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Computer supported collaboration in academia is becoming increasingly important for two reasons. Firstly, there is a drive to make the most effective use of the resources available to universities, and secondly, there is a growing belief in the pedagogical benefits of using computer support in teaching. In this volume, an international collection of authors from both academia and industry examines ways in which universities can make effective use of asynchronous collaboration. All aspects of academic life are covered, from teaching and research through to support and management. The Digital University contains a range of material, from research-oriented chapters through to the experiences of senior university management in attempting to make their institutions as efficient as they need to be to survive in the 21st century.
This is the thoroughly revised second edition of one of the first books to provide an overview of how key aspects of university life - such as teaching, academic research, administration, management and course design - are being affected by digital and web-enabled technologies. More than three-quarters of the material has been revised and updated. Still further, three new chapters now address the following aspects: the virtual classroom, vicarious learning, and educational metadata. The main body of the text focuses on asynchronous collaboration by examining the following four key topics: principles, experiences, evaluation, and benefits. A timely and up-most important guide to all aspects of modern university education in the digital age.
Virtual reality (VR) technology has been developed commercially since the early 1990s [1]. Yet it is only with the growth of the Internet and other high-bandwidth links that VR systems have increasingly become networked to allow users to share the same virtual environment (VE). Shared YEs raise a number of interesting questions: what is the difference between face-to-face interaction and interaction between persons inside YEs? How does the appearance of the "avatar" - as the graphical representation of the user has become known - change the nature of interaction? And what governs the formation of virtual communities? This volume brings together contributions from social scientists and computer scientists who have conducted research on social interaction in various types of YEs. Two previous volumes in this CSCW book series [2, 3] have examined related aspects of research on YEs - social navigation and collaboration - although they do not always deal with VRIVEs in the sense that it is used here (see the definition in Chapter 1). The aim of this volume is to explore how people interact with each other in computer-generated virtual worlds.
Beginning with a brief outline of Usenet's general structure and development over the past few years, the book addresses the problems of exploring virtual communities and distributed information systems in general, and of finding information in electronic information environments. It covers traditional approaches such as information filtering, collaborative filtering and information retrieval, outlining their successes and failures, and discusses the prospects of novel approaches such as visualisations of social processes and social navigation.
An objective look at what Internet commerce can offer both the consumer and the provider. It covers three main areas of concern to business today: how to join the Internet revolution, how to manage it, and how to benefit from it. The book is primarily of interest as background reading for researchers and advanced level students in the following areas: electronic commerce, business studies, computer-mediated communication, management of information systems, project management, and organisational change. However, it will also be of interest to corporate managers involved in developing their companies'Internet-based strategies, and to anyone interested in how to buy or sell on the Net.
In The third volume of The Digital Hand, James W. Cortada completes his sweeping survey of the effect of computers on American industry, turning finally to the public sector, and examining how computers have fundamentally changed the nature of work in government and education. This book goes far beyond generalizations about the Information Age to the specifics of how industries have functioned, now function, and will function in the years to come. Cortada combines detailed analysis with narrative history to provide a broad overview of computings and telecommunications role in the entire public sector, including federal, state, and local governments, and in K-12 and higher education. Beginnin...
Social navigation is an emerging field which examines how we navigate information or locate services in both real and virtual environments and how we interact with and use others to find our way in information spaces. It has led to new ways of thinking about how we design information spaces and how we address usability issues, particularly in collaborative, web-based systems. This book follows on from Munro et al, Social Navigation of Information Space, which was the first major work in this field. It provides a similar broad overview of the field, but is much more practical in focus.
This text examines the use of collaboration technologies in the problem-solving or decision-making process. These systems are widely used in both education and in the workplace to enable virtual groups to discuss and exchange ideas on issues ranging from applied problems to theoretical debate. While some systems are text-based, the majority rely on visualization techniques to allow participants to represent their ideas in a more flexible, graphical form. The text evaluates existing systems, and looks at how the specific needs of users in both educational and corporate environments can be reflected in the design of new systems.
In an era when increasing numbers of people are conducting research and interacting with one another through the internet, the study of ‘Inhabited Information Spaces’ is aimed at encouraging a more fruitful exchange between the users, and the digital data they are accessing. Introducing the new and developing field of Inhabited Information Spaces, this book covers all types of collaborative systems including virtual environments and more recent innovations such as hybrid and augmented real-world systems. Divided into separate sections, each covering a different aspect of Inhabited Information Systems, this book includes: How best to design and construct social work spaces; analysis of how users interact with existing systems, and the technological and sociological challenges designers face; How Inhabited Information Spaces are likely to evolve in the future and the new communities that they will create.
Human Computer Interaction (HCI) is concerned with every aspect of the relationship between computers and people (individuals, groups and society). The annual meeting of the British Computer Society's HCI group is recognized as one of the main venues for discussing recent trends and issues. This volume contains refereed papers and reports from the 1995 meeting. The materials cover a broad range of HCI related topics, including visualization, computer supported communication, task analysis, formal methods, user support and cyberspace. The documents consider both research and commercial perspectives, making the book essential for all researchers, designers and manufacturers who need to keep abreast of developments in HCI.