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|Title||Author(s)||Published in||Language||DateThis property is a special property in this wiki.||Abstract||R||C|
|Accessible online content creation by end users||Kuksenok K.
|Conference on Human Factors in Computing Systems - Proceedings||English||2013||Like most online content, user-generated content (UGC) poses accessibility barriers to users with disabilities. However, the accessibility difficulties pervasive in UGC warrant discussion and analysis distinct from other kinds of online content. Content authors, community culture, and the authoring tool itself all affect UGC accessibility. The choices, resources available, and strategies in use to ensure accessibility are different than for other types of online content. We contribute case studies of two UGC communities with accessible content: Wikipedia, where authors focus on access to visual materials and navigation, and an online health support forum where users moderate the cognitive accessibility of posts. Our data demonstrate real world moderation strategies and illuminate factors affecting success, such as community culture. We conclude with recommended strategies for creating a culture of accessibility around UGC. Copyright||0||0|
|Education in Health Research Methodology: Use of a Wiki for Knowledge Translation||Hamm M.P.
|PLoS ONE||English||2013||Introduction:A research-practice gap exists between what is known about conducting methodologically rigorous randomized controlled trials (RCTs) and what is done. Evidence consistently shows that pediatric RCTs are susceptible to high risk of bias; therefore novel methods of influencing the design and conduct of trials are required. The objective of this study was to develop and pilot test a wiki designed to educate pediatric trialists and trainees in the principles involved in minimizing risk of bias in RCTs. The focus was on preliminary usability testing of the wiki.Methods:The wiki was developed through adaptation of existing knowledge translation strategies and through tailoring the site to the identified needs of the end-users. The wiki was evaluated for usability and user preferences regarding the content and formatting. Semi-structured interviews were conducted with 15 trialists and systematic reviewers, representing varying levels of experience with risk of bias or the conduct of trials. Data were analyzed using content analysis.Results:Participants found the wiki to be well organized, easy to use, and straightforward to navigate. Suggestions for improvement tended to focus on clarification of the text or on esthetics, rather than on the content or format. Participants liked the additional features of the site that were supplementary to the text, such as the interactive examples, and the components that focused on practical applications, adding relevance to the theory presented. While the site could be used by both trialists and systematic reviewers, the lack of a clearly defined target audience caused some confusion among participants.Conclusions:Participants were supportive of using a wiki as a novel educational tool. The results of this pilot test will be used to refine the risk of bias wiki, which holds promise as a knowledge translation intervention for education in medical research methodology.||0||0|
|Effects of peer feedback on contribution: A field experiment in Wikipedia||Haiping Zhu
|Conference on Human Factors in Computing Systems - Proceedings||English||2013||One of the most significant challenges for many online communities is increasing members' contributions over time. Prior studies on peer feedback in online communities have suggested its impact on contribution, but have been limited by their correlational nature. In this paper, we conducted a field experiment on Wikipedia to test the effects of different feedback types (positive feedback, negative feedback, directive feedback, and social feedback) on members' contribution. Our results characterize the effects of different feedback types, and suggest trade-offs in the effects of feedback between the focal task and general motivation, as well as differences in how newcomers and experienced editors respond to peer feedback. This research provides insights into the mechanisms underlying peer feedback in online communities and practical guidance to design more effective peer feedback systems. Copyright||0||0|
|Evaluation of WikiTalk - User studies of human-robot interaction||Anastasiou D.
|Lecture Notes in Computer Science||English||2013||The paper concerns the evaluation of Nao WikiTalk, an application that enables a Nao robot to serve as a spoken open-domain knowledge access system. With Nao WikiTalk the robot can talk about any topic the user is interested in, using Wikipedia as its knowledge source. The robot suggests some topics to start with, and the user shifts to related topics by speaking their names after the robot mentions them. The user can also switch to a totally new topic by spelling the first few letters. As well as speaking, the robot uses gestures, nods and other multimodal signals to enable clear and rich interaction. The paper describes the setup of the user studies and reports on the evaluation of the application, based on various factors reported by the 12 users who participated. The study compared the users' expectations of the robot interaction with their actual experience of the interaction. We found that the users were impressed by the lively appearance and natural gesturing of the robot, although in many respects they had higher expectations regarding the robot's presentation capabilities. However, the results are positive enough to encourage research on these lines.||0||0|
|HCI aspects of social media in collaboration of software developers||Savkovic M.
