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| gamification |
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is the use of game design techniques, game thinking and game mechanics to enhance non game contexts. Gamification is often used for motivating users to do so something. In contrast to gamification, games are played voluntarly. Games have rules, goales and a feedback system. Gamifications miss at least of these components. E.g. the famouse likebutton is a gamification. Anotherway to describe a gamification is that it contains non-game related contents as significant part of the product.
Games are fun. Gamifications are the approach to make something more fun, so people like it and use it more often.
Typical gamification elements are highscores, experience points, progess bars, virtual goods (e.g. gold) and achievments.
By motivating users you could improve dataquality, time of use, learning success and customer tie.
Reference:
NTNU Cooperation Technology Course - games Lecture slides.
"Gamification towards sustainable mobile applications" (2011)Kasirun,Y.M., Chun Kiat Gan
http://de.wikipedia.org/wiki/Gameification |

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| Awareness |
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Awareness is defined as an "understanding of the activities of others, which provides a context for your own activity". Without awareness a group member cannot build his sense of a group and the human-human paradigm will remain mainly on the intentional level[1].
The term awareness in CSCW can be subdivided into more specific, overlapping definitions. Some of these more specific definitions are: Presence awareness, workspace awareness, group awareness and situation awareness.
Presence awareness can be defined as the knowledge that other people are present in the same environment whereas action awareness is the awareness of the things that these people are doing. This is then again also related to workspace awareness, which refers to the knowledge of each others activities in a (shared) workspace.[2] Group and situation awareness are tightly linked to workspace awareness. Situation awareness is the awareness one might have over a current situation he is in. This could be work related, but could also be used in other settings.
[1] ( Sohlenkamp, M. & Chwelos, G. “Integrating Communication, Cooperation, and Awareness: The DIVA Virtual Office Environment”, In Proceedings of CSCW '94, ACM Press, Chapel Hill, USA, 1994, pp. 331-343.)
[2]Gutwin, C. and S. Greenberg (1996): Workspace Awareness for Groupware. Proceedings of the Conference on Human Factors in Computing Systems. Vancouver, pp. 208–209. |

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| Revision control systems |
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Definition
Revision control systems (AKA version control systems) are tools for the management of changes to documents, computer programs, web sites, and other collections of digital informations. This tools allows groups of people work together on the same documents because they keep track of the changings creating different versions, managing conflicts and helping workers in other advanced ways.
Examples
Two famous VCS are Git and Subversion[1]. They both help software developers to maintain the progression of the coding, easily divide the work among people and working from different locations. Those tools provides also a secure backup as the data are usually stored in a central server accessed by multiple clients. Thus, the developers can focus on the coding/editing without worry about data loss or corruption.
How they work
Those systems could work in different ways. Basically, the files are stored in a shared repository. The simplest method of preventing concurrent access problems involves locking files so that only one developer at a time has write access to the central repository copies of those files. Another option could be the version merging. Most version control systems allow multiple developers to edit the same file at the same time. Merging two files can be a very delicate operation, and usually possible only if the data structure is simple, as in text files.
In the future
The emerging trend of these years about VCS, concerns the Distributed VCS as for example Git. Those tools takes a peer-to-peer approach to version control, as opposed to the client-server approach of centralized systems and they allows faster operations.
Awareness and Coordination on VCS
This tools lack of mutual awareness. They are build for assure concurrent editing, so there is no real-time control of the activity of the co-workers. Is come cases, e.g. with complex projects, awareness could be an important element for speed up the collaboration process and increase the goodness of a product. Daniel Machado & others |

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| Virtual reality (part 1) |
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Merriam-Webster Encyclopaedia defines virtual reality as "an artificial environment which is experienced through sensory stimuli (as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment".
Virtual reality is mostly thought of as a term describing computer simulated environments, be it renditions of real world locations or that of imaginary worlds, often highly visual and in 3D. Users can experience physical presence in such worlds and interact with them and other users in them through the use of computerized gear, aiding them to see, hear, talk, move around, touch and in some cases even taste and smell. Indeed, the making of references to technological equipment is common in most popular definitions of the term. Besides the word computer, one will often find mentioned the use of wired gloves, other pieces of wired clothing, headphones, position trackers and head-mounted stereoscopic displays (expressed less scientifically as "video goggles"). Check out this video at http://www.youtube.com/watch?v=WRr2Q6jFu9w (click the link button on the right side of this page) to see an example of what the use of such equipment can look like.
[continued in part 2] |

