Alan J. Munro - Böcker
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3 produkter
1 096 kr
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Social navigation is a new field which examines how we navigate information spaces in "real" and "virtual" environments, how we orient and guide ourselves, and how we interact with and use others to find our way in information spaces. This approach brings a new way of thinking about how we design information spaces, emphasising our need to see others, collaborate with them, and follow the trails of their activities in these spaces. This book studies this field, and includes contributions by many of the originators and key thinkers. It should be of particular interest to researchers and students in areas related to CSCW and human computer interaction. As a multi-disciplinary topic, it should also be of interest to researchers in cognitive psychology, social psychology, philosophy, linguistics, sociology, architecture and anthropology.
1 096 kr
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This volume provides a comprehensive introduction to the field of collaborative virtual environments. It tells you all you need to know about the latest technology, state-of-the-art research, and good working practice. The issues raised include: - what is a CVE? - what are the issues in the design of embodiments and objects within CVEs? - how can CVEs support collocated and non-collocated collaborative and cooperative work? - what are the best ways to provide awareness of the actions of others? - how can they support seamless interactions given differential computational resources? - what design issues arise from the meeting of social requirements and computational limitations? - what technical challenges face the designers of CVE systems?It will be invaluable reading for anyone with an interest in collaboration but will be of particular interest to researchers and students in areas related to computer supported cooperative and collaborative work and human computer interaction.
1 423 kr
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That's a look at an array of social proxies. The purpose was to make it clear that the concept of social proxy is quite general. Social proxies can be designed to support a wide range of on-line interactions, whether they involve conversation or not. They may be synchronous or asynchronous, and they may be associated with activities which are an end in them selves (e. g. auctions), or activities which are simply a means to an end (e. g. waiting in queues). We believe that by providing a shared represen tation of the activity in which participants are involved, social proxies can help create shared expectations, shared experiences, and can serve as a resource which participants can use to structure their individual and collective interactions. That is, at least, our claim. However, it is important to note that, except for the first, the proxies described so far are concept pieces, meaning that they haven't been implemented and deployed to real situations. Now, however, we will turn to an implemented system, and look at a real example. 1. 4 Experience: The Babble System In the previous section we introduced the concept of social proxies and discussed examples illustrating the wide range of situations to which social proxies can be applied. In this section, we focus on our experience in designing, implementing and studying a social proxy in the context of an on-line system called Babble.