|International Journal of Engineering Education||English||2013||While collaborating using social networks, software developers are stimulated not only to consume content but to create it as well. Software developers are often geographically dispersed and therefore work in different time zones. Besides collaborating using standard means of communication they are often engaged in a very interactive process involving not only their immediate colleagues but also other members of social networks as well. HCI aspects of social media in collaborating environments are still to be explored. Latest mobile devices (smart phones and tablets) with high-resolution displays and impressive specifications offer possibilities for HCI change when it comes to social media and Web 2.0 applications. Software developers began using forums then Wikis and now are relying more and more on micro-blogging and social networks. They are stimulated to consume as well as create new content and their status changes when they solve problems and help others.||0||0|
|The influence of source cues and topic familiarity on credibility evaluation||Teun Lucassen
|Computers in Human Behavior||English||2013||An important cue in the evaluation of the credibility of online information is the source from which the information comes. Earlier, it has been hypothesized that the source of information is less important when one is familiar with the topic at hand. However, no conclusive results were found to confirm this hypothesis. In this study, we re-examine the relationship between the source of information and topic familiarity. In an experiment with Wikipedia articles with and without the standard Wikipedia layout, we showed that, contrary to our expectations, familiar users have less trust in the information when they know it comes from Wikipedia than when they do not know its source. For unfamiliar users, no differences were found. Moreover, source cues only influenced trust when the credibility of the information itself was ambiguous. These results are interpreted in the 3S-model of information trust (Lucassen & Schraagen, 2011). © 2013 Elsevier Ltd. All rights reserved.||0||0|
|Automatic Document Topic Identification using Wikipedia Hierarchical Ontology||Hassan M.M.
|2012 11th International Conference on Information Science, Signal Processing and their Applications, ISSPA 2012||English||2012||The rapid growth in the number of documents available to end users from around the world has led to a greatly-increased need for machine understanding of their topics, as well as for automatic grouping of related documents. This constitutes one of the main current challenges in text mining. In this work, a novel technique is proposed, to automatically construct a background knowledge structure in the form of a hierarchical ontology, using one of the largest online knowledge repositories: Wikipedia. Then, a novel approach is presented to automatically identify the documents' topics based on the proposed Wikipedia Hierarchical Ontology (WHO). Results show that the proposed model is efficient in identifying documents' topics, and promising, as it outperforms the accuracy of the other conventional algorithms for document clustering.||0||0|
|OWiki: Enabling an ontology-led creation of semantic data||Angelo Di Iorio
|Advances in Intelligent and Soft Computing||English||2012||While the original design of wikis was mainly focused on a completely open free-form text model, semantic wikis have since moved towards a more structured model for editing: users are driven to create ontological data in addition to text by using ad-hoc editing interfaces. This paper introduces OWiki, a framework for creating ontological content within not-natively-semantic wikis. Ontology-driven forms and templates are the key concepts of the system, that allows even inexpert users to create consistent semantic data with little effort. Multiple and very different instances of OWiki are presented here. The expressive power and flexibility of OWiki proved to be the right trade-off to deploy the authoring environments for such very different domains, ensuring at the same time editing freedom and semantic data consistency.||0||0|
|Supporting content curation communities: The case of the Encyclopedia of Life||Rotman D.
Sims Parr C.
|Journal of the American Society for Information Science and Technology||English||2012||This article explores the opportunities and challenges of creating and sustaining large-scale "content curation communities" through an in-depth case study of the Encyclopedia of Life (EOL). Content curation communities are large-scale crowdsourcing endeavors that aim to curate existing content into a single repository, making these communities different from content creation communities such as Wikipedia. In this article, we define content curation communities and provide examples of this increasingly important genre. We then follow by presenting EOL, a compelling example of a content curation community, and describe a case study of EOL based on analysis of interviews, online discussions, and survey data. Our findings are characterized into two broad categories: information integration and social integration. Information integration challenges at EOL include the need to (a) accommodate and validate multiple sources and (b) integrate traditional peer reviewed sources with user-generated, nonpeer-reviewed content. Social integration challenges at EOL include the need to (a) establish the credibility of open-access resources within the scientific community and (b) facilitate collaboration between experts and novices. After identifying the challenges, we discuss the potential strategies EOL and other content curation communities can use to address them, and provide technical, content, and social design recommendations for overcoming them.||0||0|
|Tasteweights: A visual interactive hybrid recommender system||Svetlin Bostandjiev
|RecSys'12 - Proceedings of the 6th ACM Conference on Recommender Systems||English||2012||This paper presents an interactive hybrid recommendation system that generates item predictions from multiple social and semantic web resources, such as Wikipedia, Facebook, and Twitter. The system employs hybrid techniques from traditional recommender system literature, in addition to a novel interactive interface which serves to explain the recommendation process and elicit preferences from the end user. We present an evaluation that compares different interactive and non-interactive hybrid strategies for computing recommendations across diverse social and semantic web APIs. Results of the study indicate that explanation and interaction with a visual representation of the hybrid system increase user satisfaction and relevance of predicted content. Copyright © 2012 by the Association for Computing Machinery, Inc. (ACM).||0||0|
|Towards detecting wikipedia task contexts||Knaeusl H.