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| Virtual Reality (part 2) |
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There is a wide range of uses that virtual reality can be applied to - anything from aiding doctors doing surgery, teaching pilots to fly aircraft safely or helping architects design buildings to allowing friends to have a sword fight with each other in a game. It can take us to places we wouldn't be able to get to in the real world, and allow us to experience things that are normally inaccessible or impossible. Here's a video explaining how virtual reality can be used in the treatment of anxiety: http://www.youtube.com/watch?v=3ppm2lhpkXs (click the link button on the right side of this page)
Not all computer scientists will agree to a definition of virtual reality by linking it so closely to the use of technological equipment. In his article "Defining Virtual Reality: Dimensions Determining Telepresence", Jonathan Steuer argues the need to form a more theoretically useful concept of virtual reality by defining it as a particular experience rather than a collection of hardware. He applies the definition "a real or simulated environment in which a perceiver experiences telepresence", in which telepresence is described as "the experience of presence in an environment by means of a communication medium".
References:
[1] Wexelblat, A (1995) "The Reality of Cooperation: Virtual Reality and CSCW" in "Virtual Reality - Applications and Explorations", Academic Press (1995), ed. by Alan Wexelblat, pp. 23-44
[ http://edumatica.ing.ula.ve/teleclases/tecnomatica/Animatica/Teleclase/Formacion/Virtualia/Virtual.Reality.-.Applications.And.Explorations.pdf#page=40 ]
[2] Steuer, J (1993) "Defining Virtual Reality: Dimensions Determining Telepresence"
[ http://ww.cybertherapy.info/pages/telepresence.pdf ]
[3] Strickland, J., "How Virtual Reality Works"
[ http://electronics.howstuffworks.com/gadgets/other-gadgets/virtual-reality.htm ] |

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| Groupware |
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Groupware, often used as a synonym for CSCW, has received an enormous amount of press in recent years, as the advantages of using computers as support for business processes and workflow has been realized. Groupware generally supports interaction carried out by a group of individuals with computer support.
Groupware refers to programs that help people work together collectively while located remotely from each other. Groupware services can include the sharing of calendars, collective writing, e-mail handling, shared database access, electronic meetings with each person able to see and display information to others, and other activities.
Groupware is often broken down into categories describing whether or not work group members collaborate in real time (synchronous groupware and asynchronous groupware). Programs that enable real time collaboration are called synchronous groupware.
Some product examples of groupware include Lotus Notes and Microsoft Exchange, both of which facilitate calendar sharing, e-mail handling, and the replication of files across a distributed system so that all users can view the same information. Electronic "face-to-face" meetings are facilitated by CU-SeeMe and Microsoft NetMeeting.
Source:
http://searchdomino.techtarget.com/definition/groupware |

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| Communication |
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Communication comes from the latin word communis, which means to share. More specifically communication involves sharing of information between at least two parties. This information can be anything; ideas, feelings, messages, facts, opinions, insight, anything.
Communication can be divided into formal and informal communication. In formal communication the language is kept strict, resulting in no slang, and the trivial is kept to a minimum. Hierarchy plays a crucial part in formal communication. Therefore there is often a procedure, a set of norms or rules, for each type of formal communication that describes who to communicate with (i.e where in the hierarchy) and how to communicate with them.It is often in writing and typical communication channels are formal letters and emails, journals, policies, official meetings and reports.
Informal communication is characterized by the participants communicating in an interactive way in a looser language, often oral, that it is unscheduled with non fixed participants. It often has an unarranged agenda and is rich in content. Informal communication can travel through any communication channel that is not a formal one. It can be very efficient, due to the communication skipping all formalities. However informal communication is rarely used up or down through hierarchies, and it can also cause uncertainties in responsibility.
References:
[1] Dr. R Jayasree, Effective Communication, Institute of Management in Government, Available:
http://www.img.kerala.gov.in/docs/downloads/communication.pdf
[2] Understand The Difference Between Formal and Informal Communication, Available:
http://basiccollegeaccounting.com/2009/05/understand-the-difference-between-formal-and-informal-communication/
[3] Robert E. Kraut, Robert S. Fish, Robert W. Root, and Barbara L. Chalfonte (1990), Informal Communication in Organizations: Form, Function, and Technology, Available:
http://kraut.hciresearch.org/sites/kraut.hciresearch.org/files/articles/Kraut89-InformalCommunicationInOrganizations.p |

