[1]
Inferring Personality of Online Gamers by Fusing Multiple-View Predictions
Long Papers
/
Shen, Jianqiang
/
Brdiczka, Oliver
/
Ducheneaut, Nicolas
/
Yee, Nicholas
/
Begole, Bo
Proceedings of the 2012 Conference on User Modeling, Adaptation and
Personalization
2012-07-16
p.261-273
Keywords: personality; behavior analysis; social networks; sentiment analysis; virtual
worlds
© Copyright 2012 Springer-Verlag
Summary: Reliable personality prediction can have direct impact on many adaptive
systems, such as targeted advertising, interface personalization and content
customization. We propose an algorithm to infer a user's personality profile
more reliably by fusing analytical predictions from multiple sources including
behavioral traces, textual data, and social networking information. We applied
and validated our approach using a real data set obtained from 1,040 World of
Warcraft players. Besides behavioral and social networking information, we
found that text analysis of character names yields the strongest personality
cues.
[2]
Online gaming motivations scale: development and validation
Understanding gamers
/
Yee, Nick
/
Ducheneaut, Nicolas
/
Nelson, Les
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2803-2806
© Copyright 2012 ACM
Summary: Understanding gaming motivations is important given the growing trend of
incorporating game-based mechanisms in non-gaming applications. In this paper,
we describe the development and validation of an online gaming motivations
scale based on a 3-factor model. Data from 2,071 US participants and 645 Hong
Kong and Taiwan participants is used to provide a cross-cultural validation of
the developed scale. Analysis of actual in-game behavioral metrics is also
provided to demonstrate predictive validity of the scale.
[3]
Through the azerothian looking glass: mapping in-game preferences to real
world demographics
Understanding gamers
/
Yee, Nick
/
Ducheneaut, Nicolas
/
Shiao, Han-Tai
/
Nelson, Les
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2811-2814
© Copyright 2012 ACM
Summary: Examining how in-game behavior preferences map onto real world demographics
provides important empirically-derived insights into how to match game-based
mechanisms to target demographic segments. Using behavioral and demographic
data from 1,037 World of Warcraft players, we use multiple regressions to
provide this mapping. Given current interest in "gamifying" applications, we
believe these findings are relevant for both gaming and non-gaming research.
[4]
Introverted elves & conscientious gnomes: the expression of personality
in World of Warcraft
Identity & virtual social interactions
/
Yee, Nick
/
Ducheneaut, Nicolas
/
Nelson, Les
/
Likarish, Peter
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.753-762
© Copyright 2011 ACM
Summary: Personality inference can be used for dynamic personalization of content or
system customization. In this study, we examined whether and how personality is
expressed in Virtual Worlds (VWs). Survey data from 1,040 World of Warcraft
players containing demographic and personality variables was paired with their
VW behavioral metrics over a four-month period. Many behavioral cues in VWs
were found to be related to personality. For example, Extraverts prefer group
activities over solo activities. We also found that these behavioral indicators
can be used to infer a player's personality.
[5]
Do men heal more when in drag?: conflicting identity cues between user and
avatar
Identity & virtual social interactions
/
Yee, Nick
/
Ducheneaut, Nicolas
/
Yao, Mike
/
Nelson, Les
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.773-776
© Copyright 2011 ACM
Summary: Studies in the Proteus Effect have shown that users conform to stereotypes
associated with their avatar's appearance. In this study, we used longitudinal
behavioral data from 1,040 users in a virtual world to examine the behavioral
outcome of conflicting gender cues between user and avatar. We found that
virtual gender had a significant effect on in-game behaviors for both healing
and player-vs-player activity.
[6]
Models, theories and methods of studying online behaviour
Workshops
/
Brown, Barry
/
Lampe, Cliff
/
Rodden, Kerry
/
Ducheneaut, Nicolas
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.2
p.4449-4452
Keywords: internet research, social interaction, theory of behavior
© Copyright 2010 ACM
Summary: While there is a growing body of work that documents online behavior in its
different forms, there has been little research that develops holistic models
and theories of online behavior. This workshop will draw together internet
researchers to develop new understandings of online behavior across a diversity
of activities and applications. The emphasis is on new theories and models that
can be used to understand and predict social behavior as underlying
technologies change. This workshop will work as a valuable bridge across
individual disciplines and empirical studies supporting the generalization of
understandings and approaches.