|CEUR Workshop Proceedings||English||2012||Wikipedia is a resource used by many people for many dif-ferent purposes. We posit that it might be beneficial to alter the content or the way content is presented depending on the task context. Here we describe a small pilot lab study to in-vestigate features of interaction that might help to infer the contextual situation surrounding wikipedia search tasks. We describe our effort to collect data and analyse relationships between the features and the assigned task context.||0||0|
|WikiNect: Towards a gestural writing system for kinetic museum wikis||Alexander Mehler
|UXeLATE 2012 - Proceedings of the 2012 ACM International Workshop on User Experience in e-Learning and Augmented Technologies in Education, Co-located with ACM Multimedia 2012||English||2012||We introduce WikiNect as a kinetic museum information system that allows museum visitors to give on-site feedback about exhibitions. To this end, WikiNect integrates three approaches to Human-Computer Interaction (HCI): games with a purpose, wiki-based collaborative writing and kinetic text-technologies. Our aim is to develop kinetic technologies as a new paradigm of HCI. They dispense with classical interfaces (e.g., keyboards) in that they build on non-contact modes of communication like gestures or facial expressions as input displays. In this paper, we introduce the notion of gestural writing as a kinetic text-technology that underlies WikiNect to enable museum visitors to communicate their feedback. The basic idea is to explore sequences of gestures that share the semantic expressivity of verbally manifested speech acts. Our task is to identify such gestures that are learnable on-site in the usage scenario of WikiNect. This is done by referring to so-called transient gestures as part of multimodal ensembles, which are candidate gestures of the desired functionality.||0||0|
|Capability reconfiguration of incumbent firms: Nintendo in the video game industry||Subramanian A.M.
|Technovation||English||2011||The importance of incumbent firms ability to transform themselves according to the changing technological environment has been underlined by several scholars and practitioners. Yet, how incumbents leverage on commercial capabilities in order to develop such technological reconfiguration abilities in the midst of fierce competition from new entrants has not gained enough attention. To address the above research issue, our study investigated the case of Nintendo, an incumbent firm in the video game industry, using the dynamic capability perspective. Our study relied on primary and secondary data collected from diverse sources such as interviews, web contents, magazines, the US Patent and Trademark Office and Wikipedia. Three component factors that reflect the common features of dynamic capabilities across past studies emerged as the basis of Nintendos reconfiguration ability. Underlining the significance of these commercial capabilities in the technological reconfiguration of an incumbent, our paper helps to synthesize this stream of literature and extends guidelines for future empirical studies to develop the dynamic capability construct. In addition, the findings also help managers devise strategies for an adaptive organization. © 2011 Elsevier Ltd. All rights reserved.||0||0|
|Emergent verbal behaviour in human-robot interaction||Kristiina Jokinen
|2011 2nd International Conference on Cognitive Infocommunications, CogInfoCom 2011||English||2011||The paper describes emergent verbal behaviour that arises when speech components are added to a robotics simulator. In the existing simulator the robot performs its activities silently. When speech synthesis is added, the first level of emergent verbal behaviour is that the robot produces spoken monologues giving a stream of simple explanations of its movements. When speech recognition is added, human-robot interaction can be initiated by the human, using voice commands to direct the robot's movements. In addition, cooperative verbal behaviour emerges when the robot modifies its own verbal behaviour in response to being asked by the human to talk less or more. The robotics framework supports different behavioural paradigms, including finite state machines, reinforcement learning and fuzzy decisions. By combining finite state machines with the speech interface, spoken dialogue systems based on state transitions can be implemented. These dialogue systems exemplify emergent verbal behaviour that is robot-initiated: the robot asks appropriate questions in order to achieve the dialogue goal. The paper mentions current work on using Wikipedia as a knowledge base for open-domain dialogues, and suggests promising ideas for topic-tracking and robot-initiated conversational topics.||0||0|
|Ethnography of the telephone: Changing uses of communication technology in village life||Wang T.
