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1.
The use of online collaboration tools for virtual teamwork has been studied extensively, but mainly at the individual-level. We decided to examine the effect of macro-level factors (i.e., team attributes) and applied hierarchical linear modeling analysis to a sample of data collected from 96 individuals nested in 34 virtual teams. Our results suggested that the development of behavioral e-collaboration intentions by individual virtual team members was affected by their perceptions about the system, as described by individual-level IT use theories, and macro-level factors pertaining to the team. The collaboration technology was perceived to be less useful when employed to communicate with social loafers; and collective social loafing negatively influenced the teams’ potency assessments. After controlling for individual-level perceptions of system usefulness, team potency augmented team members’ intentions to use the online collaboration technology with similar teams. It also improved team performance.  相似文献   

2.
Based on McGrath and Hollingshead's adaptation of media richness theory and a model of team performance, a laboratory study was designed to compare the effects of three communication modalities of increasing richness on a complex psychomotor/intellective task (i.e., audio only, shared workspace, face-to-face). When teams worked face-to-face, they reported teamwork behaviors to a greater extent than when they worked via audio, and team members perceived their performance to be greater when face-to-face than when using audio alone. The use of a shared workspace enhanced some aspects of perceived team processes, such that distributed teams reported teamwork behaviors to a greater extent than when using audio alone. Teams also committed fewer errors when using a shared workspace than when using audio alone. Practical implications and limitations are discussed.  相似文献   

3.
A key challenge faced by organizations is to provide project teams with workspaces, information, and collaboration technologies that fosters creativity and high-performance team productivity. This requires understanding the relation between and impacts of (1) workspace, (2) activity and content that is created, and (3) social, behavioral, and cognitive aspects of work. This paper describes an exploratory study of everyday activities in the context of knowledge work in a shared workspace used by a high-tech global design team that explores future products. The study formalizes key elements for productive knowledge work as a function of tasks, context, and team. It identifies enablers, hindrances, and requirements for physical, virtual, and social work environments. The study identified, through semi-structured interviews, surveys, and on-site shadowing, a key workspace component that facilitates dynamic participation of all team members. This workspace component is a wall used as a large, public, physical display surface for project content (the WALL). The WALL acts as a mediator for individual reflection-in-action and team reflection-in-interaction. It serves as “social glue” both between individuals and between geographically distributed subgroups.  相似文献   

4.
Remote collaboration has become increasingly important and common in designers’ working routine. It is critical for geographically distributed designers to accurately perceive and comprehend other remote team members’ intentions and activities with a high level of awareness and presence as if they were working in the same room. More specifically, distributed cognition places emphasis on the social aspects of cognition and asserts that knowledge is distributed by placing memories, facts, or knowledge on objects, individuals, and tools in the environment they work. This paper proposes a new computer-mediated remote collaborative design system, TeleAR, to enhance the distributed cognition among remote designers by integrating Augmented Reality and telepresence technologies. This system can afford a high level externalization of shared resources, which includes gestures, design tools, design elements, and design materials. This paper further investigates how this system may affect designers’ communication and collaboration with focus on distributed cognition and mutual awareness. It also explores the critical communication-related issue addressed in the proposed system, including common ground and social capitals, perspective invariance, trust and spatial faithfulness.  相似文献   

5.
Three studies of collaborative activity were conducted as part of research in developing multimedia technology to support collaboration. One study surveyed users' opinions of their use of video conference rooms. Users indicated that the availability of the video conference rooms was too limited, audio quality needed improvement, and a shared drawing space was needed. A second study analyzed videotapes of a work group when meeting face-to-face, video conferencing, and phone conferencing. The analyses found that the noticeable audio delay in video conferencing made it difficult for the participants to manage turn-taking and coordinate eye glances. In the third study, a distributed team was observed under three conditions: using their existing collaboration tools, adding a desktop conferencing prototype (audio, video, and shared drawing tool), and subtracting the video capability from the prototype. Qualitative and quantitative data were collected by videotaping the team, interviewing the team members individually, and recording their usage of the phone, electronic mail, face-to-face meetings, and desktop conferencing. The team's use of the desktop conferencing prototype dropped significantly when the video capability was removed. Analysis of the videotape data showed how the video channel was used to help mediate their interaction and convey visual information. Desktop conferencing apparently reduced e-mail usage and was perceived to reduce the number of shorter, two-person, face-to-face meetings.  相似文献   