[7]
EDITED BOOK
Online Worlds: Convergence of the Real and the Virtual
Human-Computer Interaction Series
/
Bainbridge, William Sims
2010
n.23
p.302
Springer London
DOI: 10.1007/978-1-84882-825-4
Introduction (1-6)
+ Bainbridge, William Sims
New World View (7-19)
+ Bainbridge, William Sims
Culture and Creativity: World of Warcraft Modding in China and the US (21-41)
+ Kow, Yong Ming
+ Nardi, Bonnie
The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games and Virtual Worlds (43-56)
+ Pearce, Celia
+ Artemesia, +
Science, Technology, and Reality in The Matrix Online and Tabula Rasa (57-70)
+ Bainbridge, William Sims
Spore: Assessment of the Science in an Evolution-Oriented Game (71-85)
+ Bohannon, John
+ Gregory, T. Ryan
+ et al
Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching, and Learning with Virtual Worlds (87-100)
+ Fox, Michelle Roper
+ Kelly, Henry
+ et al
A Virtual Mars (101-109)
+ Childers, Richard
Opening the Metaverse (111-122)
+ Lombardi, Julian
+ Lombardi, Marilyn
A Typology of Ethnographic Scales for Virtual Worlds (123-133)
+ Boellstorff, Tom
Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls (135-145)
+ Ducheneaut, Nicolas
Examining Player Anger in World of Warcraft (147-160)
+ Barnett, Jane
+ Coulson, Mark
+ Foreman, Nigel
Dude Looks like a Lady: Gender Swapping in an Online Game (161-174)
+ Huh, Searle
+ Williams, Dmitri
Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners (175-186)
+ Bailenson, Jeremy N.
+ Segovia, Kathryn Y.
Speaking in Character: Voice Communication in Virtual Worlds (187-200)
+ Wadley, Greg
+ Gibbs, Martin R.
What People Talk About in Virtual Worlds (201-212)
+ Maher, Mary Lou
Changing the Rules: Social Architectures in Virtual Worlds (213-223)
+ Yee, Nick
Game-Based Virtual Worlds as Decentralized Virtual Activity Systems (225-235)
+ Scacchi, Walt
When Virtual Worlds Expand (237-251)
+ Bainbridge, William Sims
Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games (253-264)
+ Korsgaard, M. Audrey
+ Picot, Arnold
+ et al
Virtual Worlds for Virtual Organizing (265-278)
+ Rhoten, Diana
+ Lutters, Wayne
Future Evolution of Virtual Worlds as Communication Environments (279-288)
+ Prisco, Giulio
The Future of Virtual Worlds (289-302)
+ Bainbridge, William Sims
+ Lutters, Wayne
+ et al
[8]
You can be too rich: mediated communication in a virtual world
Experience
/
Wadley, Greg
/
Gibbs, Martin R.
/
Ducheneaut, Nicolas
Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer
Interaction
2009-11-23
p.49-56
Keywords: Second Life, media richness, virtual worlds, voice
© Copyright 2009 CHISIG and author(s)
Summary: Internet-based virtual worlds (VWs) have emerged as a popular form of
collaborative virtual environment. Most have offered only text chat for user
communication; however several VWs have recently introduced voice. While
research has demonstrated benefits of voice, its introduction into the popular
VW Second Life (SL) was controversial, and some users have rejected it. In
order to understand the benefits and problems that voice brings to virtual
worlds, we used qualitative methods to gather data from SL users and analyse
it. We discuss our results in the light of media-richness theory and its
critiques, arguing that preferences for voice or text reflect a broader problem
of managing social presence in virtual contexts.