|Mobile HCI 2011 - 13th International Conference on Human-Computer Interaction with Mobile Devices and Services||English||2011||While mobile HCI has encompassed a range of devices and systems, telephone calls on cellphones remain the most prevalent contemporary form of mobile technology use. In this paper we document ethnographic work studying a remote Mexican village's use of cellphones alongside conventional phones, shared phones and the Internet. While few homes in the village we studied have running water, many children have iPods and the Internet cafe in the closest town is heavily used to access YouTube, Wikipedia, and MSN messenger. Alongside cost, the Internet fits into the communication patterns and daily routines in a way that cellphones do not. We document the variety of communication strategies that balance cost, availability and complexity. Instead of finding that new technologies replace old, we find that different technologies co-exist, with fixed telephones co-existing with instant message, cellphones and shared community phones. The paper concludes by discussing how we can study mobile technology and design for settings defined by cost and infrastructure availability.||0||0|
|Information-seeking behaviors of first-semester veterinary students: A preliminary report||Weiner S.A.
|Journal of Veterinary Medical Education||English||2011||Although emphasis in veterinary education is increasingly being placed on the ability to find, use, and communicate information, studies on the information behaviors of veterinary students or professionals are few. Improved knowledge in this area will provide valuable information for course and curriculum planning and the design of information resources. This article describes a survey of the information-seeking behaviors of first-semester veterinary students at Purdue University. A survey was administered as the first phase of a progressive semester-long assignment for a first semester DVM course in systemic mammalian physiology. The survey probed for understanding of the scientific literature and its use for course assignments and continuing learning. The survey results showed that students beginning the program tended to use Google for coursework, although some also used the resources found through the Purdue libraries' Web sites. On entering veterinary school, they became aware of specific information resources in veterinary medicine. They used a small number of accepted criteria to evaluate the Web site quality. This study confirms the findings of studies of information-seeking behaviors of undergraduate students. Further studies are needed to examine whether those behaviors change as students learn about specialized veterinary resources that are designed to address clinical needs as they progress through their training.||0||0|
|Intelligent humanoid robot with Japanese Wikipedia Ontology and Robot Action Ontology||Satoshi Kobayashi
|HRI 2011 - Proceedings of the 6th ACM/IEEE International Conference on Human-Robot Interaction||English||2011||WioNA (Wikipedia Ontology NAo) is proposed to build much better HRI by integrating four elements: Japanese speech interface, semantic interpretation, Japanese Wikipedia Ontology and Robot Action Ontology. WioNA is implemented on a humanoid robot "Nao". In WioNA, we developed two ontologies: Japanese Wikipedia Ontology and Robot Action Ontology. Japanese Wikipedia Ontology has a large size of concept hierarchy and instance network with many properties from Japanese Wikipedia (semi) automatically. By giving Japanese Wikipedia Ontology to Nao as wisdom, Nao can dialogue with users on many topics of various fields. Robot Action Ontology, in contrast, is built by organizing various performable actions of Nao to control and generate robot actions. Aligning Robot Action Ontology with Japanese Wikipedia Ontology enables Nao to perform related actions to dialogue topics. To show the validities of WioNA, we describe human-robot conversation logs of two case studies whose dialogue topics are sport and rock singer. These case studies show us how HRI goes well in WioNA with these topics. Copyright 2011 ACM.||0||0|
|Location-based information fusion for mobile navigation||Wu A.
