Online chat

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In this typical online chat program, the window to the left shows a list of contacts, and the window to the right shows a conversation between the user and one of those contacts. Gossip-chat.png
In this typical online chat program, the window to the left shows a list of contacts, and the window to the right shows a conversation between the user and one of those contacts.

Online chat is any direct text-, audio- or video-based (webcams), one-on-one or one-to-many (group) chat (formally also known as synchronous conferencing), using tools such as instant messengers, Internet Relay Chat (IRC), talkers and possibly MUDs or other online games. Online chat includes web-based applications that allow communication – often directly addressed, but anonymous between users in a multi-user environment. Web conferencing is a more specific online service, that is often sold as a service, hosted on a web server controlled by the vendor. Online chat may address point-to-point communications as well as multicast communications from one sender to many receivers and voice and video chat, or may be a feature of a web conferencing service.

Contents

Online chat in a narrower sense is any kind of communication over the Internet that offers a real-time transmission of text messages from sender to receiver. Chat messages are generally short in order to enable other participants to respond quickly. Thereby, a feeling similar to a spoken conversation is created, which distinguishes chatting from other text-based online communication forms such as Internet forums and email. The expression online chat comes from the word chat which means "informal conversation".

Synchronous conferencing or synchronous computer-mediated communication (SCMC) is any form of computer-mediated communication that occurs in real-time; that is, there is no significant delay between sending and receiving messages. [1] SCMC includes real-time forms of text, audio, and video communication. SCMC has been highly studied in the context of e-learning. [2]

History

The first online chat system was called Talkomatic, created by Doug Brown and David R. Woolley in 1973 on the PLATO System at the University of Illinois. It offered several channels, each of which could accommodate up to five people, with messages appearing on all users' screens character-by-character as they were typed. Talkomatic was very popular among PLATO users into the mid-1980s. In 2014, Brown and Woolley released a web-based version of Talkomatic. [3]

The first online system to use the actual command "chat" was created for The Source in 1979 by Tom Walker and Fritz Thane of Dialcom, Inc. [4]

Other chat platforms flourished during the 1980s. Among the earliest with a GUI was BroadCast, a Macintosh extension that became especially popular on university campuses in America and Germany. [5]

The first transatlantic Internet chat took place between Oulu, Finland and Corvallis, Oregon in February 1989. [6]

The first dedicated online chat service that was widely available to the public was the CompuServe CB Simulator in 1980, [7] [8] created by CompuServe executive Alexander "Sandy" Trevor in Columbus, Ohio. Ancestors include network chat software such as UNIX "talk" used in the 1970s.[ citation needed ]

Chat is implemented in many video-conferencing tools. A study of chat use during work-related videoconferencing found that chat during meetings allows participants to communicate without interrupting the meeting, plan action around common resources, and enables greater inclusion. [9] The study also found that chat can cause distractions and information asymmetries between participants.

Types

According to the type of media used, synchronous conferencing can be divided into [2]

According to the number of access point used, synchronous conferencing can be divided into

Methods

Some of the methods used in synchronous conferencing are:

Synchronous vs asynchronous conferencing

Both synchronous and asynchronous conferencing are online conferencing where the participants can interact while being physically located at different places in the world. Asynchronous conferencing allows the students to access the learning material at their convenience while synchronous conferencing requires that all participants including the instructor and the students be online at the time of the conference. [2]

While synchronous conferencing enables real-time interaction of the participants, asynchronous conferencing allows participants to post messages and others can respond to it at any convenient time. Sometimes a combination of both synchronous and asynchronous conferencing is used. Both methods give a permanent record of the conference. [11]

Critical factors for effective implementation

There are four critical factors identified for implementing synchronous conferencing for effective instruction to the students [2]

Synchronous conferencing in higher education

Synchronous conferencing in education helps in the delivery of content through digital media. Since this is real-time teaching, it also brings the benefits of face-to-face teaching in distance learning. [12] Many higher education institutions offer well-designed quality e-learning opportunities. Some of the advantages of synchronous conferencing in education are: [13] [14]

Implementation of educational technology

The tools for implementing synchronous conferencing depend on the type of educational problem addressed. This is in turn decides the method of synchronous conferencing to be used and the tool to be used in the learning context. The tool selected addresses the problem of improving the learning outcomes which cannot be solved with an asynchronous environment. There are many tools and platforms available for synchronous conferencing. [13]

The selection of tools and platforms also depends on the group size which depends on the activity for the course design.

