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Computer-supported Cooperative Work
Computer-supported cooperative work (CSCW) is the study of how people utilize technology collaboratively, often towards a shared goal. CSCW addresses how computer systems can support collaborative activity and coordination. More specifically, the field of CSCW seeks to analyze and draw connections between currently understood human psychological and social behaviors and available collaborative tools, or groupware. Often the goal of CSCW is to help promote and utilize technology in a collaborative way, and help create new tools to succeed in that goal. These parallels allow CSCW research to inform future design patterns or assist in the development of entirely new tools. History The origins of CSCW as a field are intertwined with the rise and subsequent fall of office automation as response to some of the criticisms, particularly the failure to address the impact human psychological and social behaviors can have. Greif and Cashman created the term CSCW to help employees seeking ...
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Crowdsourcing Chain
Crowdsourcing involves a large group of dispersed participants contributing or producing goods or services—including ideas, votes, micro-tasks, and finances—for payment or as volunteers. Contemporary crowdsourcing often involves digital platforms to attract and divide work between participants to achieve a cumulative result. Crowdsourcing is not limited to online activity, however, and there are various historical examples of crowdsourcing. The word crowdsourcing is a portmanteau of "crowd" and " outsourcing". In contrast to outsourcing, crowdsourcing usually involves less specific and more public groups of participants. Advantages of using crowdsourcing include lowered costs, improved speed, improved quality, increased flexibility, and/or increased scalability of the work, as well as promoting diversity. Crowdsourcing methods include competitions, virtual labor markets, open online collaboration and data donation. Some forms of crowdsourcing, such as in "idea competit ...
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Online Presentation On Zoom
In computer technology and telecommunications, online indicates a state of connectivity and offline indicates a disconnected state. In modern terminology, this usually refers to an Internet connection, but (especially when expressed "on line" or "on the line") could refer to any piece of equipment or functional unit that is connected to a larger system. Being online means that the equipment or subsystem is connected, or that it is ready for use. "Online" has come to describe activities performed on and data available on the Internet, for example: "online identity", "online predator", "online gambling", " online game", "online shopping", "online banking", and " online learning". Similar meaning is also given by the prefixes "cyber" and "e", as in the words " cyberspace", "cybercrime", "email", and "ecommerce". In contrast, "offline" can refer to either computing activities performed while disconnected from the Internet, or alternatives to Internet activities (such as shopping in ...
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Mmorpgs
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player online RPGs by the number of players able to interact together, and by the game's persistent world (usually hosted by the game's publisher), which continues to exist and evolve while the player is offline and away from the game. MMORPGs are played throughout the world. Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005, and Western revenues exceeded a billion dollars in 2006. In 2008, the spending on subscription MMORPGs by consumers in North America and Europe grew to $1.4 billion. ''World of Warcraft'', a popular MMORPG, had over 10 million subscr ...
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Computer Supported Collaborative Work
Digital collaboration is using digital technologies for collaboration. Dramatically different from traditional collaboration, it connects a broader network of participants who can accomplish much more than they would on their own. Digital Collaboration is used in many fields for example digital collaboration in classrooms. Examples * Online meetings and webinars * Online team chatrooms * Co-authoring documents and shared spreadsheets * Social media * Shared task lists or issue tracking systems * Wikis * Email Digital Collaboration in Classrooms Background 21st century mobile devices such as apps, social media, bandwidth and open data, connect people on a global level. This has led to an increase in information and at the same time increased levels of stress. As a result, workplace innovators and visionaries want to discover new digital tools and are rethinking how, when and where they work. Processes E-mail A collaborative system through electronic devices which allows users ...
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Human–computer Interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Human–Computer Interaction.'' The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and the ...
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Asynchrony (game Theory)
In game theory, asynchrony occurs when gameplay does not proceed in consistently paced rounds. A system is synchronous if agents in a game move in lockstep according to a global timing system, whereas "in an asynchronous system, there is no global clock. The agents in the system can run at arbitrary rates relative to each other."Halpern, J. Y. (2003)A computer scientist looks at game theory.''Games and Economic Behavior'', 45(1), p. 120 External links *Abraham, I., Alvisi, L., & Halpern, J. Y. (2011)Distributed computing meets game theory: combining insights from two fields.Acm Sigact News, 42(2), 69–76. *Ben-Or, M. (1983)Another Advantage of Free Choice: Completely Asynchronous Agreement Protocols In ''Proc. 2nd ACM Symp. on Principles of Distributed Computing'', pp. 27–30. *Solodkin, L., & Oshman, R. (2021). Truthful Information Dissemination in General Asynchronous Networks. In 35th International Symposium on Distributed Computing (DISC 2021). Schloss Dagstuhl-Leibniz- ...