|UbiComp'11 - Proceedings of the 2011 ACM Conference on Ubiquitous Computing||English||2011||Comprehensive yet personalized information for a location is usually desired by mobile users in situ. Traditional navigation systems provide complete static information, such as address, contact, even photos and reviews for a certain place. However, such information does not reflect the real time situation (e.g. popularity/crowdness). Location-based social networks provide opportunity to build social dynamics between the place and potential visitors. In this work, we propose a design by leveraging public online information with users' social network resources to provide real time exploration in novel environments. A mobile application is implemented using Wikipedia, Panoramio, and Foursquare data to provide complete, updated, and trustworthy information. Design highlights and implementation are reported.||0||0|
|MikiWiki: A meta wiki architecture and prototype based on the hive-mind space model||Li Zhu
|Lecture Notes in Computer Science||English||2011||This paper presents MikiWiki, a meta-wiki developed to prototype key aspects of the Hive-Mind Space (HMS) model. The HMS model has been proposed to share the visions of End-User Development and meta-design in collaborative online environment development. It aims to support cultures of participation and to tackle the co-evolution of users and systems. The model provides localized habitable environments for diverse stakeholders and tools for them to tailor the system under design, allowing the co-evolution of systems and practices. MikiWiki is aimed at supporting the exploration of opportunities to enable software tailoring at use time. Such an open-ended collaborative design process is realized by providing basic building blocks as boundary object prototypes, allowing end users to remix, modify, and create their own boundary objects. Moreover, MikiWiki minimizes essential services at the server-side, while putting the main functionalities on the client-side, opening the whole system to its users for further tailoring.||0||0|
|Mobile wikipedia: A case study of information service design for Chinese teenagers||Jia Zhou
|Lecture Notes in Computer Science||English||2011||This study applied User Centered Design in mobile service design. First, an interview was conducted to analyze needs of teenagers. Chinese teenagers desire more information about daily life and more interaction between users. Second, based on the results of the interview, a low fidelity prototype was develped. To evaluate the design, teenagers participated in the second interview and told its pros and cons. Finally, refinement was made and a high fidelity prototype was ready. This prototype combined both Wikipedia and the query-based interaction. Results of this study have reference value for practitioners to involve target users into development process of information service.||0||0|
|My kind of people? Perceptions about wikipedia contributors and their motivations||Judd Antin||Conference on Human Factors in Computing Systems - Proceedings||English||2011||Perceptions of information products such as Wikipedia can depend on assumptions and stereotypes about the people who create them. As new Wikipedians consider contributing they are likely to apply such assumptions and ask themselves: "Are Wikipedia contributors my kind of people? Is this a group I'd like to belong to?" In this qualitative study I address the potential challenge of these questions by exploring readers and infrequent editors' perceptions of Wikipedia contributors and their motivations. Through analysis of twenty semi-structured interviews, I find evidence of strong negative perceptions as well as positive ones which nonetheless prevent users from identifying with active Wikipedia contributors. I argue that these perceptions present a barrier to the progression of participation over time. I conclude by discussing the practical challenges of my findings for Wikipedia and other online collaborative systems. Copyright 2011 ACM.||0||1|
|Predicting the perceived quality of online mathematics contributions from users' reputations||Tausczik Y.R.
|Conference on Human Factors in Computing Systems - Proceedings||English||2011||There are two perspectives on the role of reputation in collaborative online projects such as Wikipedia or Yahoo! Answers. One, user reputation should be minimized in order to increase the number of contributions from a wide user base. Two, user reputation should be used as a heuristic to identify and promote high quality contributions. The current study examined how offline and online reputations of contributors affect perceived quality in MathOverflow, an online community with 3470 active users. On MathOverflow, users post high-level mathematics questions and answers. Community members also rate the quality of the questions and answers. This study is unique in being able to measure offline reputation of users. Both offline and online reputations were consistently and independently related to the perceived quality of authors submissions, and there was only a moderate correlation between established offline and newly developed online reputation. Copyright 2011 ACM.||0||0|
|Technology-mediated social participation: The next 25 years of HCI challenges||Shneiderman B.||Lecture Notes in Computer Science||English||2011||The dramatic success of social media such as Facebook, Twitter, YouTube, blogs, and traditional discussion groups empowers individuals to become active in local and global communities. Some enthusiasts believe that with modest redesign, these technologies can be harnessed to support national priorities such as healthcare/wellness, disaster response, community safety, energy sustainability, etc. However, accomplishing these ambitious goals will require long-term research to develop validated scientific theories and reliable, secure, and scalable technology strategies. The enduring questions of how to motivate participation, increase social trust, and promote collaboration remain grand challenges even as the technology rapidly evolves. This talk invites researchers across multiple disciplines to participate in redefining our discipline of Human-Computer Interaction (HCI) along more social lines to answer vital research questions while creating inspirational prototypes, conducting innovative evaluations, and developing robust technologies. By placing greater emphasis on social media, the HCI community could constructively influence these historic changes.||0||0|
|Using email to facilitate wiki-based, coordinated collaborative authoring||Changyan Chi
|Conference on Human Factors in Computing Systems - Proceedings||English||2011||Dandelion is a wiki-based tool that supports coordinated, collaborative authoring. In this paper, we present an extended version of Dandelion, which provides an email interface for users to accomplish their tasks by email in a coordinated, collaborative authoring process. Specifically, Dandelion employs a semi-structured, template-based approach that allows users to use templates to specify their requests in email. These emailed requests can be interpreted by Dandelion and are then used to automatically drive the collaboration flow. As part of its actions, Dandelion automatically creates a wiki page and dynamically updates it to record co-authoring tasks and collate co-authored content. As a result, users can use their familiar tool (email) to accomplish their tasks in a co-authoring process, while leveraging a wiki for additional benefits (e.g., obtaining collaboration awareness and formatting the text). Our preliminary study with two groups of users shows the usefulness of both Dandelion email and wiki features and their impact on collaboration effectiveness. Copyright 2011 ACM.||0||0|
|VisualWikiCurator: A corporate wiki plugin||Nicholas Kong
|Conference on Human Factors in Computing Systems - Proceedings||English||2011||Knowledge workers who maintain corporate wikis face high costs for organizing and updating content on wikis. This problem leads to low adoption rates and compromises the utility of such tools in organizations. We describe a system that seeks to reduce the interactions costs of updating and organizing wiki pages by combining human and machine intelligence. We then present preliminary results of an ongoing lab-based evaluation of the tool with knowledge workers.||0||0|
|Accessibility and usability of a collaborative e-learning application||Bozza A.