6.
We conducted an empirical study to investigate the use of personal and shared displays during group work. The collaborative environments under study consisted of personal workspaces, in the form of laptops, and a shared virtual workspace displayed on a nearby wall. Our study compared the use of the large shared display under two different interface content conditions; a status display that provided an overview of the group’s current task performance, and a replicated view of the shared workspace that allowed task work to occur on the shared display. The study results suggest that while participants used their personal displays primarily to perform the task, the shared display facilitated several key teamwork mechanisms. In particular, the provided status display best facilitated monitoring of group progress, whereas the replicated content display best facilitated conversational grounding. Regardless of the shared display content, having a shared, physical reference point also appeared to support synchronization of the group activity via body language and gaze.  相似文献   

7.
People wish to maintain a level of awareness of timely information, including presence of others in the workplace and other social settings. We believe this provides better exchange, coordination and contact within a community, especially as people work in asynchronous times and distributed locations. The challenge is to develop lightweight techniques for awareness, interaction and communication using shared information appliances. In this paper, we describe the design of an exploratory responsive display projected within a shared workspace at the MIT Media Lab. The system uses visual sensing to provide relevant information and constructs traces of people’s activity over time. Such aware portals may be deployed in casual workplace domains, distributed workgroups, and everyday public spaces.  相似文献   

8.
Virtual teams consist of geographically distributed employees working with a common goal using mostly technology for communication and collaboration. Virtual teams face a number of challenges, discussed in the literature in terms of communication through technology, difficulty in building trust, conveying social cues, and creating awareness, as well as cultural differences. These challenges impact collaboration, but also learning and innovation. This research focuses on how a social medium, the 3D virtual environment, is perceived to enable learning and innovation in virtual teams. We study this through a qualitative study based on interviews of distributed work managers’ perception of VEs. The major findings are that VEs are perceived to create collaborative learning atmospheres for virtual teams in terms of enabling engagement, a shared context awareness, and support in social network building. Another finding is that VEs are perceived to enable team learning, knowledge development, and collaboration through persistence of content, information sharing, learning through role-plays and simulations, and visualization. Furthermore, VEs enable the development of co-created content as well as new ways of working in virtual teams.  相似文献   

9.
Group awareness is the critical content of collaboration in a networked collaborative design team, and it is a meaningful way to study teamwork efficiency. However, existing methods that describe awareness information are not comprehensive. They all set an ideal collaborative environment of the single role and single activity, ignoring the bidirectional and overlapping of the collaboration process. To meet this gap, a novel group awareness method for the networked collaboration design team is proposed in this paper from the actual collaborative process. Firstly, the awareness information granularity in the joint work of the networked collaborative design team is described in detail, and the group awareness model is established. Then, the intra- and inter-team collaboration of networked collaborative design team is quantified, and correspondingly, combined with the degree of cooperation between members, a method for solving the group awareness ability of intra- and inter-team association by adopting awareness calculation is presented. Last, to illustrate the feasibility of the suggested approach, a vehicle interior collaborative design task is taken as an example. This study can provide practical guidance for a related design service platform to optimize team collaboration efficiency and select team members objectively and fairly.  相似文献   

10.
Being a member of both local and global teams requires constant distribution and re-distribution of attention, engagement, and intensive communication over synchronous and asynchronous channels with remote and local partners. We explore in this paper the increasing number of social worlds such participants distribute their attention to, how this affects their level of engagement and attention, and how the workspace, collaboration technologies, and interaction modes afford and constrain the communicative events. The use of information and collaboration technologies (ICT) shapes and reshapes work spaces, processes, and social interactions among team members, and team members reshape ICT and the way it is used. We use as a testbed the AEC Global Teamwork course established at Stanford in 1993 in collaboration with universities worldwide and provide examples from two sites—Stanford PBL Lab, California USA and Chalmers University, Goteborg Sweden. We used temporal analysis and qualitative methods of inquiry in order to study participants’ attention, how they used the site and the means, i.e., their social and material resources, to accomplish their interaction needs, and how they engaged throughout project reviews.  相似文献   

