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Distributed group decision support : an exploration of some key conceptsMorton, Alec January 2000 (has links)
No description available.
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The effects of electronic meeting support on large and small decision-making groups.Winniford, MaryAnne. January 1989 (has links)
This research compared the use of an electronic meeting system tool to a manual group process in large and small groups in a controlled laboratory experiment. Outcomes measured include the quality of decision, the time taken in various stages of the decision making process, and group member satisfaction. A research model of the variables influencing group decision making was developed. The six independent variables included in this model are group size, the rule by which the group makes a decision, the incentives driving the group, the distribution of useful information within the group, the task complexity, and the meeting support (electronic or manual). In this research group size and method of support were manipulated, while the other variables were controlled. A decision-making task was developed for this research to specify and manipulate the six independent variables. The task described a product mix problem in which information on each product was given to group members. The group shared information and jointly determined an outcome. The group used an unanimous decision rule to choose a solution. A numerical outcome was used to objectively measure decision quality. Each member of the group received a cash payoff determined by the group's solution as incentive in accomplishing the task. All groups found the optimal solution. The simplicity of the task may have minimized the differences found between groups. There was no significant difference in general member satisfaction or time to decision. Prior knowledge was found to influence general member satisfaction and the time needed for the group to share information. Members of large groups perceived more uneven distribution of participation than members of small groups. Voting differences were very large: large groups took significantly more votes than small groups, and electronic groups took significantly more votes than manual groups. "Conjunctive" and "disjunctive" task descriptions are used to discuss task/tool interaction.
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Application of voice recognition input to decision support systemsDrake, Robert Gervase 12 1900 (has links)
Approved for public release; distribution is unlimited / The goal of this study is to provide a single source of data that enables the selection of an appropriate voice recognition (VR) application for a decision support system (DSS) as well as for other computer applications. A brief background of both voice recognition systems and decision supports systems is provided with special emphasis given to the dialog component of DSS. The categories of voice recognition discussed are human factors, environmental factors, situational factors, quantitative factors, training factors, host computer factors, and experiments and research. Each of these areas of voice recognition is individually analyzed, and specific references to applicable literature are included. This study also includes appendices that contain: a glossary (including definitions) of phrases specific to both decision support system and voice recognition systems, keywords applicable to this study, an annotated bibliography (alphabetically and by specific topics) of current VR systems literature containing over 200 references, an index of publishers, a complete listing of current commercially available VR systems. / http://archive.org/details/applicationofvoi00drak / Lieutenant, United States Navy
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Effects of Technological Support on Decision Making Performance of Distributed GroupsCano, Arnoldo Rafael 07 May 1998 (has links)
This research was concerned with the collection of empirical data necessary to estimate the effects of decision support tools on the performance of distributed groups. Data was collected in a controlled experimental environment that simulated a geographically-dispersed meeting through the use of videoconferencing and group communication support (GCSS) technology. Results of the use of a Group Decision Support System (GDSS) on group process and outcome variables were mixed. As predicted by the literature the use of a GDSS by distributed groups improved overall group consensus, decision accuracy, and decision effectiveness. The use of a GDSS also increased perceived process structure. Contrary to previous studies, the use of a GDSS increased decision time, and decreased overall satisfaction with the group process. No significant effects were found for perceived consensus, cooperation, amount of information exchange, or confidence in the decision.
A strong correlation was found between decision quality and decision time. An even stronger correlation was found between perceived structure of the process and satisfaction with the process. The lack of feedback about the process and its outcomes could explain the lack of a GDSS effect on perceptions of consensus, cooperation, and confidence in the decision. Perception of subjective measures of the process may depend on the presence of the appropriate types of feedback. The results suggest that an increase in structure without a perceived improvement in decision quality (confidence in the decision) tends to reduce group satisfaction.