|CSEDU 2010 - 2nd International Conference on Computer Supported Education, Proceedings||English||2010||VisualPedia is a collaborative environment proposed to facilitate the development of educational objects thought for all students, including students with different forms of disability. In this paper we briefly introduce VisualPedia and then report on the experience in the evaluation of accessibility and usability of the system prototype we have developed so far. We also discuss possible future improvements that have become evident after the experimentation with end users.||0||0|
|Cognitive abilities and the measurement of world wide web usability||Campbell S.G.
|Proceedings of the Human Factors and Ergonomics Society||English||2010||Usability of an interface is an emergent property of the system and the user; it does not exist independently of either one. For this reason, characteristics of the user which affect his or her performance on a task can affect the apparent usability of the interface in a usability study. We propose and investigate, using a Wikipedia information-seeking task, a model relating spatial abilities and performance measures for system usability. In the context of World Wide Web (WWW) site usability, we found that spatial visualization ability and system experience predicted system effectiveness measures, while spatial orientation ability, spatial visualization ability, and general computer experience predicted system efficiency measures. We suggest possible extensions and further tests of this model. Copyright 2010 by Human Factors and Ergonomics Society, Inc. All rights reserved.||0||0|
|Learning to find interesting connections in Wikipedia||Marek Ciglan
|Advances in Web Technologies and Applications - Proceedings of the 12th Asia-Pacific Web Conference, APWeb 2010||English||2010||To help users answer the question, what is the relation between (real world) entities or concepts, we might need to go well beyond the borders of traditional information retrieval systems. In this paper, we explore the possibility of exploiting the Wikipedia link graph as a knowledge base for finding interesting connections between two or more given concepts, described by Wikipedia articles. We use a modified Spreading Activation algorithm to identify connections between input concepts. The main challenge in our approach lies in assessing the strength of a relation defined by a link between articles. We propose two approaches for link weighting and evaluate their results with a user evaluation. Our results show a strong correlation between used weighting methods and user preferences; results indicate that the Wikipedia link graph can be used as valuable semantic resource.||0||0|
|Ubiquitous crowdsourcing||Vukovic M.
|UbiComp'10 - Proceedings of the 2010 ACM Conference on Ubiquitous Computing||English||2010||Web 2.0 provides the technological foundations upon which the crowdsourcing paradigm evolves and operates, enabling networked experts to work on various problem solving and data-intensive tasks. During the past decade crowdsourcing grew from a number of purpose-built initiatives, such as Wikipedia and Mechanical Turk, to a technique that today attracts and engages over 2 million people worldwide. As the computing systems are becoming more intimately embedded in physical and social contexts, promising truly ubiquitous computing, crowdsourcing takes new forms. Increasingly, crowds are engaged through mobile devices, to capture, share and validate sheer amount data (e.g. reporting security threats or capturing social events). This workshop challenges researchers and practitioners to think about three key aspects of ubiquitous crowdsourcing. Firstly, to establish technological foundations, what are the interaction models and protocols between the ubiquitous computing systems and the crowd? Secondly, how is crowdsourcing going to face the challenges in quality assurance, while providing valuable incentive frameworks that enable honest contributions? Finally, what are the novel applications of crowdsourcing enabled by ubiquitous computing systems?||0||0|
|Enhancing Wikipedia editing with WAI-ARIA||Caterina Senette
|Lecture Notes in Computer Science||English||2009||Nowadays Web 2.0 applications allow anyone to create, share and edit on-line content, but accessibility and usability issues still exist. For instance, Wikipedia presents many difficulties for blind users, especially when they want to write or edit articles. In a previous stage of our study we proposed and discussed how to apply the W3C ARIA suite to simplify the Wikipedia editing page when interacting via screen reader. In this paper we present the results of a user test involving totally blind end-users as they interacted with both the original and the modified Wikipedia editing pages. Specifically, the purpose of the test was to compare the editing and formatting process for original and ARIA-implemented Wikipedia user interfaces, and to evaluate the improvements.||0||0|
|Interactive visualization tools for exploring the semantic graph of large knowledge spaces||Christian Hirsch
|CEUR Workshop Proceedings||English||2009||While the amount of available information on the Web is increasing rapidly, the problem of managing it becomes more difficult. We present two applications, Thinkbase and Thinkpedia, which aim to make Web content more accessible and usable by utilizing visualizations of the semantic graph as a means to navigate and explore large knowledge repositories. Both of our applications implement a similar concept: They extract semantically enriched contents from a large knowledge spaces (Freebase and Wikipedia respectively), create an interactive graph-based representation out of it, and combine them into one interface together with the original text based content. We describe the design and implementation of our applications, and provide a discussion based on an informal evaluation.||0||0|
|Using a Wiki in nursing education and research||Kardong-Edgren S.E.
