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Reducing the effect of network delay on tightly-coupled interactionStuckel, Dane Joshua 31 March 2008 (has links)
Tightly-coupled interaction is shared work in which each persons actions immediately and continuously influence the actions of others. Tightly-coupled interaction is a hallmark of expert behaviour in face-to-face activity, but becomes extremely difficult to accomplish in distributed groupware. The main cause of this difficulty is network delay even amounts as small as 100ms that disrupts peoples ability to synchronize their actions with another person. To reduce the effects of delay on tightly-coupled interaction, I introduce a new technique called Feedback-Feedthrough Synchronization (FFS). FFS causes visual feedback from an action to occur at approximately the same time for both the local and the remote person, preventing one person from getting ahead of the other in the coordinated interaction. I tested the effects of FFS on group performance in several delay conditions, and my study showed that FFS substantially improved users performance: accuracy was significantly improved at all levels of delay, and without noticeable increase in perceived effort or frustration. Techniques like FFS that support the requirements of tightly-coupled interaction provide new means for improving the usability of groupware that operates on real-world networks.
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High-speed coordination in groupwareBarjawi, Mutasem 18 November 2009
Coordination is important in groupware because it helps users collaborate efficiently. However, groupware systems in which activities occur at a faster pace need faster coordination in order to keep up with the speed of the activity. Faster coordination is especially needed when actions are dependent on one another (i.e., they are tightly-coupled) and when each user can see and interact with other users actions as they occur (i.e., real time). There is little information available about this type of fast coordination (also named high-speed coordination or HSC) in groupware. In this thesis, I addressed this problem by providing a body of principles and information about high-speed coordination. This solution was achieved by creating a groupware game called RTChess and then conducting an exploratory evaluation in which high-speed coordination was investigated. The results of this evaluation show that there were small amounts of high-speed coordination in the game and that high-speed coordination was difficult to achieve. In addition, HSC was affected by five main characteristics of the groupware environment: user experience, level of awareness of the partners interactions, communication between partners, number of dependencies that affect the users interactions, and pace of activities in the system.
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High-speed coordination in groupwareBarjawi, Mutasem 18 November 2009 (has links)
Coordination is important in groupware because it helps users collaborate efficiently. However, groupware systems in which activities occur at a faster pace need faster coordination in order to keep up with the speed of the activity. Faster coordination is especially needed when actions are dependent on one another (i.e., they are tightly-coupled) and when each user can see and interact with other users actions as they occur (i.e., real time). There is little information available about this type of fast coordination (also named high-speed coordination or HSC) in groupware. In this thesis, I addressed this problem by providing a body of principles and information about high-speed coordination. This solution was achieved by creating a groupware game called RTChess and then conducting an exploratory evaluation in which high-speed coordination was investigated. The results of this evaluation show that there were small amounts of high-speed coordination in the game and that high-speed coordination was difficult to achieve. In addition, HSC was affected by five main characteristics of the groupware environment: user experience, level of awareness of the partners interactions, communication between partners, number of dependencies that affect the users interactions, and pace of activities in the system.
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