By Saizo Aoyagi, Hidenori Fujino, Hirotake Ishii, Hiroshi Shimoda, Hiroshi Sakuda (auth.), A. Ant Ozok, Panayiotis Zaphiris (eds.)
This publication constitutes the refereed court cases of the 3rd overseas convention on on-line groups and Social Computing, OCSC 2009, held in San Diego, CA, united states in July 2008 within the framework of the thirteenth foreign convention on Human-Computer interplay, HCII 2009 with 10 different thematically related conferences.
The seventy seven revised papers awarded have been conscientiously reviewed and chosen from various submissions. The papers authorized for presentation completely hide the thematic region of on-line groups and social computing, addressing the next significant issues: designing and constructing on-line groups; social habit of people and synthetic brokers in on-line groups; net 2.0: rising demanding situations; studying, schooling and tradition; on-line video games; and on-line groups and society.
Read Online or Download Online Communities and Social Computing: Third International Conference, OCSC 2009, Held as Part of HCI International 2009, San Diego, CA, USA, July 19-24, 2009. Proceedings PDF
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Additional info for Online Communities and Social Computing: Third International Conference, OCSC 2009, Held as Part of HCI International 2009, San Diego, CA, USA, July 19-24, 2009. Proceedings
Play and Sociability in There: Some Lessons from Online Games for Collaborative Virtual Environments. -S. ) Avatars at Work and Play. Collaboration and Interaction in Shared Virtual Environments, pp. 227– 245. Springer, Dordrecht (2006) 19. : How Colorful Was Your Day? Why Questionnaires Cannot Assess Presence in Virtual Environments. Presence 13, 484–493 (2004) 20. : Interaction Process Analysis: A Method for the Study of Small Groups. Addison-Wesley, Reading (1951) 21. : Emergent Leadership in Self-Managed Virtual Teams.
The also may be modified during the annotation process . The segmentation, annotation, and exploration tasks can be seen as one unit. Thus, video annotators alternately segment, annotate, and need to browse own results or data belonging to other annotators or annotation projects , , . This process is accompanied by data reviews, comparisons, and consequently modifications , , . Annotators start chunking the video into segments they want to refer to, drawing on different apporaches , , , , , , .
Due to space restrictions, we limit our discussion to objective behavioral measures and leave out self-report methods that are typically used in virtual world studies and critically discussed elsewhere . 1 Behavioral Coding of Video-Recorded Interactions and Communication Artifacts Some research questions require the analysis of content-related behaviors based on video-recorded interactions or communication artifacts. For example, the content of group interactions is relevant in order to extract information about the frequency of socio-emotional and task-related processes, to identify leadership styles, the kind and frequency of conflicts that occur and what strategies teams employ to resolve them.
Online Communities and Social Computing: Third International Conference, OCSC 2009, Held as Part of HCI International 2009, San Diego, CA, USA, July 19-24, 2009. Proceedings by Saizo Aoyagi, Hidenori Fujino, Hirotake Ishii, Hiroshi Shimoda, Hiroshi Sakuda (auth.), A. Ant Ozok, Panayiotis Zaphiris (eds.)