Role-Based Collaboration (RBC) represents an emerging research area. [1]
RBC is an approach that can be used to integrate the theory of roles into Computer-Supported Cooperative Work (CSCW) systems and other computer-based systems. It consists of a set of concepts, principles, mechanisms and methods. RBC presents challenges and benefits not found in traditional CSCW systems. This research will bring exciting improvements to the development and application of CSCW systems and methodologies of collaboration. [2]
Even though we proposed RBC from the point of view of CSCW, we could expand RBC to more fields. RBC can be divided into two categories: special RBC and general RBC. [1] Special RBC means role-based CSCW or HCI. [2] [3] To perform better system analysis, design, implementation, application and evaluations, it is hoped to apply role theory to CSCW or Human Computer Interaction (HCI) systems. Therefore, the gap can be bridged between their developers and the sociologists who are more concerned with the usability of CSCW systems. General RBC is to extend special RBC to the areas such as software engineering, [4] [5] social psychology, organization, management, and artificial intelligence (AI). [6] General RBC considers not only supporting cooperation among people (CSCW) with computers but also that among the components of a system and between people and machines [1]
The term computer-supported cooperative work (CSCW) was first coined by Irene Greif and Paul M. Cashman in 1984, at a workshop attended by individuals interested in using technology to support people in their work. At about this same time, in 1987 Dr. Charles Findley presented the concept of Collaborative Learning-Work. According to Carstensen and Schmidt, CSCW addresses "how collaborative activities and their coordination can be supported by means of computer systems". On the one hand, many authors consider that CSCW and groupware are synonyms. On the other hand, different authors claim that while groupware refers to real computer-based systems, CSCW focuses on the study of tools and techniques of groupware as well as their psychological, social, and organizational effects. The definition of Wilson (1991) expresses the difference between these two concepts:
CSCW [is] a generic term, which combines the understanding of the way people work in groups with the enabling technologies of computer networking, and associated hardware, software, services and techniques.
Multimodal interaction provides the user with multiple modes of interacting with a system. A multimodal interface provides several distinct tools for input and output of data. For example, a multimodal question answering system employs multiple modalities at both question (input) and answer (output) level.
Scott J. Shenker is an American computer scientist, and professor of computer science at UC Berkeley. He is also the leader of the Initiatives Group and the Chief Scientist of the International Computer Science Institute in Berkeley, California.
In computer science and operations research, a memetic algorithm (MA) is an extension of the traditional genetic algorithm. It uses a local search technique to reduce the likelihood of the premature convergence.
Gender HCI is a subfield of human-computer interaction that focuses on the design and evaluation of interactive systems for humans. The specific emphasis in gender HCI is on variations in how people of different genders interact with computers.
A design rationale is an explicit documentation of the reasons behind decisions made when designing a system or artifact. As initially developed by W.R. Kunz and Horst Rittel, design rationale seeks to provide argumentation-based structure to the political, collaborative process of addressing wicked problems.
Adaptive autonomy refers to a suggestion for the definition of the notation 'autonomy' in mobile robotics.
Humanistic Intelligence (HI) is defined, in the context of wearable computing, by Marvin Minsky, Ray Kurzweil, and Steve Mann, as follows:
Humanistic Intelligence [HI] is intelligence that arises because of a human being in the feedback loop of a computational process, where the human and computer are inextricably intertwined. When a wearable computer embodies HI and becomes so technologically advanced that its intelligence matches our own biological brain, something much more powerful emerges from this synergy that gives rise to superhuman intelligence within the single “cyborg” being.
Ubiquitous robot is a term used in an analogous way to ubiquitous computing. Software useful for "integrating robotic technologies with technologies from the fields of ubiquitous and pervasive computing, sensor networks, and ambient intelligence".
The Special Interest Group on Computer–Human Interaction (SIGCHI) is one of the Association for Computing Machinery's special interest groups which is focused on human–computer interactions (HCI).
Group information management (GIM) is an extension of personal information management (PIM) "as it functions in more public spheres" as a result of peoples' efforts to share and co-manage information, and has been a topic of study for researchers in PIM, human–computer interaction (HCI), and computer supported cooperative work (CSCW). People acquire, organize, maintain, retrieve and use information items to support individual needs, but these PIM activities are often embedded in group or organizational contexts and performed with sharing in mind. The act of sharing moves personal information into spheres of group activity and also creates tensions that shape what and how the information is shared. The practice and the study of GIM focuses on this interaction between personal information and group contexts.
Gennady Simeonovich Osipov is a Russian scientist, holding a Ph.D. and a Dr. Sci. in theoretical computer science, information technologies and artificial intelligence. He is the vice-president of the Institute for Systems Analysis of the Russian Academy of Sciences, professor at the Moscow Institute of Physics and Technology, and at Bauman Moscow State Technical University. Osipov has contributed to the Theory of Dynamic Intelligent Systems and heterogeneous semantic networks used in applied intelligent systems.
