2003

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This is a list of 0 events celebrated and 16 publications published in 2003.

Events



Publications

Title Author(s) Keyword(s) Published in Language Abstract R C
Agile planning with a multi-customer, multi-project, multi-discipline team Scotland K. Agile
Interactive TV
Iterations
Planning
Releases
Scrum
Stories
Wiki
XP
Lecture Notes in Computer Science English Most XP literature refers to teams that work on a single project, over a number of months, for a single customer using a narrow range of technical disciplines. This paper describes the agile planning techniques used by a team that works on multiple projects, for multiple customers, using a wide range of multiple disciplines. The techniques described were inspired by the agile practices of XP and Scrum. A small case study of a project shows how the team is able to collaborate with their customers to deliver maximum value under tight conditions. 0 0
Das Wiki-Prinzip: Tanz der Gehirne Erik Möller German 0 0
Experience in developing the UrbanSim system: Tools and processes Freeman-Benson B.
Alan Borning
Ant
CVS
Eclipse
Environmental impacts
Fireman
FIT
Java
JUnit
Land use
MySQL
Taskzilla
Transportation
Urban simulation
UrbanSim
Wiki
Proceedings of the Conference on Object-Oriented Programming Systems, Languages, and Applications, OOPSLA English [No abstract available] 0 0
Hipertexto cooperativo: Uma analise da escrita coletiva a partir dos blogs e da Wikipedia. Primo
Alex Fernando Teixeira
Recuero
Raquel da Cunha
Paper presented at Seminario Internacional da Comunicacao. "Da aldeia global ao ciberespaco: Tecnologias do imaginario como extensao do homem", Porto Alegre Portuguese O artigo tem o objetivo de analisar e discutir as caracteristicas da escrita coletiva, segundo o conceito de hipertexto cooperativo. A partir disso, discute-se como os blogs e a wikipedia (uma enciclopedia digital construida online) viabilizam a concretizacao de uma uma "web viva", ou seja, redigida e interligada pelos proprios internautas. 0 0
Is there a 'wiki' in your future? Laser Focus World English 0 0
Loud and clear: How Internet media can work. Erik Möller Presentation at Open Cultures conference, June 5 - 6, Vienna. 0 0
Open content and value creation. Cedergren
Magnus (2003).
First Monday. 8 (8) August 2003. The paper discusses it as one of the main examples. Despite not mentioning Wikipedia in title or abstract The borderline between production and consumption of media content is not so clear as it used to be. For example on the Internet, many people put a lot of effort into producing personal homepages in the absence of personal compensation. They publish everything from holiday pictures to complete Web directories. Illegal exchange of media material is another important trend that has a negative impact on the media industry. In this paper, I consider open content as an important development track in the media landscape of tomorrow. I define open content as content possible for others to improve and redistribute and/or content that is produced without any consideration of immediate financial reward — often collectively within a virtual community. The open content phenomenon can to some extent be compared to the phenomenon of open source. Production within a virtual community is one possible source of open content. Another possible source is content in the public domain. This could be sound, pictures, movies or texts that have no copyright, in legal terms. Which are the driving forces for the cooperation between players that work with open content? This knowledge could be essential in order to understand the dynamics of business development, technical design and legal aspects in this field. In this paper I focus on these driving forces and the relationships between these players. I have studied three major open content projects. In my analysis, I have used Gordijn’s (2002) value modeling method "e3value", modified for open content value creation and value chains. Open content value chains look much the same as commercial value chains, but there are also some major differences. In a commercial value chain, the consumers’ needs trigger the entire chain of value creation. My studies indicate that an open content value chain is often triggered by what the creators and producers wish to make available as open content. Motivations in non-monetary forms play a crucial role in the creation of open content value chains and value. My study of these aspects is based on Feller and Fitzgerald’s (2002) three perspectives on motivations underlying participation in the creation of open source software. 0 0
Other People's Data and Wiki Web Sites GeoSpatial Solutions English 0 0
Phantom authority, self–selective recruitment and retention of members in virtual communities: The case of Wikipedia Andrea Ciffolilli First Monday English Virtual communities constitute a building block of the information society. These organizations appear capable to guarantee unique outcomes in voluntary association since they cancel physical distance and ease the process of searching for like-minded individuals. In particular, open source communities, devoted to the collective production of public goods, show efficiency properties far superior to the traditional institutional solutions to the public goods issue (e.g. property rights enforcement and secrecy). This paper employs team and club good theory as well as transaction cost economics to analyse the Wikipedia online community, which is devoted to the creation of a free encyclopaedia. An interpretative framework explains the outstanding success of Wikipedia thanks to a novel solution to the problem of graffiti attacks - the submission of undesirable pieces of information. Indeed, Wiki technology reduces the transaction cost of erasing graffiti and therefore prevents attackers from posting unwanted contributions. The issue of the sporadic intervention of the highest authority in the system is examined, and the relatively more frequent local interaction between users is emphasized. The constellation of different motivations that participants may have is discussed, and the barriers-free recruitment process analysed. A few suggestions, meant to encourage long term sustainability of knowledge assemblages, such as Wikipedia, are provided. Open issues and possible directions for future research are also discussed. 0 4