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| Awareness |
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Simply speaking, awareness is ‘knowing what’s going on’ (Endsley, 1995).
The term awareness came to be when researchers discovered an interesting aspect of human collaboration. Actors seemed to be monitoring their collaborative surroundings, and worked in a way that did not disturb their colleagues (Harper, Hughes, & Shapiro, The Functionality of Flight Strips in ATC Work. The report for the Civil Aviation Authoroty, 1998), (Harper, Hughes, & Shapiro, Working in harmony: An examination of computer technology in air traffic control , 1989), (Heath & Luff, 1991). That meant not asking questions, reminding or suggesting thoughts to their colleagues unless they perceived them to be available, while they themselves made sure to display signs of availability to other actors when that was the case. Because of these observations, awareness was considered to be the situation where actors take heed of the context of their joint effort (Schmidt, 2002).
Within co-located collaboration, awareness is mostly unproblematic. In distributed settings however, getting the right signals at the right time, and interpreting them correctly, can be a much harder task (Divitini, 2012). In a physical environment actors can easily understand what is going on around them. The problem in distributed CSCW is how to incorporate this awareness in a digital cooperative setting. One of the challenges in this area is the limited possibilities for gathering and presenting audio or visual clues in a sensible way in a digital environment (Divitini, 2012).
In the CSCW context, awareness is often associated with different types of workspaces (Heath, Svensson, Hindmarsh, Luff, & vom Lehn, 2002). These workspaces, often exemplified with physical rooms or collaborative settings, are used as a guide when developing media spaces that facilitates awareness.
References
Endsley, M. R. (1995). Toward a Theory of Situation Awareness in Dynamic Systems. Human Factors , 32-64.
Divitini, M. (2012, September 9). Awareness. Trondheim, Sør-Trøndelag, Norway.
Harpe |

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| Synchronous and asynchronous Communication |
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Synchronous communication occurs in real-time, and engage users to communicate instantly (Ashley, 2003). When it comes to CSCW, synchronous communication can happen when participants are in the same geographical place or at different places as long as the users collaborate at the same time (Baecker, 1995).
Asynchronous communication on the other hand, does not require that participants are communicating at the same time. When doing CSCW, users can also be at the same place or at different places. Asynchronous collaboration tools support communication and collaboration when group participants collaborate at different time, and they are also typically geographically dispersed (Baecker, 1995).
Related to CSCW, synchronous communication tools can be digital whiteboards or projectors when group members are at the same place, and videoconferencing or instant messaging when members are geographically dispersed (Wikipedia, 2012).
Asynchronous tools can be large displays when group members are at the same place, while email or blogs are examples of tools when users are not at the same place.
References:
Ashley, J. (2003, December 1). Synchronous and Asynchronous Communication Tools. Retrieved November 4, 2012, from ASAE: The center for association leadership: http://www.asaecenter.org/Resources/articledetail.cfm?itemnumber=13572
Baecker, R. (1995). Readings in human-computer interaction: toward the year 2000. N/A: Morgan Kaufmann Publishers.
Wikipedia. (2012, October 2012). Computer-supported cooperative work. Retrieved Novemner 2012, 2012, from Wikipedia: http://en.wikipedia.org/wiki/Computer-supported_cooperative_work |

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| Avatar |
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Character digital representations of users inside a collaborative virtual environment (CVE) are normally called avatars, and in most cases these are human or human-like figures. In CVE, the importance of making the avatars human or human-like is severe to avoid confusion of the collaborative environment from a game. The possibility to express oneself emotionally
through an avatar is also an aspect that should be taken into consideration. According to Picard, experiencing other peoples’ emotions influences decisions and therefore this is important in problem solving and cognition [1]. In addition, emotions can bring motivation and encouragement to others, and are therefore important in learning and collaborative environments. Lastly, emotionally expressive avatars, such as human-like avatars, have the ability to bring out a feeling of empathy from the user, making it possible to get a more accurate understanding of the other avatars, facilitating distributed collaboration as it becomes more like it is in real-life. Casanueva and Blake [2] investigated the correlation between avatars and co-presence in collaborative virtual environments. By using a questionnaire they measured the effects that avatars have on co-presence. They define co-presence as “the feeling that other participants in the virtual environment actually exist and are really present in the environment, and the feeling that one is interacting with real people”. They found out that the more realistic the avatars are the more co-presence was created, supporting the use of human-like avatars. In addition, when having gestures and facial expressions, the co-presence was even higher. This shows that avatars, specifically human-like avatars, can have a positive effect on online collaboration by enhancing co-presence, which makes cooperation easier.
Due to recent technology advancements, CVEs where users can interact and collaborate via avatars in 3D worlds have become more and more common in home and professional usage the latter years. Customiza |