11.
This paper illustrates the experience gained within an online course, where a collaborative technique, namely Role Play, was used within an asynchronous text-based environment to trigger collaboration and interactions among students. In a pilot study, the technique was analyzed using an evaluation model and two different means: on the one hand, the content analysis carried out by the researchers of the messages exchanged by the students during the Role Play; on the other, a questionnaire aimed at investigating students’ impressions concerning the technique itself. The aim of the study is twofold: to understand the impact of the proposed roles on the online learning process, and to investigate whether roles facilitated members’ awareness of the overall process itself.  相似文献   

12.
An evaluation method of team situation awareness based on mutual belief   总被引:1,自引:0,他引:1  
Large and complex artifacts are usually operated by a team for its safety and efficiency, and breakdowns of team cooperation sometimes cause accidents. Studies of team cooperation therefore have been drawn attention from human factors and ergonomics researchers. Team situation awareness (TSA) has been regarded as one of the important topics in such team cooperation studies. Definitions of TSA in such studies are, however, mainly based on the perspective of observers. Some studies have pointed out that it is necessary to define TSA from the perspective of “belief” that team members possess in other members’ SA in order to capture the dynamics of team cooperation. In this study, evaluation indexes of TSA from both perspectives were proposed and they were compared with team performance. The results suggest that it is necessary to evaluate team SA not only from the perspective of observers but also from the perspective of beliefs.  相似文献   

13.
For construction projects involving transient ‘virtual organisations’ composed of non-collocated team-members, the adoption of concurrent engineering principles is seen as vital. An important aspect of concurrent engineering in construction is the need for an effective communications infrastructure between team members. Traditionally, such communication has been handled through person-to-person meetings, however the complexity of construction projects has grown and, as a result, reliance on new information and communications technologies is becoming increasingly necessary. Hence, within a concurrent engineering setting, there is the need for an integrated information and collaboration environment that will create a persistent space to support interaction between project personnel throughout all phases of construction projects. This joint initiative between the Massachusetts Institute of Technology (MIT), Loughborough University, British Telecommunications plc. (BT) and Kajima Corporation explores computer-supported mechanisms for enhancing distributed engineering collaboration. The goal of this paper is to develop a set of requirements, a system architecture and a system prototype to facilitate computer-supported collaboration among distributed teams. The prototype consists of a comprehensive working collaborative system built from the integration of complementary standalone applications. These applications are the CAIRO system, developed at the Massachusetts Institute of Technology and the Telepresence system developed by Loughborough University and BT.  相似文献   

14.
This paper describes a shared workspace system known as the LookingGlass. The system allows pairs of geographically distributed designers to work together in real-time via a computer-based shared drawing surface, a video link and an audio link. The system integrates many of the features found in previous shared drawing surface systems and additionally provides eye-to-eye contact between the users; awareness of onea's partner's direction of gaze in relation to oneself and the worksurface; and the ability to communicate using gestures in relation to the worksurface.These features are achieved in the LookingGlass system using a technique referred to as video-overlay which combines a full screen video image of a remote partner with a full screen shared drawing surface. Various configurations of video-overlay have been explored and the results of these studies are presented. The results of trials into the suitability of the LookingGlass for various types of design work are also presented and described.  相似文献   

15.
Today, work collaboration is normal practice in developing modern products. Engineering collaborative work involves a number of team members that need to share and exchange design ideas while working with engineering analysis tools such as mechanical computer aided engineering systems. This work presents the M-Sync prototype system that uses an active database approach to enable exchange of engineering information among distributed team members in a timely manner. The distributed data is fully accessible by the local member and is automatically synchronised between different places using a database management system that support event-condition-action (ECA) database rules. Only updates introduced at one location are distributed to other locations, thereby minimizing information transfer and enhancing performance. Members working at different locations can therefore work in a peer-to-peer (P2P) manner and interactively manipulate the same set of information at the same time.  相似文献   