|International Journal of Nursing Education Scholarship||English||2009||With a wiki, learners can share information, resources, and experiences, and work together as a group. A wiki is equally valuable to a nursing research team: it can be used to communicate information to team members; foster collaboration among the team; disseminate resources, forms, and other documents for conducting the research; and share experiences with study implementation. Potential uses of a wiki in nursing education and research are discussed in this paper. One team's use of a wiki in a large multisite nursing education study is reported.||0||0|
|Using blogs and wikis in a graduate public health course||Cobus L.||Medical Reference Services Quarterly||English||2009||Blogs and wikis are examples of Web 2.0 technology that facilitate collaboration in the online world. In the health sciences, the emergence of these social tools potentially increases the risk of generating harmful or biased information. Therefore, it is the health professional's responsibility to have the skills to critically appraise Web content that has not undergone traditional peer review. This was the focus in a three-credit graduate Urban Public Health course taught by a librarian and was addressed with assignments using blog and wiki technology within the course management tool Blackboard. The assignments fostered comprehension of the issues surrounding blogs and wikis as they relate to public health.||0||0|
|Wiki anxiety: Impediments to implementing wikis for IT support groups||White K.F.
|CHIMIT 09 - Symposium on Computer-Human Interaction for Management of Information Technology||English||2009||As web technologies have flourished, the workplace has become inundated with new, often-overlapping applications meant to assist busy employees with information management and collaboration. IT departments seeking to implement these systems encounter difficulties in determining which to use. This paper reports on the impediments that arose as a result of the installation of a knowledge sharing wiki in tandem with other knowledge sharing tools within six school technology departments. Analysis of the use and perception of the wiki revealed two prevalent issues: concern over achieving a critical mass of content and anxiety over potential unintended/unexpected content changes. Copyright 2009 ACM.||0||0|
|A bush encroachment decision support system's metamorphosis||Winschiers-Theophilus H.
|Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat, OZCHI'08||English||2008||Since the inception of our bush-encroachment decision support system, we have gone through many cycles of adaptations while striving towards what we believed to be a usable system. A fundamental difference between community based users and individualistic users necessitates a change in the design and evaluation methods as well as a community agreement of concepts and values guiding the design. In this paper we share the lessons learned along the story depicting the metamorphosis of a bush encroachment decision support system in Southern African rangelands. Above and beyond community members participating in the design and evaluation of the system, they establish the community grounded values determining the system's quality concepts such as usability.||0||0|
|Natural interaction on tabletops||Baraldi S.
Del Bimbo A.
|Multimedia Tools and Applications||English||2008||We present two different Computer Vision based systems that enable multiple users to concurrently manipulate graphic objects presented over tabletop displays. The two solutions have different hardware layouts and use two different algorithms for gesture analysis and recognition. The first one is a media-handling application that can be used by co-located and remote users. The second is a knowledge-building application where users can manipulate the contents of a wiki as a visual concept map. The performance of both systems is evaluated and expounded. A conceptual framework is introduced, providing the fundamental guidelines for the design of natural interaction languages on tabletops.||0||0|
|RIKI: A Wiki-based knowledge sharing system for collaborative research projects||Rhee S.K.