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| Socio-Technical |
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The term socio-technical describes the fit “between the technical subsystem and the social subsystem which together make up an organization” (Eric Trist and Hugh Murray, 2005).
It was introduced by researchers at the Tavistock Institute in London already in the 1950s, which had a need to describe this relation. Sociotechnical theory is therefore concerned around joint optimization, with a shared emphasis on achievement of both excellence in technical performance and quality in people's work lives.
The technical subsystem includes any technical tool or aspect changing inputs into products that contributes to empowering the economic performance of the organization. The social subsystem involves all workers, including their knowledge, skills and the values they bring with them into the work situation.
The socio-technical approach thus designs a process that would join the subsystems optimally. To have maximum performance, an organization needs to recognize the interdependency between these two subsystems. The conflicting ideas to this approach are the focus on either humanistic or managerial principles. (Land, 200) The former focuses on job satisfaction related to the socio-technical approach, which will result in better productivity and value added to the organization. The latter states that a socio-technical approach is merely to obtain economical goals.
A socio-technical approach is highly relevant when using CSCW, as it combines the computer- and technical side with cooperation which can be handled humanistic. CSCW projects are only successful if they yield this “socio-technical” approach (Kunau, 2006). With computer based collaborative tools the social factor will always come into play, and should therefore always be considered. Examples are work patterns, presence, coordination and such.(Divitini, 2012) It is therefore important to emphasize the socio-technical aspect when working with CSCW, so that the tools can be tailored to the people using it.
Refrences:
Eric Trist and Hugh Murray, A. C. |

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| Ambiguity |
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Ambiguity can be defined as the following: “Ambiguity of information, in words, pictures, or other media, is the ability to express more than one interpretation. It is generally contrasted with vagueness, in that specific and distinct interpretations are permitted (although some may not be immediately apparent), whereas with information that is vague, it is difficult to form any interpretation at the desired level of specificity.” Ambiguity is in other words a way of exploiting the value of different interpretations and perceptions.
The relevance of the term ambiguity in the concept of cooperation technology is stated by Stacey and Eckert. “[...]the idea that ambiguous communication facilitates cooperative designing is now widely accepted and regarded as a consensus view, at least among architects and sociologically-oriented researchers in the field of computer supported cooperative work.” (Eckert & Stacey, 2003) The ability to support communication in collaborative work from different perspectives is a central part in this field, and this is where ambiguity finds its role.
In cooperation technology, impressions and input, in all its forms, will come from different cultures, locations, senses and dimensions. It is crucial to express the ambiguity of these in a reasonable and righteous way. Exploiting the value of ambiguity will contribute to the most efficient use of the data and interpretations provided, regarding computer supported collaborative work.
References:
Wikipedia. (2012, October 14th). Ambiguity. Retrieved November 5th, 2012, from Wikipedia: http://en.wikipedia.org/wiki/Ambiguity
Eckert, C. & Stacey M. Against Ambiguity. Computer Supported Cooperative Work 12: 153–183, 2003. |

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| Tailorability |
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Dictionary.com defines tailorability as "capable of being adapted to a given purpose or function". Tailorability of a system makes it possible to customize it. In CSCW, tailorability is something that is encountered a lot as cooperative work is so dynamic and diverse that customization is necessary (Stiemerling, 1999). The reason why tailorability is advantageous is that when using a system for cooperative work you can adapt the system to the groups’ preferences by making changes to the features so that they fit well with the groups’ needs. This facilitates cooperation. There are different kinds of tailorability of a system, ranging from users performing basic customizations and programmers creating advanced customizations. Component-based tailorability is common in CSCW. An example of component-based tailorability with a CSCW application are tailored distributed coordination tools such as shared To do lists. This needs to be tailorable for example after what types of groups use it, whether they have hierarchical or flat structures. Distributed Component-Based Tailorability for CSCW Applications includes more about the technical aspects of component-based tailorability in this example (Stiemerling, 1999).Other interesting research about tailorability within CSCW are Stiemerling´s (2000) dissertation about component-based tailorability and Teege (2000) article about user tailorability. References: Stiemerling, O. (1999) “Distributed component-based tailorability for CSCW applications”, in Hinken, R. and Cremers, A.B. (eds) Autonomous Decentralized Systems, Integration of Heterogeneous Systems. Proceedings, IEEE Conference Publications, pp.345 – 352. Stiemerling, O. (2000) Component-Based Tailorability (2000), Dr. rer. Nat, University of Bonn Teege, G. (2000). “Users as Composers: Parts and Features as a Basis for Tailorability in CSCW Systems”, Computer supported cooperative work (CSCW), 9 (1), pp.101-122. |