A richer taxonomy for Computer Supported Cooperative Work (CSCW) systems is proposed whereby three orthogonal dimensions of group support are defined. These three dimensions of group support are: Communication support, decision support, and presence support. This new taxonomy suggests a number of research directions aimed at the empirical identification of contextual and design factors relevant to distributed group performance and decision making performance in general. / Master of Science
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Inserção de jogadores virtuais em jogos de papéis para uso em sistemas de apoio à decisão em grupo: um experimento no domínio da gestão de recursos naturais. / Insertion of virtual players in role playing games to use in group decision support systems: an experiment in natural resources management.Adamatti, Diana Francisca 05 June 2007 (has links)
Este trabalho propoe a definicao de uma arquitetura para incorporar jogadores virtuais em uma classe de Sistemas de Apoio a Decisao em Grupos (SADs-G), baseados na utilizacao conjunta de Simulacao Baseada em Multiagentes (MABS) e Jogos de Papeis (RPGs). Estas duas tecnicas, MABS e RPGs, vem sendo utilizadas de forma integrada ha alguns anos devido a capacidade de discussao e aprendizado dos RPG e da capacidade dinamica de MABS. Os jogadores virtuais definidos devem ter a capacidade de tomada de decisao e de comunicacao entre si e com os jogadores reais durante as negociacoes. Os principais aspectos discutidos neste trabalho sao: i) se os jogadores virtuais definidos possuem comportamentos nao-triviais perante aos jogadores reais; ii) se continua ocorrendo o processo de negociacao entre os jogadores, sejam eles reais ou virtuais; iii) se a realizacao de um jogo de forma eletronica (via computador) dificulta a interacao entre os jogadores. De forma a discutir estes aspectos, duas instancias de SADs-G foram implementadas no contexto da Gestao de Recursos Naturais, pois neste dominio o processo de negociacao e extremamente importante e complexo. / This thesis proposes the definition of an architecture to insert virtual players in a particular subclass of Group Decision Support Systems (GDSS), that uses Multi-Agent-Based Simulation (MABS) and Role-Playing Games (RPGs) techniques in an integrated way. These techniques can bring interesting results, since it is possible to join the dynamic capacity of MABS with the discussion and learning capacity of RPGs. The defined virtual players must make decisions and communicate with each other and with the real players during the negotiation process. In this work, the main aspects discussed are the following: i) can virtual players have no-trivial behavior in the face of real players? ii) is the negotiation process between all players (virtual or real) still happening when virtual players are inserted? iii) do electronic games make more difficult the interaction between players? In order to discuss these aspects, two instances of GDSSs were developed in the natural resources management domain. This domain was chosen because its negotiation process is both very important and complex.
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Inserção de jogadores virtuais em jogos de papéis para uso em sistemas de apoio à decisão em grupo: um experimento no domínio da gestão de recursos naturais. / Insertion of virtual players in role playing games to use in group decision support systems: an experiment in natural resources management.Diana Francisca Adamatti 05 June 2007 (has links)
Este trabalho propoe a definicao de uma arquitetura para incorporar jogadores virtuais em uma classe de Sistemas de Apoio a Decisao em Grupos (SADs-G), baseados na utilizacao conjunta de Simulacao Baseada em Multiagentes (MABS) e Jogos de Papeis (RPGs). Estas duas tecnicas, MABS e RPGs, vem sendo utilizadas de forma integrada ha alguns anos devido a capacidade de discussao e aprendizado dos RPG e da capacidade dinamica de MABS. Os jogadores virtuais definidos devem ter a capacidade de tomada de decisao e de comunicacao entre si e com os jogadores reais durante as negociacoes. Os principais aspectos discutidos neste trabalho sao: i) se os jogadores virtuais definidos possuem comportamentos nao-triviais perante aos jogadores reais; ii) se continua ocorrendo o processo de negociacao entre os jogadores, sejam eles reais ou virtuais; iii) se a realizacao de um jogo de forma eletronica (via computador) dificulta a interacao entre os jogadores. De forma a discutir estes aspectos, duas instancias de SADs-G foram implementadas no contexto da Gestao de Recursos Naturais, pois neste dominio o processo de negociacao e extremamente importante e complexo. / This thesis proposes the definition of an architecture to insert virtual players in a particular subclass of Group Decision Support Systems (GDSS), that uses Multi-Agent-Based Simulation (MABS) and Role-Playing Games (RPGs) techniques in an integrated way. These techniques can bring interesting results, since it is possible to join the dynamic capacity of MABS with the discussion and learning capacity of RPGs. The defined virtual players must make decisions and communicate with each other and with the real players during the negotiation process. In this work, the main aspects discussed are the following: i) can virtual players have no-trivial behavior in the face of real players? ii) is the negotiation process between all players (virtual or real) still happening when virtual players are inserted? iii) do electronic games make more difficult the interaction between players? In order to discuss these aspects, two instances of GDSSs were developed in the natural resources management domain. This domain was chosen because its negotiation process is both very important and complex.
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