16.
ContextCommunication, collaboration and coordination are key enablers of software development and even more so in agile methods. The physical environment of the workspace plays a significant role in effective communication, collaboration, and coordination among people while developing software.ObjectiveIn this paper, we have studied and further evaluated empirically the effect of different constituents of physical environment on communication, coordination, and collaboration, respectively. The study aims to provide a guideline for prospective agile software developers.MethodA survey was conducted among software developers at a software development organization. To collect data, a survey was carried out along with observations, and interviews.ResultsIt has been found that half cubicles are ‘very effective’ for the frequency of communication. Further, half cubicles were discovered ‘effective’ but not ‘very effective’ for the quality/effectiveness of communication. It is found that half-height cubicles and status boards are ‘very effective’ for the coordination among team members according to the survey. Communal/discussion space is found to be ‘effective’ but not ‘very effective’ for coordination among team members. Our analysis also reveals that half-height glass barriers are ‘very effective’ during the individuals problem-solving activities while working together as a team. Infact, such a physically open environment appears to improve communication, coordination, and collaboration.ConclusionAccording to this study, an open working environment with only half-height glass barriers and communal space plays a major role in communication among team members. The presence of status boards significantly help in reducing unnecessary communication by providing the required information to individuals and therefore, in turn reduce distractions a team member may confront in their absence. As communication plays a significant role in improving coordination and collaboration, it is not surprising to find the effect of open working environment and status boards in improving coordination and collaboration. An open working environment increases the awareness among software developers e.g. who is doing what, what is on the agenda, what is taking place, etc. That in turn, improves coordination among them. A communal/discussion space helps in collaboration immensely.  相似文献   

17.
许天兵 《微机发展》2002,12(2):69-71
文中提出一个基于黑板的共享对象协同操纵模型,对其中的关键技术黑板结构、共享对象的分布、并发控制、协作感知进行了详细的讨论。  相似文献   

18.
We examine the issue of distributed collaboration at the Jet Propulsion Laboratory (JPL). With the goals of “faster, better, cheaper” missions, an efficient, seamless collaboration capability is critical to future JPL space exploration missions. We assert that the current capabilities for distributed collaboration internal to JPL, as well as external, are unsatisfactory. This paper provides a vision of greatly enhanced distributed collaboration capabilities in the near future and into the far future. Our vision focuses primarily on distributed collaborative engineering and science.We believe enhanced capabilities are necessary in two collaborative paradigms: the virtual conference and the shared virtual workspace. We describe these collaborative paradigms, and discuss the tools that exist and the additional capability necessary to achieve the collaborative vision with respect to the types of data we typically work with at JPL. We identify the following types of data frequently exchanged in collaborative activities: project planning data, design data, notes/documentation, communication data, analysis/performance data, verification data and scientific data. Our analysis shows that at present there is good GroupWare support for project planning data and notes/documentation data. Support is improving for design data. Other data types have no or sporadic support at best.  相似文献   

19.
This study examined the effect of using a group awareness tool on online collaboration. Furthermore, we examined whether the effect of using a group awareness tool on online collaboration is mediated by group awareness (i.e., students’ awareness of their group members’ levels of participation). To answer these questions, we determined how often and how long 107 secondary education students used the Participation-tool (PT), a group awareness tool designed to visualize group members’ relative contribution to the online collaborative process. Our analyses show that duration of PT use (how long students displayed the tool on their screens) significantly predicted group members’ participation in the online dialogue, their participation when writing collaborative texts, equality of participation within the group, and coordination and regulation of activities in the relational space (i.e., discussing the collaboration process with group members). No effect of using the PT on group performance was found. Mediation analyses showed that the effect of using the PT is only partially mediated by group awareness: an indirect effect of using the PT, via enhanced awareness of participation, on student participation during chat discussions and the collaborative writing process was found.  相似文献   

20.
虚拟团队:一个典型的CSCW应用系统   总被引:1,自引:0,他引:1  
虚拟企业的出现,带来了企业产品开发模式及对应的组织形式的转变。虚拟企业下,产品开发的一种重要组织形式就是虚拟团队。文章先将传统产品开发模式与虚拟企业的产品开发模式进行对照,然后提出了虚拟团队的概念,重点分析了虚拟团队作为一个典型的CSCW应用系统其角色分工和内在的协作机制,最后指出了虚拟团队进行协同工作所需的技术支持。  相似文献   

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