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| Virtual team |
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Powell, Picolli & Ives (2004) defines virtual teams to be: “groups of geographically, organizationally and/or time dispersed workers brought together by information and telecommunication technologies to accomplish one or more organizational tasks”.
Members of virtual teams communicate electronically and may never meet face-to-face. There is almost an unlimited range of tools a virtual team can utilize. For example Google Docs can be used for text editing, while Second Life, a tool where all members create an avatar, can be used to create a more real-life environment for discussions, meetings etc.
Due to improvements in communication technology virtual teams are becoming more and more popular in organizations (Ebrahim, Ahmed, & Taha, 2009). One reason for this is that virtual teams allow companies to put together the best team without taking geography etc. into consideration (Wikipedia, 2012). Having an understanding of what a virtual team is, and its advantages and disadvantages are therefore important when working with CWCS.
Ebrahim, Ahmed & Taha (2009) argues that some of the advantages and disadvantages of virtual teams are:
Advantages:
- High flexibility when configuring the team.
- Effective when making decisions
- Facilitates knowledge capturing, and eases knowledge sharing.
- Enables cross department and cross skilled workers to collaborate.
Disadvantages:
- May require complex and hard-to-use technological tools
- Communication can break down, and often weaker trust between participants.
- Often cultural and functionality diversity that can be challenging to sort out when not having face-to-face time.
There are several different types of virtual teams (Duarte and Snyder, 2006). Because of this the tools that can be used are also vastly different and should therefore support different functions depending on the team.
References:
Wikipedia. (2012, June 21). Virtual team. Retrieved Novemner 4, 2012, from Wikipedia: http://en.wikipedia.org/wiki/Virtual_team
Ebrahim, N. A., Ahmed, S |

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| Tailorability |
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Tailorability in CSCW has to do with how users adapts a technology to their own particular situation. (MacKay, 1991). Tailorability requirements exists because of individual user differences and the fact that tools are used for a variety of collaborative tasks. (Kaplan et. Al, 1991). Software is defined as tailorable if it is possible to adapt it to the user by making changes to it. Usually the tailoring is aimed at improving the user-interface, information structure and functionality of the application (Wang & Haake, 2000).
Mørch (1997b) defines three levels of tailoring in CSCW-applications; customization, integration and extension. Customization involves selecting between pre-defined configuration options and requires a minimum of experience and knowledge to perform. Integration allows selecting and connecting components within or between applications. It might require some knowledge to implement successfully. Extension involves adding program code to the application and requires quite extensive knowledge and experience. Tailoring might in addition to these three involve collaborative tailoring, where the different users work together on modifying the application. (Teege, 1999). Given that users in groups are highly different, a tailorable technology/software will enable more users to use it, and be more efficient.
One example of tailorability in CSCW-applications is Tviews, short for tailorable views. It is a customization tool focusing on the user-interface. It enables the user to drag and drop representations of application objects on the screen, aligning them in the way he or she finds most convenient. (Wasserschaft, 1997).
References:
MacKay, W.E. (1991). "Patterns of sharing customizable software". Proceedings of the 1990 ACM conference on Computer-supported cooperative work. ACM Press New York, NY, USA. pp. 209–221.
Gunnar Teege(1991). ”Users as Composers: Parts and Features as a Basis for Tailorability in CSCW Systems.”
Kaplan, S.M., A.M. Carroll and |

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| Mobility |
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The ability to be mobile is an important term when it comes to CSCW. Nowadays, people move around a lot of the time to attend meetings at different locations, get to and from work or to work at different locations. A worker who is used to work at several locations, in different settings and contexts, needs to be able to work efficiently, and therefore mobility is a useful and important aspect to consider when developing or choosing CSCW software. In order to achieve mobility, mobile computing is an important factor of the work setting. Mobile computing makes it possible to work anywhere and at any time, which is a positive effect, but unfortunately mobility may also lead to an unpredictable work space, as the device capabilities or network connections may be poor or insufficient at some times. Being able to work mobile might make it easier to finish work or answer work e-mail on the way to and from work, from home or on holiday. An example of a mobile workspace is this very app, which can be updated at any time and from anywhere where there is an internet connection. This makes it easier to use all the features of the app such as taking a picture or adding a voice which suits the entry. Literature: Farshchian, B. A. & Divitini, M. (2010)) "Collaboration Support for Mobile Users in Ubiquitous Environments". In Handbook of Ambient Intelligence and Smart Environments (AISE), (Eds, Hideyuki Nakashima, Juan Augusto & Hamid Aghajan): Springer. |

