Computer Supported Collaborative Work
J.UCS Special Issue
Wolfram Luther
(INKO, University of Duisburg-Essen, Germany
wolfram.luther@uni-due.de)
Hiroaki Ogata
(Faculty of Arts and Sciences, Kyushu Unversity, Japan
ogata@artsci.kyushu-u.ac.jp)
José A. Pino
(Department of Computer Science, Universidad de Chile, Santiago, Chile
jpino@dcc.uchile.cl)
Computer Supported Collaborative Work is an exciting research
field. The original research themes have been changing in time and new
areas have appeared in recent years. However, research has always been
close to applications. The Collaboration Researchers' International
Workshop (CRIWG) has been held every year since 1995. This conference
is special in various aspects, including the provision of ample time
to present each paper, so that the issues can be discussed in
depth. That feature has attracted authors who want to receive
significant feedback to continue their research work. The 21st version
of CRIWG was held in Yerevan, Armenia, September 22-25,
2015. Following a tradition, the authors of the best papers of the
conference were invited to submit significantly extended, improved
versions of their contributions to be considered for a journal special
issue. For this version of the conference, the accepted papers would
be published in a special issue of J.UCS, as we had done for another
version of the conference in the past. Furthermore, there was a J.UCS
open call so that any author could also submit papers on the "Computer
Supported Collaborative Work" subject. A total of 11 papers -
including invited and submitted after the open call - were rigorously
reviewed by three qualified reviewers each and 8 papers passed this
first round. All selected papers have been revised by their authors
and subject to a new review round, which in some cases meant new
changes by the authors. The final papers are presented in this issue.
The first paper "Crowdsourcing and Co-curation in Virtual Museums: A Practice-driven
Approach" by Daniel Biella, Thomas Pilz, Daniel Sacher, Benjamin Weyers, Wolfram Luther, Nelson Baloian and
Tobias Schreck refers to crowdsourcing and co-curation in virtual
museums. The paper gives an overview of the subject which will be
useful to researchers and practitioners. It also presents interesting
examples which are very illustrative of the issues of crowdsourcing,
co-creation and co-curation in museums. In particular, the paper
includes case studies on restoring lost or damaged artwork by the
sculptor Leopold Fleischhacker, high-quality 3D shapes and Armenian
cross stones. The paper also reports on an evaluation in the field of
usability, user interfaces and the crowd's willingness to undertake
various co-curation subtasks.
The second paper "A Steady-State Evolutionary Algorithm for Building Collaborative
Learning Teams in Educational Environments Considering the
Understanding Levels and Interest Levels of the Students" by Virginia Yannibelli, Marcelo Armentano and Analía Amandi addresses the problem of forming learning groups and proposes a new
algorithm called "steady-state evolutionary algorithm". This algorithm
organizes the students taking a given course into teams in such a way
that the two grouping criteria of the problem are optimized. This
method is evaluated by the simulations in nine different conditions
and compared with the particle swarm optimization algorithm. The
results present the very high-quality sets of teams for each of the
nine data sets.
The third paper entitled "Providing Behavior Awareness in
Collaborative Project Courses" by Esunly Medina, Roc Meseguer, Sergio F. Ochoa, and Humberto Medina
discusses design, computer-supported environment including data
capture, processing and visual feedback provision, as well as the
implementation and evaluation of a behavior awareness mechanism (BAM)
in the context of collaborative learning tasks. The calculation of
five collaborative behavior features considered in BAM is based on
weighted means of metrics of the students' data traces collected from
different sources. The Personal Awareness Component (PAC)
visualizations include two subcomponents to represent the students'
overall and specific collaborative behavior features. A
proof-of-concept evaluation with people enrolled in an undergraduate
software engineering course indicates that BAM is useful and
comprehensible to provide aggregate feedback about the students'
behavior and performance.