Chatiquette

The term chatiquette (chat etiquette) is a variation of netiquette (Internet etiquette) and describes basic rules of online communication. [15] [16] [17] These conventions or guidelines have been created to avoid misunderstandings and to simplify the communication between users. Chatiquette varies from community to community and generally describes basic courtesy. As an example, it is considered rude to write only in upper case, because it appears as if the user is shouting. The word "chatiquette" has been used in connection with various chat systems (e.g. Internet Relay Chat) since 1995. [18] [19]

Chatrooms can produce a strong sense of online identity leading to impression of subculture. [20]

Chats are valuable sources of various types of information, the automatic processing of which is the object of chat/text mining technologies. [21]

Limitations

Some limitations for synchronous conferencing in learning are: [13] [22]

Social criticism

Criticism of online chatting and text messaging include concern that they replace proper English with shorthand or with an almost completely new hybrid language. [23] [24] [25]

Writing is changing as it takes on some of the functions and features of speech. Internet chat rooms and rapid real-time teleconferencing allow users to interact with whoever happens to coexist in cyberspace. These virtual interactions involve us in 'talking' more freely and more widely than ever before. [26] With chatrooms replacing many face-to-face conversations, it is necessary to be able to have quick conversation as if the person were present, so many people learn to type as quickly as they would normally speak. Some critics[ who? ] are wary that this casual form of speech is being used so much that it will slowly take over common grammar; however, such a change has yet to be seen.

With the increasing population of online chatrooms there has been a massive growth [27] of new words created or slang words, many of them documented on the website Urban Dictionary. Sven Birkerts wrote:

"as new electronic modes of communication provoke similar anxieties amongst critics who express concern that young people are at risk, endangered by a rising tide of information over which the traditional controls of print media and the guardians of knowledge have no control on it". [28]

In Guy Merchant's journal article Teenagers in Cyberspace: An Investigation of Language Use and Language Change in Internet Chatrooms; Merchant says

"that teenagers and young people are in the leading the movement of change as they take advantage of the possibilities of digital technology, drastically changing the face of literacy in a variety of media through their uses of mobile phone text messages, e-mails, web-pages and on-line chatrooms. This new literacy develops skills that may well be important to the labor market but are currently viewed with suspicion in the media and by educationalists. [26]

Merchant also says "Younger people tend to be more adaptable than other sectors of society and, in general, quicker to adapt to new technology. To some extent they are the innovators, the forces of change in the new communication landscape." [26] In this article he is saying that young people are merely adapting to what they were given.

Synchronous conferencing protocols

Synchronous conferencing protocols include:

Software and protocols

The following are common chat programs and protocols:

Chat programs supporting multiple protocols:

Web sites with browser-based chat services:

See also

Related Research Articles

In telecommunications, asynchronous communication is transmission of data, generally without the use of an external clock signal, where data can be transmitted intermittently rather than in a steady stream. Any timing required to recover data from the communication symbols is encoded within the symbols.

<span class="mw-page-title-main">Chat room</span> Any form of synchronous conferencing

The term chat room, or chatroom, is primarily used to describe any form of synchronous conferencing, occasionally even asynchronous conferencing. The term can thus mean any technology, ranging from real-time online chat and online interaction with strangers to fully immersive graphical social environments.