[9]
The 'out-of-avatar experience': object focused collaboration in Second Life
/
Wadley, Greg
/
Ducheneaut, Nicolas
Proceedings of the 11th European Conference on Computer-Supported
Cooperative Work
2009-09-07
p.323-342
Summary: Much of our current understanding of collaboration around objects in
collaborative virtual environments comes from studies conducted with
experimental immersive systems. Now Internet-based desktop virtual worlds (VWs)
have become a popular form of 3d environment, and have been proposed for a
variety of workplace scenarios. One popular VW, Second Life (SL), allows its
users to create and manipulate objects. This provides an opportunity to examine
the problems and practices of object-focused collaboration in a current system
and compare them to prior results. We studied small groups as they assembled
objects in SL under varying conditions. In this paper we discuss the problems
they encountered and the techniques they used to overcome them. We present
measures of camera movement and verbal reference to objects, and discuss the
impact of the UI upon these behaviors. We argue that while well-documented old
problems remain very much alive, their manifestation in SL suggests new
possibilities for supporting collaboration in 3d spaces. In particular,
directly representing users' focus of attention may be more efficient than
indirectly representing it via avatar gaze or gestures.
[10]
Collaborative Filtering Is Not Enough? Experiments with a Mixed-Model
Recommender for Leisure Activities
Peer-reviewed Papers
/
Ducheneaut, Nicolas
/
Partridge, Kurt
/
Huang, Qingfeng
/
Price, Bob
/
Roberts, Mike
/
Chi, Ed H.
/
Bellotti, Victoria
/
Begole, Bo
Proceedings of the 2009 Conference on User Modeling, Adaptation and
Personalization
2009-06-22
p.295-306
Keywords: Recommender systems; hybrid models; evaluation
© Copyright 2009 Springer-Verlag
Summary: Collaborative filtering (CF) is at the heart of most successful recommender
systems nowadays. While this technique often provides useful recommendations,
conventional systems also ignore data that could potentially be used to refine
and adjust recommendations based on a user's context and preferences. The
problem is particularly acute with mobile systems where information delivery
often needs to be contextualized. Past research has also shown that combining
CF with other techniques often improves the quality of recommendations. In this
paper, we present results from an experiment assessing user satisfaction with
recommendations for leisure activities that are obtained from different
combinations of these techniques. We show that the most effective mix is highly
dependent on a user's familiarity with a geographical area and discuss the
implications of our findings for future research.
[11]
Body and mind: a study of avatar personalization in three virtual worlds
New media experiences 1
/
Ducheneaut, Nicolas
/
Wen, Ming-Hui
/
Yee, Nicholas
/
Wadley, Greg
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.1
p.1151-1160
Keywords: avatars, customization, personality, virtual worlds
© Copyright 2009 ACM
Summary: An increasingly large number of users connect to virtual worlds on a regular
basis to conduct activities ranging from gaming to business meetings. In all
these worlds, users project themselves into the environment via an avatar: a 3D
body which they control and whose appearance is often customizable. However,
considering the prevalence of this form of embodiment, there is a surprising
lack of data about how and why users customize their avatar, as well as how
easy and satisfying the existing avatar creation tools are. In this paper, we
report on a study investigating these issues through a questionnaire
administered to more than a hundred users of three virtual worlds offering
widely different avatar creation and customization systems (Maple Story, World
of Warcraft, and Second Life). We illustrate the often-surprising choices users
make when creating their digital representation and discuss the impact of our
findings for the design of future avatar creation systems.
[12]
Activity-based serendipitous recommendations with the Magitti mobile leisure
guide
On the Move
/
Bellotti, Victoria
/
Begole, Bo
/
Chi, Ed H.
/
Ducheneaut, Nicolas
/
Fang, Ji
/
Isaacs, Ellen
/
King, Tracy
/
Newman, Mark W.
/
Partridge, Kurt
/
Price, Bob
/
Rasmussen, Paul
/
Roberts, Michael
/
Schiano, Diane J.
/
Walendowski, Alan
Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems
2008-04-05
v.1
p.1157-1166
© Copyright 2008 ACM
Summary: This paper presents a context-aware mobile recommender system, codenamed
Magitti. Magitti is unique in that it infers user activity from context and
patterns of user behavior and, without its user having to issue a query,
automatically generates recommendations for content matching. Extensive field
studies of leisure time practices in an urban setting (Tokyo) motivated the
idea, shaped the details of its design and provided data describing typical
behavior patterns. The paper describes the fieldwork, user interface, system
components and functionality, and an evaluation of the Magitti prototype.
[13]
Social TV: Designing for Distributed, Sociable Television Viewing
/
Ducheneaut, Nicolas
/
Moore, Robert J.
/
Oehlberg, Lora
/
Thornton, James D.