Phantom authority, self–selective recruitment and retention of members in virtual communities: The case of Wikipedia. Andrea Ciffolilli First Monday. 8 (12) December 2003 Virtual communities constitute a building block of the information society. These organizations appear capable to guarantee unique outcomes in voluntary association since they cancel physical distance and ease the process of searching for like–minded individuals. In particular, open source communities, devoted to the collective production of public goods, show efficiency properties far superior to the traditional institutional solutions to the public goods issue (e.g. property rights enforcement and secrecy). This paper employs team and club good theory as well as transaction cost economics to analyse the Wikipedia online community, which is devoted to the creation of a free encyclopaedia. An interpretative framework explains the outstanding success of Wikipedia thanks to a novel solution to the problem of graffiti attacks — the submission of undesirable pieces of information. Indeed, Wiki technology reduces the transaction cost of erasing graffiti and therefore prevents attackers from posting unwanted contributions. The issue of the sporadic intervention of the highest authority in the system is examined, and the relatively more frequent local interaction between users is emphasized. The constellation of different motivations that participants may have is discussed, and the barriers–free recruitment process analysed. A few suggestions, meant to encourage long term sustainability of knowledge assemblages, such as Wikipedia, are provided. Open issues and possible directions for future research are also discussed. 0 0
Quickiwiki, swiki, twiki, zwiki, and the plone wars: Wiki as PJM and collaborative content tool Searcher:Magazine for Database Professionals English 0 1
Selbstorganisation der Kommunikation Wissenschaft - Offentlichkeit im virtuellen Raum Stefan Winkler Universität Koblenz: Forschungsstelle Wissenstransfer, 2003. Schriften zur Kommunikation Wissenschaft-Öffentlichkeit 1. German 0 0
Talking about watching: using the video card game and wiki-web technology to engage IT students in developing observational skills Margot Brereton
Jared Donovan
Stephen Viller
Collaborative learning
Observational studies
Video analysis
Video card game
ACE English Designers need to develop good observational skills in order to conduct user studies that reveal the subtleties of human interactions and adequately inform design activity. In this paper we describe a game format that we have used in concert with wiki-web technology, to engage our IT and Information Environments students in developing much sharper observational skills. The Video Card Game is a method of video analysis that is suited to design practitioners as well as to researchers. It uses the familiar format of a card game similar to “Happy Families” to help students develop themes of interactions from watching video clips. Students then post their interaction themes on wiki-web pages, which allows the teaching team and other students to edit and comment on them. We found that the tangible (cards), game, role playing and sharing aspects of this method led to a much larger amount of interaction and discussion between student groups and between students and the teaching team, than we have achieved using our traditional teaching methods, while taking no more time on the part of the teaching staff. The quality of the resulting interaction themes indicates that this method fosters development of observational skills. In the paper we describe the motivations, method and results in full. We also describe the research context in which we collected the videotape data, and how this method relates to state of the art research methods in interaction design for ubiquitous computing technology. 0 2
The People's Encyclopedia. Mitch Laslie Science The do-it-yourself spirit flourishes on the Internet, where for the last two-and-a-half years, readers have been writing and editing their own encyclopedia, known as Wikipedia. It now has more than 152,000 articles under way in English, and the project's participants aim to create the world's largest encyclopedia. Wikipedia offers a substantial science section, with biographies of scientists such as the late paleontologist Stephen Jay Gould, backgrounds on subjects such as relativity and acid-base reactions, and overviews of major disciplines. These articles brim with links to other Wikipedia entries and outside sources. Instead of undergoing formal peer review by experts, these articles endure the scrutiny of readers, who can edit, correct, and polish the prose. 0 0
Wikipedia in Serbian language and Cyrillic script. Nikola Smolenski Presentation at scientific-technical conference "Contemporary informatic technologies - Internet and Cyrillic script", November 25, Bijeljina. Serbian? 0 0
Writing the web: Supporting management reporting: a writable web case study Timothy Miles-Board
Leslie Carr
Simon Kampa
Wendy Hall
Management Reporting
Structural Computing
Hypertext Writing
Open Hypermedia
The Twelfth International World Wide Web Conference English The World-Wide Web was originally developed as a shared, writable, hypertext medium, a facility that is still widely needed. We have recently developed a Web-based management reporting system for a legal firm in an attempt to improve the efficiency and management of their overall business process. This paper shares our experiences in relating the firm's specific writing and issue tracking tasks to existing Web, open hypermedia, and Semantic Web research, and describes why we chose to develop a new solution - a set of open hypermedia components collectively called the Management Reporting System - rather than employ an existing system. 0 1