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| Groupware |
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Groupware, also known as collaborative software, are programs that are designed for people who are working together to achieve different goals and is an important element in CSCW [1,2]. There are often referred to two types of groupware, synchronous groupware and asynchronous groupware. Synchronous groupware is software that allows real-time collaboration, whereas asynchronous groupware doesn't allow this feature. Within synchronous software it is possible to differentiate between support for face-to-face, where the collaboration takes place in the same place and at the same time, and distributed synchronization, where the collaborators are at different places but present at the same time. The same differentiation is present in asynchronous groupware where it is possible to collaborate at the same place, but at different times, and the other possibility where both time and place is different leading to an asynchronous distributed collaboration environment [3]. Some examples of groupware are Microsoft NetMeeting, Microsoft Exchange and Lotus Notes.
[1] http://searchdomino.techtarget.com/definition/groupware
[2] http://en.wikipedia.org/wiki/Collaborative_software
[3] Ellis et al. [91] |

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| web conferencing |
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Web conferencing make it possible to arrange and attend a conference, even though the partivipants is not at the same geographical place.
Web conferencing means that the communication is sendt through the web. This can be telephone conferencing, only using sound or video conferencing where you also use cameras to make the communication more complete. There can also be two ore more participants.
There is several advantages using this kind of conferencing. First, it makes it easier to work together in geographical diverse teams, because you can have meatings as often as required for your team to be efficient and effective without using time and money on traveling. You can also put together a team with the skills that you need without thinking about them beeing to far away. And second, it makes employees more flexible, which means that more tome can be used to work rather than traveling.
Web conferencing, specially video conferencing is more and more popular, and is getting more and more advanced. Now you can buy whole video conferencing rooms, tailor made for the best, and most real face-to-face feeling.
http://www.oslokongressenter. no/motelokaler/teknikk/videokonferanse/ |

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| Webinar |
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Webinar is made out of the words Web and seminar. It is a way to have presentatoins for pepole on geographical diverse places. You van see what happens at the computer of the one holding the presentation, while you hear his/her voice explaining.
To attend a webinar you need a computer and a phone. However, you do not se the presenter or the other participants, and they can not see you, meaning that you can wear whatever. In most cases you have to register in advance, and then sign in to a given url just before the seminar is about to start.
The different webinar softwares offer different features. Some of the more common is that you can ask questions (e.g. via IM) to the presenter, and that the presenter can send out poll for the participants to answer. then the rest of the participants can see the results. Some also have an option for VoIP. Then you can use this instead of you phone to listen to the presentation.
The avantages is the same as for web conferencing: First, it makes it easier to work together in geographical diverse teams, because you can have meatings as often as required for your team to be efficient and effective without using time and money on traveling. You can also put together a team with the skills that you need without thinking about them beeing to far away. And second, it makes employees more flexible, which means that more tome can be used to work rather than traveling.
http://www.e-conomic.no/regnskapsprogram/ordliste/webinar http://www.cfids.org/webinar/what-is-a-webinar.asp |

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| War rooms |
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A war room is a room that can be used for conferences and planning. Groups in war rooms exchange ideas and information in an active way by posting notes (such as to-do lists) on walls, using special equipment in the room, like charts, and having all the work available for everyone to see. This strengthens collaboration.
Using a war room could double productivity. Since the work that is posted on walls is visible to everyone in the war room, coordination of work and people becomes easier, and there is constant awareness of the group's progress and of what everyone is doing. That way, if one group member is having problems, the others can help them out right away, or if two group members start discussing something, the others can join in to have a spontaneous group meeting.
Radical collocation, which is to do all your work within your group in one room, is an effect of using war rooms, and makes communication between group members easier since they're all in the same place. This, and the added awareness, reduces the amount of time spent on "catch-up meetings" - meetings that are held to inform every group member of the latest news.
Spending time together in a confined space can also help with team building. |

