. The improvement in transaction
identification along with an implementation of split transactions reduces
resource blocking, a problem generally found in applying locking techniques
from database to CSCW applications.
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Supporting Dynamic Recommendations in Organizational Information Systems
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David McDonald (dmcdonal@ics.uci.edu),
Department of Information and Computer Science, University of California, Irvine, USA
This work explores how information systems can be augmented to assist users in
finding other individuals who are likely to have specialized, expert
information that they need. In particular, this work considers the social and
cognitive mechanisms that people use to find candidate sources of expertise. I
recently completed a field study of information finding and sharing in a
software development organization. The social and cognitive mechanisms
identified during the study will be used to design and implement a system that
can assist users with finding potential experts. The design and implementation
of a system concomitant with an analysis of subsequent data are work in
progress.
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Designing the DomeCityMOO Collaboratory: A Multi-User Simulation in a Text-Based Networked Virtual Environment That Supports Non-Scripted Interactions Toward Intercultural Understanding
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Elaine M. Raybourn (emraybo@sandia.gov),
Sandia National Laboratories, USA
This proposal argues that designing a multi-user social-process simulation in a
shared virtual environment offers unique opportunities to explore intercultural
issues such as identity, power, and prejudice because its collaborative
environment is much less threatening than face-to-face. In the proposed
Text-Based Networked Virtual Environment (TNVE) also known as a Multi-User
Dimension Object Oriented (MOO), players' narratives and experiences provide
the basis for discovery and exploration in a virtual "collaboratory." The
DomeCityMOO environment is unique in that it advances our state of knowledge of
the effects of designing a non-scripted collaborative social process simulation
which supports both group and individual intercultural learning in a shared
virtual space.
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High-Level Requirements Analysis for Systems in Complex Work Settings
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Mark Bergman (mbergman@ics.uci.edu),
Department of Information and Computer Science, University of California, Irvine, USA
Large scale intra- and interorganizational information systems development has
failed to yield useful systems ~50% of the time. It appears that one cause of
these failures is the misunderstanding or overlooking of organizational and
institutional requirements in the design of these systems. High-level
requirements analysis is being created as one way to start to address this
problem. It is a new methodology that can be used to gather organizational,
institutional as well as technical information system requirements. Research
is being performed to determine how to build a high-level requirements
analysis framework. Then, research will continue in applying the framework to
identify critical individual or combinations of technical, organizational,
institutional requirements for a "real life" project that have been
misunderstood or overlooked. Beyond this, high-level requirements analysis
should allow for increased insights in (1) requirements analysis, (2) complex
system design which contains technological, organizational, and institutional
factors, (3) how technology, organizations, and institutions co-evolve over
time, (4) policy creation in the development and governance of these types of
systems, and (5) how to build, maintain, and improve a high-level requirements
extraction and analysis system. Altogether, this sets up a research framework
that may eventually yield solutions to become much more successful at either
implementing large scale intra- and interorganizational information systems or
knowing when not to build them.
SDM
/ cscw98-info@acm.org
/ November 8, 1998
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