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This volume presents the proceedings of ECSCW’09, the 11th European Conference on Computer Supported Cooperative Work. Each conference offers an occasion to critically review our research field, which has been multidisciplinary and committed to high scientific standards, both theoretical and methodological, from its beginning. These proceedings represent discussions and contributions to ongoing challenges. One challenge comes from emerging new technologies connected to ‘social computing’, gaming, as well as applications supporting citizen participation in their communities. As boundaries between home and work erode with the increased movement of work into home environments, and new applications further blur the once separate conceptions of work and leisure, our intellectual community faces challenges in the ways we think about and study work. Other challenges result from transformations of the world of work itself and the role of IT in these. They have been taken up in in-depth studies of design practice, software development, and manufacturing, as well as in the growing body of research on health care contexts and applications. Finally, there is the question of what is the European perspective in our community and whether it is worthwhile to anchor our research more firmly in such a perspective. Of high relevance to our field is the strong grounding of technology development in an understanding of human activity. The nineteen full papers, four short papers and one discussion paper selected for this conference deal with and reflect on some of these challenges, thus representing the lively debate currently ongoing in our field of research.
The emergence and widespread use of personal computers and network technologies has seen the development of interest in the use of computers to support cooperative work. This volume presents the proceedings of the seventh European conference on Computer Supported Cooperative Work (CSCW). This is a multidisciplinary area which embraces both the development of new technologies and an understanding of the grounding of CSCW technology in organizational practices. These proceedings contain a collection of papers that encompass activities in the field, including distributed virtual environments, new models and architectures for groupware systems, studies of communication and coordination among mobile actors, studies of cooperative work in heterogeneous settings, studies of groupware systems in use in real-world settings, and theories and techniques to support the development of cooperative applications. The papers present emerging technologies alongside new methods and approaches to the development of this important class of applications. The work in this volume represents the best of the current research and practice within CSCW. The collection of papers presented here will appeal to both researchers and practitioners alike as they combine an understanding of the nature of work with the possibility offered by new technologies.
Includes contributions by some leading authorities in the field of Awareness Systems
Welcome to the 8th International Workshop on Groupware (CRIWG 2002)! The previous workshops took place in Lisbon, Portugal (1995), Puerto Varas, Chile (1996), El Escorial, Spain (1997), Búzios, Brazil (1998), Cancun, Mexico (1999), Madeira, Portugal (2000), and Darmstadt, Germany (2001). CRIWG workshops follow a simple recipe for success: good papers, a small number of participants, extensive time for lively and constructive discussions, and a high level of cooperation both within and between paper sessions. CRIWG 2002 continued this tradition. CRIWG 2002 attracted 36 submissions from 13 countries, nine of them outside Ibero-America. Each of the 36 articles submitted was reviewed by at least three members of an internationally renowned Program Committee. This year we used a double-blind reviewing process, i. e. , the reviewers did not know who the authors of the papers were. In addition, the reviewers were chosen based on their expertise and we also ensured that they came from countries and institutions not related to those of the paper’s authors. This reviewer assignment worked remarkably well, as indicated by the high average confidence value the reviewers gave their own reviews. This means that papers were usually reviewed by experts in the paper’s topic. As a consequence, reviews were usually quite extensive and contained many suggestions for - provements. I would like to thank all the members of the Program Committee for their hard work, which I am sure contributed to improving the quality of the final articles.
Designing Healthcare That Works: A Sociotechnical Approach takes up the pragmatic, messy problems of designing and implementing sociotechnical solutions which integrate organizational and technical systems for the benefit of human health. The book helps practitioners apply principles of sociotechnical design in healthcare and consider the adoption of new theories of change. As practitioners need new processes and tools to create a more systematic alignment between technical mechanisms and social structures in healthcare, the book helps readers recognize the requirements of this alignment. The systematic understanding developed within the book's case studies includes new ways of designing and adopting sociotechnical systems in healthcare. For example, helping practitioners examine the role of exogenous factors, like CMS Systems in the U.S. Or, more globally, helping practitioners consider systems external to the boundaries drawn around a particular healthcare IT system is one key to understand the design challenge. Written by scholars in the realm of sociotechnical systems research, the book is a valuable source for medical informatics professionals, software designers and any healthcare providers who are interested in making changes in the design of the systems. - Encompasses case studies focusing on specific projects and covering an entire lifecycle of sociotechnical design in healthcare - Provides an in-depth view from established scholars in the realm of sociotechnical systems research and related domains - Brings a systematic understanding that includes ways of designing and adopting sociotechnical systems in healthcare
Social information access is defined as a stream of research that explores methods for organizing the past interactions of users in a community in order to provide future users with better access to information. Social information access covers a wide range of different technologies and strategies that operate on a different scale, which can range from a small closed corpus site to the whole Web. The 16 chapters included in this book provide a broad overview of modern research on social information access. In order to provide a balanced coverage, these chapters are organized by the main types of information access (i.e., social search, social navigation, and recommendation) and main sources of social information.
"Web 2.0" is a term used to describe an apparent second generation of the World Wide Web that emphasizes collaboration and sharing of knowledge and content among users. With the growing popularity of Web 2.0, there has been a burgeoning interest in education. Tools such as blogs, wikis, RSS, social networking sites, tag-based folksonomies, and peer-to-peer (P2P) media sharing applications have gained a prominence in teaching and learning. With Wired for Learning: An Educators Guide to Web 2.0 there is tremendous potential for addressing the needs student, teachers, researchers, and practitioners to enhance the teaching and learning experiences through customization, personalization, and rich opportunities for networking and collaboration. The purpose of this text is to clarify and present applications and practices of Web 2.0 for teaching and learning to meet the educational challenges of students in diverse learning setting. This text will bring teachers and university education into a bold new reality and cause them to move to think differently about technology’s potential for strengthening students' critical thinking, writing, reflection, and interactive learning.
Written by well-respected experts, this how-to guide provides patterns for the design of human computer human interaction (HCHI). An increasing number of applications are currently designed for use by more than one user, eg: multi-player games, interactive web sites, mobile phones, collaborative learning systems, interactive workspaces and smart environments. In these areas there is a shift from (HCI) human computer interaction to (HCHI) human computer human interaction. The role of patterns in this movement is twofold: 1st – patterns focus on the human user of the system; 2nd – patterns assist developers in the development process of groupware applications.