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Multiplayer Video Game
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system ( couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. ''World of Warcraft'', '' Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. History Non-networked Some of the earliest video games were two-player games, including early sports games (such as 1958's '' Tennis For Two'' and 1972's '' Pong''), ...
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COVID-19 Pandemic
The COVID-19 pandemic, also known as the coronavirus pandemic, is an ongoing global pandemic of coronavirus disease 2019 (COVID-19) caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2). The novel virus was first identified in an outbreak in the Chinese city of Wuhan in December 2019. Attempts to contain it there failed, allowing the virus to spread to other areas of Asia and later worldwide. The World Health Organization (WHO) declared the outbreak a public health emergency of international concern on 30 January 2020, and a pandemic on 11 March 2020. As of , the pandemic had caused more than cases and confirmed deaths, making it one of the deadliest in history. COVID-19 symptoms range from undetectable to deadly, but most commonly include fever, dry cough, and fatigue. Severe illness is more likely in elderly patients and those with certain underlying medical conditions. COVID-19 transmits when people breathe in air contaminated by droplets ...
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Screenshot
screenshot (also known as screen capture or screen grab) is a digital image that shows the contents of a computer display. A screenshot is created by the operating system or software running on the device powering the display. Additionally, screenshots can be captured by an external camera, using photography to capture contents on the screen. Screenshot techniques Digital techniques The first screenshots were created with the first interactive computers around 1960. Through the 1980s, computer operating systems did not universally have built-in functionality for capturing screenshots. Sometimes text-only screens could be dumped to a text file, but the result would only capture the content of the screen, not the appearance, nor were graphics screens preservable this way. Some systems had a BSAVE command that could be used to capture the area of memory where screen data was stored, but this required access to a BASIC prompt. Systems with composite video output could be co ...
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Facebook Interface
Facebook is an online social media and social networking service owned by American company Meta Platforms. Founded in 2004 by Mark Zuckerberg with fellow Harvard College students and roommates Eduardo Saverin, Andrew McCollum, Dustin Moskovitz, and Chris Hughes, its name comes from the face book directories often given to American university students. Membership was initially limited to Harvard students, gradually expanding to other North American universities and, since 2006, anyone over 13 years old. As of July 2022, Facebook claimed 2.93 billion monthly active users, and ranked third worldwide among the most visited websites as of July 2022. It was the most downloaded mobile app of the 2010s. Facebook can be accessed from devices with Internet connectivity, such as personal computers, tablet computer, tablets and smartphones. After registering, users can create a profile revealing information about themselves. They can post text, photos and multimedia which are sha ...
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Ephemerality
Ephemerality (from the Greek word , meaning 'lasting only one day') is the concept of things being transitory, existing only briefly. Academically, the term ephemeral constitutionally describes a diverse assortment of things and experiences, from digital media to types of streams. "There is no single definition of ephemerality". With respect to unique performances, for example, it has been noted that " hemerality is a quality caused by the ebb and flow of the crowd's concentration on the performance and a reflection of the nostalgic character of specific performances". Because different people may value the passage of time differently, ephemerality may be a relative, perceptual concept: "In brief, what is short-lived may not be the object itself, but the attention we afford it".Ronald Beiner, ''Political Philosophy: What It Is and Why It Matters'' (2014), p. 10. Ephemerality and nature Geographical features An ephemeral stream is that which only exists following precipitation ...
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Facebook Real-name Policy Controversy
The Facebook real-name policy controversy is a controversy over social networking site Facebook's real-name system, which requires that a person use their legal name when they register an account and configure their user profile. The controversy stems from claims by some users that they are being penalized by Facebook for using their real names, and have suffered adverse consequences as a result. For example, Facebook's naming policies prohibit names that Facebook judges to have too many words, too many capital letters, or first names that consist of initials. Facebook's monitoring software detects and suspends such accounts. These policies prevent some users from having a Facebook account and profile with their real name. As part of their complaint, those who cannot use their real names point out that millions of Facebook accounts use fake yet plausible-sounding names, and even fake and obviously implausible names, because Facebook's software fails to recognize them. Backgro ...
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