The fourth paper entitled "Anchored Discussion: Development of a Tool
for Creativity in Online Collaboration" by Georg J.P. Link, Dominik Siemon, Gert-Jan de Vreede and
Susanne Robra-Bissantz discusses the design and evaluation of a system to
foster creative online collaboration through the support of anchored
discussions. The experiment revealed that anchoring is an adequate
tool to structure an ideation process and has the potential to enhance
performance. Also, the results suggest that anchored discussion leads
to better overall ideas and that groups using anchored discussion are
working in a more structured way.
The fifth paper "Introducing a Collaborative Tool Supporting a
Learning Activity Involving Creativity with Rotation of Group Members"
by Gustavo Zurita, Nelson Baloian, José A. Pino and Mary Boghosian describes a pedagogical
activity to identify requirements that users have in a common bus stop
in Santiago de Chile. The experiment was conducted with 19 students of
a fourth-year 'Technology Information' undergraduate course inside the
classroom and supported by a collaborative application called
Sketchpad which runs on wirelessly interconnected tablet
PCs. Sketchpad realizes principles of collaboration and
externalization using brain sketching, promoting the development and
practice of creativity. Accordingly, the paper discusses the meaning
of the notion 'creativity', explores ways of stimulating it in
learning activities; then the authors evaluate to what extent
Sketchpad fosters creativity and collaboration. The main research
question is about a difference in students' perception when they have
or not to rotate among the various groups. To collect information
about the contribution of Sketchpad to creativity in both scenarios,
the authors use a closed questionnaire based on the Creativity Factor
Evaluation (CSI) with a limited number of open questions to evaluate
the interaction among participants.
The sixth paper "Context-aware and Personalization Method based on
Ubiquitous Learning Analytics" by Kousuke Mouri, Hiroaki Ogata, Noriko Uosaki and
Erdenesaikhan Lkhagvasuren presents a ubiquitous learning system called SCROLL that
could recommend relevant supplementary materials to individual
learners at the right place in the right time based on their locations
and the learning logs of previous learners. An experiment was
conducted to evaluate the students' perceptions of the usefulness of
the proposed system. The study showed that the recommendations are
appropriate in terms of their level, context and preferences for
learners and increase the learning opportunities.
The seventh paper "Exploring Teachers' Perceptions on Modeling Effort Demanded by CSCL
Designs with Explicit Artifact Flow Support" authored by Osmel Bordiés and Yannis Dimitriadis describes
CSCL design process of explicit artifact flow. The research question
is defined as "how do teachers designers perceive the effort required
by modeling CSCL scenarios with explicit definition of artifact flow?"
The empirical study, reported in this paper and grounded on mixed
methods, provides evidence of the effort overload when teachers are
involved in designing CSCL situations in a controlled
environment. Findings also suggest that further research and
development work should be carried out with the objective to adapt and
enhance existing authoring tools in order to reduce the perceived
effort, when artifact flow is defined.
Finally, in their paper "Automatic Synchronization between Local and Remote Video Persons in
Dining Improves Conversation", Yasuhito Noguchi and Tomoo Inoue refer to the subject of improving the
scenario for making people eat meals and share a conversation with
other people who are also eating but presented on a video. This could
be useful for people who have difficulties to enjoy daily family
communication in real time, because of time-zone differences or
life-rhythm differences. The authors study a previous proposal to
synchronize the video message with the viewer by changing its playback
speed in order to improve the communication. In particular, they study
the influence of the synchronization method by a Wizard of Oz (WoZ)
and by a prototype system. The study found that the synchronization
via WoZ increased speech frequency, decreased the duration of
switching pauses, and led to a higher ratio of eating actions
immediately after verbal responses of the user. This showed that a
more active commitment of the user was observed. The prototype system
also achieved comparable results, indicating the feasibility of a
videoconferencing system with such an implementation.
The Computer Supported Collaborative Work field is exciting with its
many challenges and applications. The enclosed papers edited by us
reflect this excitement. We hope you will find this selection as
inspiring as we do, and that it encourages you to get involved in this
field.
Wolfram Luther
Hiroaki Ogata
José A. Pino
October, 2016
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