18347435
Supporting flexible roles in a shared space
People in a group play various roles. Manager, intern, department chair, guest speaker, the woman who knows how the fax machine works, the guy who got the pizza, the person speaking now, the person capturing this on the whiteboard; roles can be formal or informal, long-lived or ephemeral. They can be bestowed by ceremony, or assumed with the invisibility of the taken-for-granted. But it is the interaction of minds that creates and sustains a role: a role is a human construct. Even roles like “mother” or “father”, which would seem to demand certain biological characteristics, cannot be defined at any depth without appeal to social convention. The largely hands-off approach taken by nature seems to work fairly well for groups of humans: when there is confusion or concern about who is playing what role, it is generally good for a group to work it out as a social issue. If roles were encoded solely in human biology or in physical law, life might be simpler but certainly more stulfiying.
41296063
Prototype-based languages: object lessons from class-free programming
209398246
From Kansas to Oz.
45789414
A Simple and Unifying Approach to Subjective Objects
Abstract Most object-oriented languages are objective: an object always responds to the same message in the same way. Subjective objects more closely match naturally occurring systems, and they provide consistent solutions to a wide range of problems, problems that otherwise must be solved by varied and specialized mechanisms. Applying a perspective-receiver symmetry principle in designing the subjectivity semantics of an object-oriented language results in a semantically uncluttered language with a surprisingly wide range of utility. We employ this approach in creating the language Us, a subjective version of Self.
61043025
Auditory icons in large-scale collaborative environments
52856801
Subjectivity in object-oriented systems
17812918
Acquiring and delivering lessons learned for NASA scientists and engineers: a dynamic approach
Web forms are a common mechanism for collecting information online. They pose some limitations which negatively affect ease and flexibility of user interaction. These limitations are more pronounced when collecting information that can not be broken down into well defined and agreed upon structures. Lessons Learned or any kind of 'knowledge' is an example of such information. In this paper we introduce a concept of 'Dynamic Forms' which is aimed at enhancing user interaction while collecting unstructured information, 'Lessons Learned' in particular.
33919116
The Fighter Aircraft LCS: A Case of Different LCS Goals and Techniques
A system employed by the authors to acquire novel fighter aircraft manoeuvres from combat simulation is more akin to the traditional LCS model than to more recent systems. Given the difficulties often experienced in LCS research on simple problems, one must ask how a relatively primitive LCS has had consistent success in the complex domain of fighter aircraft manoeuvring. This paper presents the fighter aircraft LCS, in greater detail than in previous publications. Positive results from the system are discussed. The paper then focuses on the primary reasons the fighter aircraft LCS has avoided the difficulties of the traditional LCS. The authors believe the system's success has three primary origins: differences in credit assignment, differences in action encoding, and (possibly most importantly) a difference in system goals. In the fighter aircraft system, the goal has been simply the discovery of innovative, novel tactics, rather than online control. The paper concludes by discussing the most salient features of the fighter aircraft learning system, and how those features may be profitably combined with other LCS developments.
11578423
A Framework to place Cross-cultural Case Study Research in an Information Systems Action Research Context
2 School of Management Information Systems, Deakin University, Australia. E-mail: smithr@deakin.edu.au . ABSTRACT: The progressive evolution of the global information society has escalated the debate over effective ways to facilitate relevance in information systems research without sacrificing rigor. Accommodation of interpretivist research methodologies has been suggested to address this problem, particularly in instances of research conducted in Asian developing countries. This paper discusses problems encountered in attempting to apply, in such a context, positivist longitudinal case study research methods, using models originating from research focused on organisations in Western, developed economies. We outline a synthesis of the positivist methods with an action research approach, and the subsequent use of a particular research framework to track progress and report outcomes.
39456630
Technology Introduction in a Systemic Context for IT Project Success
The management of information technology (IT) introduction is a complex, interconnected systemic process. Sub-optimal solutions may result when an enterprise fails to analyse a broad spectrum of worthy solutions, taking a systemic standpoint. The information technologies selected and the means adopted to introduce those technologies, can be crucial to the eventual success or failure of an IT project. In this paper various analyses crucial to the management of change are identified and critically examined. The potential consequences of failure to successfully carry out such analyses are canvassed.
14722546
Is Electronic Community an Addictive Substance?
In this study, we examine how online games, like the Massively Multiplayer Online Role Playing Game (MMORPG) EverQuest, are represented and controlled through media rhetoric. We look at international attempts to regulate their use through policy, and unearth some of the ways in which media reports have constructed public opinion of online games. We then contrast those reports with an ethnographic study of the EverQuest environment. The analysis of game experience and informant testimony shows that regulation and control of games is ultimately not a correct course of action in order to heal social dysfunction, of which excessive participation in electronic communities is only a symptom.