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| INTERACTIVE WHITEBOARD |
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"An interactive whiteboard (IWB), is a large interactive display that connects to a computer and projector. A projector projects the computer's desktop onto the board's surface where users control the computer using a pen, finger, stylus, or other device. The board is typically mounted to a wall or floor stand." - Wikipedia
They are used in a variety of settings, including classrooms at all levels of education, in corporate board rooms and work groups, in training rooms for professional sports coaching, in broadcasting studios and others.
An interactive whiteboard (IWB) device is connected to a computer via USB or a serial port cable, or else wirelessly via Bluetooth or a 2.4 GHz wireless.
A device driver is usually installed on the computer.
When you connect your interactive whiteboard to a computer, the computer runs an application, and then sends the image to your projector. Your projector casts the image onto your interactive whiteboard. Your interactive whiteboard acts as your computer’s monitor and its input devices enable you to control any application by touching the interactive surface.
It enables you to do everything that you can do at your computer : open and close applications, scroll through files, hold meetings with others, create new documents or edit existing ones, visit websites, play video clips and more—by touching the interactive surface with your finger or the included pen.
The user then calibrates the whiteboard image using a pointer as necessary. After this, the pointer or other device may be used to activate programs, buttons and menus from the whiteboard itself, just as one would ordinarily do with a mouse. If text input is required, user can invoke an on-screen keyboard or, if the whiteboard provides for this, utilize handwriting recognition. This makes it unnecessary to go to the computer keyboard to enter text.
Thus, an IWB emulates both mouse and keyboard. The user can conduct a presentation or a class almost exclusively from the whiteboard.
You can capture and save everyt |

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| Revision control systems |
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Revision control systems (AKA version control systems) are tools for the management of changes to documents, computer programs, web sites, and other collections of digital informations. This tools allows groups of people work together on the same documents because they keep track of the changings creating different versions, managing conflicts and helping workers in other advanced ways. Two famous VCS are Git and Subversion[1]. They both help software developers to maintain the progression of the coding, easily divide the work among people and working from different locations. Those tools provides also a secure backup as the data are usually stored in a central server accessed by multiple clients. Thus, the developers can focus on the coding without worry about data loss or corruption.
Those systems could work in different ways. Basically, the files are stored in a shared repository. The simplest method of preventing concurrent access problems involves locking files so that only one developer at a time has write access to the central repository copies of those files.
Another option could be the version merging. Most version control systems allow multiple developers to edit the same file at the same time. Merging two files can be a very delicate operation, and usually possible only if the data structure is simple, as in text files.
The emerging trend of these years about VCS, concerns the Distributed VCS as for example Git. Those tools takes a peer-to-peer approach to version control, as opposed to the client-server approach of centralized systems and they allows faster operations.
[1] Nayan B. Ruparelia. 2010. The history of version control. SIGSOFT Softw. Eng. Notes 35, 1 (January 2010), 5-9. DOI=10.1145/1668862.1668876 http://doi.acm.org/10.1145/1668862.1668876 |

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| Groupware |
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Groupware goes hand in hand with
CSCW. The term refers to software that is designed to support activities of a group or organization over a network and includes email, conferencing
tools, group calendars, workflow management tools, etc.[1]
While groupware enables geographically dispersed teams to achieve organizational goals and engage in cooperative work, there are also many
challenges that accompany use of such systems. For instance, groupware often requires users to learn a new system, which users may perceive as
creating more work for them without much benefit. If team members are not
willing to learn and adopt groupware, it is difficult (if not impossible) for the organization to develop the requisite critical mass for the groupware to be useful. Further, research has found that groupware requires careful implementation into a group setting, and product developers have not as yet been able to find the most optimal way to do
introduce such systems into organizational environments.[1]
On the technical side, networking issues with groupware often create challenges in using groupware for CSCW. While access to the Internet is becoming increasingly ubiquitous, geographically dispersed users still face challenges of differing network conditions. For instance, web conferencing can be quite challenging if some members have a very slow connection and others are able to utilize high speed connections.[1]
[1] Olson, J.M.; Olson, J.S. (2008). "The human computer interaction handbook:
Fundamentals, evolving technologies, and emerging applications". Group
Cooperative Work (New York: Lawrence Erlbaum Associates) |

