ECSCW 2009: Proceedings of the 11th European Conference on Computer Supported Cooperative Work, 7-11 September 2009, Vienna, Austria

ECSCW 2009: Proceedings of the 11th European Conference on Computer Supported Cooperative Work, 7-11 September 2009, Vienna, Austria
Title ECSCW 2009: Proceedings of the 11th European Conference on Computer Supported Cooperative Work, 7-11 September 2009, Vienna, Austria PDF eBook
Author Ina Wagner
Publisher Springer Science & Business Media
Pages 418
Release 2009-08-19
Genre Computers
ISBN 1848828543

Download ECSCW 2009: Proceedings of the 11th European Conference on Computer Supported Cooperative Work, 7-11 September 2009, Vienna, Austria Book in PDF, Epub and Kindle

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.

Socio-Informatics

Socio-Informatics
Title Socio-Informatics PDF eBook
Author Volker Wulf
Publisher Oxford University Press
Pages 526
Release 2018-03-02
Genre Computers
ISBN 0191047872

Download Socio-Informatics Book in PDF, Epub and Kindle

The book is an exploration of the theoretical, conceptual and methodological foundations of human-centred design. Specifically, it critically examines the notion of 'practice' and argues for an understanding of the concept which emanates from engagement with design problems rather than simply from social scientific theory. The contributors to the book in their various ways all subscribe to a systematic account of how practice- oriented studies can inform design. Using the perspective of 'grounded design', it pursues a long term view of the design process, arguing for user engagement from the very earliest stages of design policy, including methods for understanding user practices to inform initial design policies up to and including processes of appropriation as technologies are embedded in contexts of use. Grounded design is a perspective which also deals with the vexed problem of appropriate generalization in design studies and the kinds of cross-comparison that can usefully be done. The book contains a number of case studies which exemplify these themes, some of which are rooted in the use of technology in organizational contexts, others of which deal with design in contexts such as care of the elderly, firefighting and multicultural education.

Texture

Texture
Title Texture PDF eBook
Author Richard H. R. Harper
Publisher MIT Press
Pages 315
Release 2012-09-21
Genre Technology & Engineering
ISBN 0262288656

Download Texture Book in PDF, Epub and Kindle

Why we complain about communication overload even as we seek new ways to communicate. Our workdays are so filled with emails, instant messaging, and RSS feeds that we complain that there's not enough time to get our actual work done. At home, we are besieged by telephone calls on landlines and cell phones, the beeps that signal text messages, and work emails on our BlackBerrys. It's too much, we cry (or type) as we update our Facebook pages, compose a blog post, or check to see what Shaquille O'Neal has to say on Twitter. In Texture, Richard Harper asks why we seek out new ways of communicating even as we complain about communication overload. Harper describes the mistaken assumptions of developers that “more” is always better and argues that users prefer simpler technologies that allow them to create social bonds. Communication is not just the exchange of information. There is a texture to our communicative practices, manifest in the different means we choose to communicate (quick or slow, permanent or ephemeral).

Big Digital Humanities

Big Digital Humanities
Title Big Digital Humanities PDF eBook
Author Patrik Svensson
Publisher University of Michigan Press
Pages 301
Release 2016-07-28
Genre Social Science
ISBN 0472900056

Download Big Digital Humanities Book in PDF, Epub and Kindle

Big Digital Humanities has its origins in a series of seminal articles Patrik Svensson published in the Digital Humanities Quarterly between 2009 and 2012. As these articles were coming out, enthusiasm around Digital Humanities was acquiring a great deal of momentum and significant disagreement about what did or didn’t “count” as Digital Humanities work. Svensson’s articles provided a widely sought after omnibus of Digital Humanities history, practice, and theory. They were informative and knowledgeable and tended to foreground reportage and explanation rather than utopianism or territorial contentiousness. In revising his original work for book publication, Svensson has responded to both subsequent feedback and new developments. Svensson’s own unique perspective and special stake in the Digital Humanities conversation comes from his role as director of the HUMlab at Umeå University. HUMlab is a unique collaborative space and Digital Humanities center, which officially opened its doors in 2000. According to its own official description, the HUMlab is an open, creative studio environment where “students, researchers, artists, entrepreneurs and international guests come together to engage in dialogue, experiment with technology, take on challenges and move scholarship forward.” It is this last element “moving scholarship forward” that Svensson argues is the real opportunity in what he terms the “big digital humanities,” or digital humanities as practiced in collaborative spaces like the HUMlab, and he is uniquely positioned to take an account of this evolving dimension of Digital Humanities practice.

Collaboration and Technology

Collaboration and Technology
Title Collaboration and Technology PDF eBook
Author Valeria Herskovic
Publisher Springer
Pages 249
Release 2012-08-27
Genre Computers
ISBN 3642332846

Download Collaboration and Technology Book in PDF, Epub and Kindle

This book constitutes the proceedings of the 18th Collaboration Researchers' International Working Group Conference on Collaboration and Technology, held in Raesfeld, Germany, in September 2012. The 9 revised papers presented together with 12 short papers were carefully reviewed and selected from numerous submissions. They are grouped into five themes that represent collaborative learning, social media analytics, conceptual and design models, formal modeling and technical approaches and collaboration support in emergency scenarios.

Computers Helping People with Special Needs, Part I

Computers Helping People with Special Needs, Part I
Title Computers Helping People with Special Needs, Part I PDF eBook
Author Klaus Miesenberger
Publisher Springer Science & Business Media
Pages 702
Release 2010-07-05
Genre Computers
ISBN 3642140963

Download Computers Helping People with Special Needs, Part I Book in PDF, Epub and Kindle

Welcome to the Proceedings of ICCHP 2010! We were proud to welcome participants from more than 40 countries from all over the world to this year’s ICCHP. Since the late 1980s, it has been ICCHP’s mission to support and reflect development in the field of “Assistive Technologies,” eAccessibility and eInclusion. With a focus on scientific quality, ICCHP has become an important reference in our field. The 2010 conference and this collection of papers once again fulfilled this mission. The International Programme Committee, comprising 106 experts from all over the world, selected 147 full and 44 short papers out of 328 abstracts submitted to ICCHP. This acceptance ratio of about half of the submissions demonstrates our strict pursuit of scientific quality both of the programme and in particular of the proceedings in your hands. An impressive number of experts agreed to organize “Special Thematic Sessions” (STS) for ICCHP 2010. These STS help to bring the meeting into sharper focus in several key areas. In turn, this deeper level of focus helps to collate a state of the art and mainstream technical, social, cultural and political developments.

Multiplayer Online Games

Multiplayer Online Games
Title Multiplayer Online Games PDF eBook
Author Guo Freeman
Publisher CRC Press
Pages 127
Release 2018-02-12
Genre Computers
ISBN 1351649965

Download Multiplayer Online Games Book in PDF, Epub and Kindle

Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today’s information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect. Key Features: Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives – socially, culturally, technologically, and economically Asks promising questions based on cutting-edge research in the field of online game design and development