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HICSS
2007
IEEE
192views Biometrics» more  HICSS 2007»
16 years 28 days ago
An Online Community as a New Tribalism: The World of Warcraft
Massive, multiplayer online role-playing games foster rich social environments. Within the game, players can interact with other players, make friends, create and cultivate new on...
Thomas W. Brignall III, Thomas L. Van Valey
IWIC
2007
Springer
16 years 23 days ago
Culture and Computers: A Review of the Concept of Culture and Implications for Intercultural Collaborative Online Learning
Our research is aimed at a systematic investigation of phenomena in the nexus of culture, technology and learning. The basic premise of our research is that social affordances of t...
Ravikiran Vatrapu, Daniel D. Suthers
E4MAS
2004
Springer
16 years 9 hour ago
AGRE: Integrating Environments with Organizations
Abstract. This paper presents an extension of the AGR (Agent-GroupRole) organizational model, called AGRE (AGR + Environment), which includes physical (or simply geometrical) envir...
Jacques Ferber, Fabien Michel, José-Antonio...
CSCW
2008
ACM
15 years 8 months ago
Hunting for fun: solitude and attentiveness in collaboration
The design of online collaborative computer games and pervasive games can learn from the everyday practice of deer hunting. We present an ethnographic study revealing how hunters ...
Oskar Juhlin, Alexandra Weilenmann
SIGCOMM
2010
ACM
15 years 6 months ago
The case for crowd computing
We introduce and motivate crowd computing, which combines mobile devices and social interactions to achieve large-scale distributed computation. An opportunistic network of mobile...
Derek Gordon Murray, Eiko Yoneki, Jon Crowcroft, S...