/
Nickell, Eric
International Journal of Human-Computer Interaction
2008
v.24
n.2
p.136-154
© Copyright 2008 Taylor and Francis
Summary: Media research has shown that people enjoy watching television as a part of
socializing in groups. However, many constraints in daily life limit the
opportunities for doing so. The Social TV project builds on the increasing
integration of television and computer technology to support sociable,
computer-mediated group viewing experiences. In this article, we describe the
initial results from a series of studies illustrating how people interact in
front of a television set. Based on these results, we propose guidelines as
well as specific features to inform the design of future "social television"
prototypes.
[14]
Coordinating joint activity in avatar-mediated interaction
Faces & bodies in interaction
/
Moore, Robert J.
/
Gathman, E. Cabell Hankinson
/
Ducheneaut, Nicolas
/
Nickell, Eric
Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems
2007-04-28
v.1
p.21-30
© Copyright 2007 ACM
Summary: Massively multiplayer online games (MMOGs) currently represent the most
widely used type of social 3D virtual worlds with millions of users worldwide.
Although MMOGs take face-to-face conversation as their metaphor for
user-to-user interaction, avatars currently give off much less information
about what users are doing than real human bodies. Consequently, users
routinely encounter slippages in coordination when engaging in joint courses of
action. In this study, we analyze screen-capture video of user-to-user
interaction in the game, City of Heroes, under two conditions: one with the
game's standard awareness cues and the other with enhanced cues. We use
conversation analysis to demonstrate interactional slippages caused by the
absence of awareness cues, user practices that circumvent such limitations and
ways in which enhanced cues can enable tighter coordination.
[15]
The life and death of online gaming communities: a look at guilds in world
of warcraft
Games
/
Ducheneaut, Nicolas
/
Yee, Nicholas
/
Nickell, Eric
/
Moore, Robert J.
Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems
2007-04-28
v.1
p.839-848
© Copyright 2007 ACM
Summary: Massively multiplayer online games (MMOGs) can be fascinating laboratories
to observe group dynamics online. In particular, players must form persistent
associations or "guilds" to coordinate their actions and accomplish the games'
toughest objectives. Managing a guild, however, is notoriously difficult and
many do not survive very long. In this paper, we examine some of the factors
that could explain the success or failure of a game guild based on more than a
year of data collected from five World of Warcraft servers. Our focus is on
structural properties of these groups, as represented by their social networks
and other variables. We use this data to discuss what games can teach us about
group dynamics online and, in particular, what tools and techniques could be
used to better support gaming communities.
[16]
Virtual "Third Places": A Case Study of Sociability in Massively Multiplayer
Games
/
Ducheneaut, Nicolas
/
Moore, Robert J.
/
Nickell, Eric
Computer Supported Cooperative Work
2007
v.16
n.1/2
p.129-166
Keywords: automated data collection - online games - sociability - third places
© Copyright 2007 Springer
Summary: Georg Simmel [American Journal of Sociology 55:254-261 (1949)] is widely
credited as the first scholar to have seriously examined sociability -- "the
sheer pleasure of the company of others" and the central ingredient in many
social forms of recreation and play. Later Ray Oldenburg [The Great Good Place.
New York: Marlowe & Company (1989)] extended Simmel's work by focusing on a
certain class of public settings, or "third places," in which sociability tends
to occur, such as, bars, coffee shops, general stores, etc. But while Simmel
and Oldenburg describe activities and public spaces in the physical world,
their concepts may apply as well to virtual or online worlds. Today Massively
Multiplayer Online Games (MMOGs) are extensive, persistent online 3D
environments that are populated by hundreds of thousands of players at any
given moment. The sociable nature of these online spaces is often used to
explain their success: unlike previous video games, MMOGs require players to
exchange information and collaborate in real-time to progress in the game. In
order to shed light on this issue, we critically examine player-to-player
interactions in a popular MMOG (Star Wars Galaxies). Based on several months of
ethnographic observations and computerized data collection, we use Oldenburg's
notion of "third places" to evaluate whether or not the social spaces of this
virtual world fit existing definitions of sociable environments. We discuss the
role online games can play in the formation and maintenance of social capital,
what they can teach us about the evolution of sociability in an increasingly
digitally connected social world, and what could be done to make such games
better social spaces.