<span class="mw-page-title-main">Instant messaging</span> Form of computer communication over the internet or locally

Instant messaging (IM) technology is a type of synchronous computer-mediated communication involving the immediate (real-time) transmission of messages between two or more parties over the Internet or another computer network. Originally involving simple text message exchanges, modern IM applications and services tend to also feature the exchange of multimedia, emojis, file transfer, VoIP, and video chat capabilities.

Social software, also known as social apps or social platform includes communications and interactive tools that are often based on the Internet. Communication tools typically handle capturing, storing and presenting communication, usually written but increasingly including audio and video as well. Interactive tools handle mediated interactions between a pair or group of users. They focus on establishing and maintaining a connection among users, facilitating the mechanics of conversation and talk. Social software generally refers to software that makes collaborative behaviour, the organisation and moulding of communities, self-expression, social interaction and feedback possible for individuals. Another element of the existing definition of social software is that it allows for the structured mediation of opinion between people, in a centralized or self-regulating manner. The most improved area for social software is that Web 2.0 applications can all promote co-operation between people and the creation of online communities more than ever before. The opportunities offered by social software are instant connections and opportunities to learn. An additional defining feature of social software is that apart from interaction and collaboration, it aggregates the collective behaviour of its users, allowing not only crowds to learn from an individual but individuals to learn from the crowds as well. Hence, the interactions enabled by social software can be one-to-one, one-to-many, or many-to-many.

Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. While the term has traditionally referred to those communications that occur via computer-mediated formats, it has also been applied to other forms of text-based interaction such as text messaging. Research on CMC focuses largely on the social effects of different computer-supported communication technologies. Many recent studies involve Internet-based social networking supported by social software.

<span class="mw-page-title-main">Collaboration tool</span> Tool that helps people to collaborate

A collaboration tool helps people to collaborate. The purpose of a collaboration tool is to support a group of two or more individuals to accomplish a common goal or objective. Collaboration tools can be either of a non-technological nature such as paper, flipcharts, post-it notes or whiteboards. They can also include software tools and applications such as collaborative software.

ejabberd Server software

ejabberd is an Extensible Messaging and Presence Protocol (XMPP) application server and an MQ Telemetry Transport (MQTT) broker, written mainly in the Erlang programming language. It can run under several Unix-like operating systems such as macOS, Linux, FreeBSD, NetBSD, OpenBSD and OpenSolaris. Additionally, ejabberd can run under Microsoft Windows. The name ejabberd stands for Erlang Jabber Daemon and is written in lowercase only, as is common for daemon software.

<span class="mw-page-title-main">Asynchronous learning</span> Learning that occurs on each individual students time

Asynchronous learning is a general term used to describe forms of education, instruction, and learning that do not occur in the same place or at the same time. It uses resources that facilitate information sharing outside the constraints of time and place among a network of people. In many instances, well-constructed asynchronous learning is based on constructivist theory, a student-centered approach that emphasizes the importance of peer-to-peer interactions. This approach combines self-study with asynchronous interactions to promote learning, and it can be used to facilitate learning in traditional on-campus education, distance education, and continuing education. This combined network of learners and the electronic network in which they communicate are referred to as an asynchronous learning network.

<span class="mw-page-title-main">Web conferencing</span> Online interaction and collaborative

Web conferencing is used as an umbrella term for various types of online conferencing and collaborative services including webinars, webcasts, and web meetings. Sometimes it may be used also in the more narrow sense of the peer-level web meeting context, in an attempt to disambiguate it from the other types known as collaborative sessions. The terminology related to these technologies is exact and agreed relying on the standards for web conferencing but specific organizations practices in usage exist to provide also term usage reference.

Media richness theory (MRT), sometimes referred to as information richness theory, is a framework used to describe a communication medium's ability to reproduce the information sent over it. It was introduced by Richard L. Daft and Robert H. Lengel in 1986 as an extension of information processing theory. MRT is used to rank and evaluate the richness of certain communication media, such as phone calls, video conferencing, and email. For example, a phone call cannot reproduce visual social cues such as gestures which makes it a less rich communication media than video conferencing, which affords the transmission of gestures and body language. Based on contingency theory and information processing theory, MRT theorizes that richer, personal communication media are generally more effective for communicating equivocal issues in contrast with leaner, less rich media.

Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.

Synchronous learning refers to a learning event in which a group of students are engaging in learning at the same time. Before learning technology allowed for synchronous learning environments, most online education took place through asynchronous learning methods. Since synchronous tools that can be used for education have become available, many people are turning to them as a way to help decrease the challenges associated with transactional distance that occurs in online education. Several case studies that found that students are able to develop a sense of community over online synchronous communication platforms.

<span class="mw-page-title-main">Lyceum (software)</span>

Lyceum is a synchronous computer-mediated communication (CMC) software which allows groups of people to speak to one another in real time over the Internet using Voice over IP conferencing.

Asynchronous conferencing or asynchronous computer-mediated communication is the formal term used in science, in particular in computer-mediated communication, collaboration and learning, to describe technologies where there is a delay in interaction between contributors. It is used in contrast to synchronous conferencing, which refers to various "chat" systems in which users communicate simultaneously in "real time".
Especially in computer-mediated communication, it is emerging as a tool that can create opportunities for collaboration and support the inquiry process. In this form of communication, face-to-face conversation is not required, and the conversation can last for a long time. It has mostly been useful for online discussions and idea sharing which can be used for learning purpose or for solving problems over geographically diverse work-field.

<span class="mw-page-title-main">Social information processing (theory)</span> Theory of human interactions

Social information processing theory, also known as SIP, is a psychological and sociological theory originally developed by Salancik and Pfeffer in 1978. This theory explores how individuals make decisions and form attitudes in a social context, often focusing on the workplace. It suggests that people rely heavily on the social information available to them in their environments, including input from colleagues and peers, to shape their attitudes, behaviors, and perceptions.

Online communication between home and school is the use of digital telecommunication to convey information and ideas between teachers, students, parents, and school administrators. As the use of e-mail and the internet becomes even more widespread, these tools become more valuable and useful in education for the purposes of increasing learning for students, and facilitating conversations between students, parents, and schools.

<span class="mw-page-title-main">Online interview</span> Method of online research

An online interview is an online research method conducted using computer-mediated communication (CMC), such as instant messaging, email, or video. Online interviews require different ethical considerations, sampling and rapport than practices found in traditional face-to-face (F2F) interviews. Online interviews are separated into synchronous online interviews, for example via online chat which happen in 'real time' online and asynchronous online interviews, for example via email conducted in non-real time. Some authors discuss online interviews in relation to online focus groups whereas others look at online interviews as separate research methods. This article will only discuss online interviews.

<span class="mw-page-title-main">Online learning in higher education</span> Development in distance education that began in the mid-1980s

Online learning involves courses offered by primary institutions that are 100% virtual. Online learning, or virtual classes offered over the internet, is contrasted with traditional courses taken in a brick-and-mortar school building. It is a development in distance education that expanded in the 1990s with the spread of the commercial Internet and the World Wide Web. The learner experience is typically asynchronous but may also incorporate synchronous elements. The vast majority of institutions utilize a learning management system for the administration of online courses. As theories of distance education evolve, digital technologies to support learning and pedagogy continue to transform as well.

Communication in Distributed Software Development is an area of study that considers communication processes and their effects when applied to software development in a globally distributed development process. The importance of communication and coordination in software development is widely studied and organizational communication studies these implications at an organizational level. This also applies to a setting where teams and team members work in separate physical locations. The imposed distance introduces new challenges in communication, which is no longer a face to face process, and may also be subjected to other constraints such as teams in opposing time zones with a small overlap in working hours.

Comparison of user features of messaging platforms refers to a comparison of all the various user features of various electronic instant messaging platforms. This includes a wide variety of resources; it includes standalone apps, platforms within websites, computer software, and various internal functions available on specific devices, such as iMessage for iPhones.

References

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