Jeffrey M. Bradshaw is a Senior Research Scientist at the Florida Institute for Human and Machine Cognition (IHMC), where he led the research group developing the KAoS policy and domain services framework for distributed systems management and coordination of human-agent-robot teamwork. He also co-leads the development of the Luna Agent Framework and the Sol Cyber Framework. Bradshaw chairs the Scientific Advisory Council for the Nissan Research Center Silicon Valley (NRC-SV), which has the development of autonomous vehicles as a major focus. He and his wife, Kathleen, began a two-year leave of absence from IHMC beginning July 2016 to serve a church mission in the Democratic Republic of Congo, Kinshasa Mission of The Church of Jesus Christ of Latter-day Saints, and began another six months to serve in the new Kinshasa Democratic Republic of the Congo Temple.
Human–computer interaction (HCI) studies the design and use of computer technology, focused on the interfaces between people (users) and computers. Researchers in the field of HCI observe the ways in which humans interact with computers and design technologies that let humans interact with computers in novel ways. As a field of research, human–computer interaction is situated at the intersection of computer science, behavioural 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 seminal 1983 book, The Psychology of Human–Computer Interaction, although the authors first used the term in 1980 and the first known use was in 1975. The term connotes that, unlike other tools with only limited uses, a computer has many uses and this takes place as an open-ended dialog between the user and the computer. The notion of dialog likens human–computer interaction to human-to-human interaction, an analogy which is crucial to theoretical considerations in the field.
The DiamondTouch table is a multi-touch, interactive PC interface product from Circle Twelve Inc. It is a human interface device that has the capability of allowing multiple people to interact simultaneously while identifying which person is touching where. The technology was originally developed at Mitsubishi Electric Research Laboratories (MERL) in 2001 and later licensed to Circle Twelve Inc in 2008. The DiamondTouch table is used to facilitate face-to-face collaboration, brainstorming, and decision-making, and users include construction management company Parsons Brinckerhoff, the Methodist Hospital, and the US National Geospatial-Intelligence Agency (NGA).
Knowledge-based configuration, or also referred to as product configuration or product customization, is an activity of customising a product to meet the needs of a particular customer. The product in question may consist of mechanical parts, services, and software. Knowledge-based configuration is a major application area for artificial intelligence (AI), and it is based on modelling of the configurations in a manner that allows the utilisation of AI techniques for searching for a valid configuration to meet the needs of a particular customer.
Pervasive informatics is the study of how information affects interactions with the built environments they occupy. The term and concept were initially introduced by Professor Kecheng Liu during a keynote speech at the SOLI 2008 international conference.
Intelligence and intelligent systems has to be able to evolve, self-develop, self-learn continuously in order to reflect the dynamically evolving environment. The concept of Evolving Intelligent Systems (EISs) was conceived around the turn of the century with the phrase EIS itself coined for the first time in and expanded in. EISs develop their structure, functionality and internal knowledge representation through autonomous learning from data streams generated by the possibly unknown environment and from the system self-monitoring. EISs consider a gradual development of the underlying system structure and differ from evolutionary and genetic algorithms which consider such phenomena as chromosomes crossover, mutation, selection and reproduction, parents and off-springs. The evolutionary fuzzy and neuro systems are sometimes also called "evolving" which leads to some confusion. This was more typical for the first works on this topic in the late 1990s.
Mengchu Zhou is a Chinese-American Distinguished Professor of electrical and computer engineering in the Helen and John C. Hartmann Dept. of Electrical and Computer Engineering at New Jersey Institute of Technology (NJIT) and at Macau University of Science and Technology. He is a Fellow of the Institute of Electrical and Electronics Engineers (IEEE), a Fellow of the International Federation of Automatic Control (IFAC), a Fellow of the American Association for the Advancement of Science (AAAS) and a Fellow of the Chinese Association of Automation (CAA). Professor Zhou is the Founding Editor-in-Chief of the IEEE/Wiley Book Series on Systems Science and Engineering and the Editor-in-Chief of the IEEE/CAA Journal of Automatica Sinica. In 2015, he received the Norbert Wiener Award for "fundamental contributions to the area of Petri net theory and applications to discrete event systems," from the IEEE Systems, Man, and Cybernetics Society which also awarded him the Franklin V. Taylor Memorial Award for Best Paper award in 2010. In 2000, Professor Zhou received the Humboldt Research Award for US Senior Scientists, Alexander von Humboldt Foundation, Germany. In 1994, he received the Society of Manufacturing Engineers, Computer-Integrated Manufacturing UNIVERSITY-LEAD Award. The number of his publications receiving 200 or more citations is 24 according to Google Scholar. He is one of the world's Highly Cited Researchers in Web of Science and has a total of more than 34,000 citations with an h- index of 89.
Hamidou Tembine is a French game theorist and researcher specializing in evolutionary games and co-opetitive mean-field-type games. He is a Global Network Assistant Professor at New York University. He is also the principal investigator and director of the Game Theory and Learning Laboratory at New York University.
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