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| Bakklandet |
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Bakklandet is a cozy old neighborhood in Trondheim where students, tourists and locals stroll through to watch the beautiful wooden houses lined up along the river, Nidelven, or enjoy a cup of coffee in many of the cafes and restaurants there. It's in close proximity to Solsiden and a five minute walk from the city center.
In the weekdays people pass through to get to where they need to be, and in the weekends the streets are buzzing with people enjoying their free time.
This is the perfect place to go for a cup of coffee at Choco Boco or stop for a beer on your way home at Den Gode Nabo (The Good Neighbor), with possibilities for enjoying the beer right down on the river during the summer. Or you can stop for dinner at the more expensive restaurants, enjoying sushi at Bryggen Asian Cooking or tapas at Sabor Tapas and Grill. Bakklandet also has 7-eleven and Mix, in addition to hairdressers and small galleries. Another local tip perfect for students is the pub called Antikvariatet, which has live music and both indoor and outdoor seating. Here students come to enjoy a beer or two during the evenings, both weekdays and weekends. For a lazy Sunday the charming café enjoyed by many locals called Annas Kafé is perfect- encouraging their customers to come there and work on their creative work. They say you can use their walls as your workplace. Definitely something to try out.
Whether you are looking for a good cup of coffee, a lovely dinner or an evening beer, Bakklandet has it, all with a charming and historical atmosphere. |

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| cull |
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Cost of badger cull may force U-turn Badger populations in Gloucestershire and Somerset far higher than initial estimates, meaning cull may prove too expensive
Badgers in the UK will soon be retreating to their setts as winter approaches. Photograph: Christopher Mills/Alamy
Damian Carrington guardian.co.uk, Thu 18 Oct 2012 15.43 BST
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© 2012 Guardian News and Media Limited or its affiliated companies. All rights reserved.
Ministers are facing the prospect of having to abandon the controversial cull of badgers in England, for this year at least, due to fast-rising costs, the Guardian has learned.
The cull, aimed at curbing the rising infections of tuberculosis (TB) in cattle, is running out of time to begin before winter weather means the badgers lie low in their setts. The environment secretary, Owen Paterson, and farming minister David Heath cancelled a series of interviews on Thursday, but department officials said there was no U-turn: "There is no change to the badger cull policy. We want the cull to happen as soon as possible."
The Guardian can reveal that the estimated number of badgers in the pilot cull areas in Gloucestershire and Somerset have turned out to be far higher than the figures used to estimate the initial cost. Farmers must commit to killing at least 70% of the badgers in the cull zone, or fleeing badgerswill spread TB further. But the Guardiancan also reveal that each culled badger carries a bounty on its head, which means that having to kill more badgers means costs must rise.
In a parliamentary answer on Wednesday, Heath told shadow environment secretary, Mary |

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| passive-aggressive |
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see link and photo which is from
http://www.bbc.co.uk/news/magazine-19760006
text
GA Z INE
18 October 2012 Last updated at 10:41
The rise of passive-aggressive wi-fi names
Some wireless internet users have been setting their network names to send snide messages to their neighbours. Why?
Predominantly, it's about noise. And sex. Well, noisy sex. That, and "stealing" broadband.
Wireless internet users are typically asked to assign names to their networks when installing new routers. These names can be seen by anybody within range who searches for networks.
Many stick to mundane options like "Home" or "Wireless01". The more adventurous may even use their surname or address.
But this is an era of bite-sized self-expression. It's possible to see names like "Drop it like it's hotspot", "Terror network", and "Virus Detected Shutting Down". Or witticisms like "Pretty fly for a Wi-Fi" and "Wi Believe I Can Fi".
Users of social network Reddit have gathered together examples that are less about the humour and more about sending a message to a neighbour.
Anybody who has house- or flat-shared has dealt with Post-it notes left on fridges. "Please throw away the box after eating my food" or "The dishwasher is the white thing with buttons" are typical.
People are apparently doing the same with network names.
"Stop Stealing My Paper!" begins one exchange, to which the reply taunts: "FYI, I Don't Read It I Just Throw It Away!"
"You're music is annoying!" is followed by "Your grammar is more annoying!"
"Meat is Murder" alongside "Meat is delicious!!!" is another antagonistic exchange uploaded to image-hosting site Flickr.
Pet misbehaviour is addressed, with examples like "Shut The Barking Dog Up No 7". Another expletive-laden name demands neighbours stop letting the cat use their lawn as a toilet.
Noisy neighbours seem to be the principal source of complaint. Examples provided by OpenSignalMaps, a company maintaining a wide database of wi-fi network names, include:
"Stop slamming the door!!!" "Stop wearing heel |

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