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21#
發(fā)表于 2025-3-25 06:24:21 | 只看該作者
22#
發(fā)表于 2025-3-25 10:33:39 | 只看該作者
23#
發(fā)表于 2025-3-25 13:51:37 | 只看該作者
24#
發(fā)表于 2025-3-25 19:00:43 | 只看該作者
Using Email-Based Network Analysis to Determine Awareness Foci. The final goal is to be able to draw inferences as to who and what a user would be interested in maintaining awareness of, enabling a system to automatically determine awareness foci and adjust itself according to its user.
25#
發(fā)表于 2025-3-25 22:53:42 | 只看該作者
Guidelines and Usability Principles to Design and Test Shared-Knowledge Awareness for a CSCL Interfawareness. Besides, a set of usability principles is identified and linked to every suggested guideline to evaluate its quality (in terms of “easiness to use and learnability”) in an actual interface. Two different experiments are included as real-life examples that are analized within the proposed approach.
26#
發(fā)表于 2025-3-26 03:24:46 | 只看該作者
On Supporting Users’ Reflection During Small Groups Synchronous Collaborationties. It was found that this group awareness mechanism influenced in a significant way the behavior of the groups in which it was used. This study has wider implications to the design of groupware and in particular towards gaining an insight into the effect of group awareness mechanisms on computer-mediated collaborative learning.
27#
發(fā)表于 2025-3-26 04:21:45 | 只看該作者
28#
發(fā)表于 2025-3-26 12:03:16 | 只看該作者
https://doi.org/10.1007/978-3-642-97494-6ual teams.A lab experiment was conducted using 80 student teams by manipulating anonymity and capturing diversity characteristics. Preliminary results are presented which suggest that homogeneous teams generated more ideas; however, diverse teams were more satisfied with their output. Coding of the creativity of the ideas is on going.
29#
發(fā)表于 2025-3-26 14:23:03 | 只看該作者
https://doi.org/10.1007/978-3-642-72102-1 or even researchers/observers), appropriate for their various roles in different activities. In this paper we describe some of the integrated Interaction Analysis (IA) features and we provide information concerning case studies, some of which are in progress.
30#
發(fā)表于 2025-3-26 17:57:50 | 只看該作者
https://doi.org/10.1007/978-3-642-99643-6 studies: the design of a collaborative game and the redesign of a collaborative tool for software engineering requirements negotiation. The benefits and limitations of the method are discussed, as well as some implications for design.
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