|Lecture Notes in Computer Science||English||2008||During a collaborative research project, each member's knowledge and progress need to be managed and shared with other members. For effective knowledge sharing, each member needs to be able to express their own knowledge within the given project context and easily find and understand other members' knowledge. In this paper, we present our RIKI prototype that supports group communication and knowledge sharing in research projects via the Wiki-based platform. The main aim of RIKI implementation is to manage the shared knowledge semantically and to provide users with straightforward access to necessary information.||0||0|
|Turning a page on the digital annotation of physical books||Wu C.-S.
|TEI'08 - Second International Conference on Tangible and Embedded Interaction - Conference Proceedings||English||2008||The Graphical User Interface (GUI) has created an efficient work environment for many applications. However, when users are confined by keyboards and mice, they lose the ability to interact with the virtual world using habits from the real world. Our research examine how emerging modes of authorship, such as wikis, can be used to generate new possibilities for bringing atoms and bits together for digital annotation. Our goal is to combine the everyday habits in reading books with emerging digital possibilities. In this paper, we present a prototype system called WikiTUI, which brings digital media to physical paper books. This system allows readers to access the digital world through fingertip interactions on books, and enables them to share information with other readers using wiki technology. WikiTUI not only bridges the gap between the digital and the physical worlds, but also facilitates multiple contributions to a reference base spanning across these worlds. We present user evaluations of the WikiTUI prototype and discuss research implications. Copyright 2008 ACM.||0||0|
|A framework for inter-organizational collaboration using communication and knowledge management tools||Nuschke P.
|Lecture Notes in Computer Science||English||2007||Organizations are often involved in joint ventures or coalitions with multiple, diverse partners. While the ability to communicate across organizational boundaries is important to their success, the organizations may have different cultures, processes, and jargon which inhibit their ability to effectively collaborate. The objective of this paper is to identify a framework that enables organizations to communicate complex knowledge across organizational boundaries. It leverages communication and knowledge management tools such as the wiki, and calls for more integration between these tools.||0||0|
|Finding your way with CampusWiki: A location-aware wiki||Schuler R.P.
|Conference on Human Factors in Computing Systems - Proceedings||English||2007||Wikis provide a simple and unique approach to collaborative authoring, allowing any member of the community to contribute new, or change existing information. However, Wikis are typically disconnected from the physical context of users who are utilizing or creating content, resulting in suboptimal support for geographic communities. In addition, geographic communities might find the highly skewed generation of content by a few individuals problematic. Here we present research into addressing these challenges through location-awareness and lightweight user content rating mechanisms. We describe one such location-aware Wiki, CampusWiki and initial results from a field study demonstrating the value of location-linked content and the rating approach. We conclude with a discussion of design implications.||0||0|
|Midweight collaborative remembering: Wikis in the workplace||White K.F.
|Proceedings of the 2007 Symposium on Computer Human Interaction for the Management of Information Technology, CHIMIT '07||English||2007||This paper presents preliminary findings from a series of semi-structured telephone interviews regarding the use of wikis in the workplace. At both technical and non-technical organizations issues included article creation, management support, critical mass, and trust. Copyright 2007 ACM.||0||0|
|The Wiki: An environment to revolutionise employees' interaction with corporate knowledge||Helen Hasan
|ACM International Conference Proceeding Series||English||2006||Some corporations have adopted a Wiki on their Intranets for employees to collectively store, edit and access work-related material such as reports, best-practice features, and documents. As such collaborative software moves from the social to the corporate arena, it is bound to challenge management authority, engaging the knowledge worker in a more participatory knowledge capability and environment. This paper explores the implication that this revolution has for the interaction of corporate users with technology that will lead to a profound change in organisational culture. Copyright the author(s) and CHISIG.||0||2|
|Using intelligent task rooting and contribution review to help communities build artifacts of lasting value||Dan Cosley
|Conference on Human Factors in Computing Systems - Proceedings||English||2006||Many online communities are emerging that, like Wikipedia, bring people together to build community-maintained artifacts of lasting value (CALVs). Motivating people to contribute is a key problem because the quantity and quality of contributions ultimately determine a CALVs value. We pose two related research questions: 1) How does intelligent task routing - matching people with work - affect the quantity of contributions? 2) How does reviewing contributions before accepting them affect the quality of contributions? A field experiment with 197 contributors shows that simple, intelligent task routing algorithms have large effects. We also model the effect of reviewing contributions on the value of CALVs. The model predicts, and experimental data shows, that value grows more slowly with review before acceptance. It also predicts, surprisingly, that a CALV will reach the same final value whether contributions are reviewed before or after they are made available to the community. Copyright 2006 ACM.||0||0|