[17]
Doing Virtually Nothing: Awareness and Accountability in Massively
Multiplayer Online Worlds
/
Moore, Robert J.
/
Ducheneaut, Nicolas
/
Nickell, Eric
Computer Supported Cooperative Work
2007
v.16
n.3
p.265-305
Keywords: collaborative virtual environments - conversation analysis -
ethnomethodology - game design - Massively Multiplayer Online Games - virtual
worlds
© Copyright 2007 Springer
Summary: To date the most popular and sophisticated types of virtual worlds can be
found in the area of video gaming, especially in the genre of Massively
Multiplayer Online Role Playing Games (MMORPG). Game developers have made great
strides in achieving game worlds that look and feel increasingly realistic.
However, despite these achievements in the visual realism of virtual game
worlds, they are much less sophisticated when it comes to modeling face-to-face
interaction. In face-to-face, ordinary social activities are "accountable,"
that is, people use a variety of kinds of observational information about what
others are doing in order to make sense of others' actions and to tightly
coordinate their own actions with others. Such information includes: (1) the
real-time unfolding of turns-at-talk; (2) the observability of embodied
activities; and (3) the direction of eye gaze for the purpose of gesturing. But
despite the fact that today's games provide virtual bodies, or "avatars," for
players to control, these avatars display much less information about players'
current state than real bodies do. In this paper, we discuss the impact of the
lack of each type of information on players' ability to tightly coordinate
their activities and offer guidelines for improving coordination and,
ultimately, the players' social experience.
[18]
Share and share alike: exploring the user interface affordances of file
sharing
Activity: design implications
/
Voida, Stephen
/
Edwards, W. Keith
/
Newman, Mark W.
/
Grinter, Rebecca E.
/
Ducheneaut, Nicolas
Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems
2006-04-22
v.1
p.221-230
© Copyright 2006 ACM
Summary: With the rapid growth of personal computer networks and the Internet,
sharing files has become a central activity in computer use. The ways in which
users control the what, how, and with whom of sharing are dictated by the tools
they use for sharing; there are a wide range of sharing practices, and hence a
wide range of tools to support these practices. In practice, users'
requirements for certain sharing features may dictate their choice of tool,
even though the other affordances available through that tool may not be an
ideal match to the desired manner of sharing.
In this paper, we explore users' current practices in file sharing and
examine the tools used to share files. Based on our findings, we unpack the
features and affordances of these tools into a set of dimensions along which
sharing tools can be characterized. Then, we present the set of user interface
features we have prototyped in an interface called a sharing palette, which
provides a platform for exploration and experimentation with new modalities of
sharing. We briefly present the tool as a whole and then focus on the
individual features of the sharing palette that support reported styles of
sharing.
[19]
"Alone together?": exploring the social dynamics of massively multiplayer
online games
Games and performances
/
Ducheneaut, Nicolas
/
Yee, Nicholas
/
Nickell, Eric
/
Moore, Robert J.
Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems
2006-04-22
v.1
p.407-416
© Copyright 2006 ACM
Best paper nominee: This paper presents a longitudinal empirical
study of a Massively Multiplayer Online Game (MMOG) by analyzing actual
usage logs of a game. A more refined understanding of the social nature
of these games (more for audience than for collaboration) is
articulated, suggesting implications for the design of social
interaction in these games.
Summary: Massively Multiplayer Online Games (MMOGs) routinely attract millions of
players but little empirical data is available to assess their players' social
experiences. In this paper, we use longitudinal data collected directly from
the game to examine play and grouping patterns in one of the largest MMOGs:
World of Warcraft. Our observations show that the prevalence and extent of
social activities in MMOGs might have been previously over-estimated, and that
gaming communities face important challenges affecting their cohesion and
eventual longevity. We discuss the implications of our findings for the design
of future games and other online social spaces.
[20]
Using hybrid networks for the analysis of online software development
communities
Visualization and search
/
Medynskiy, Yevgeniy Eugene
/
Ducheneaut, Nicolas
/
Farahat, Ayman
Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems
2006-04-22
v.1
p.513-516
© Copyright 2006 ACM
Summary: Social network-based systems usually suffer from two major limitations: they
tend to rely on a single data source (e.g. email traffic), and the form of
network patterns is often privileged over their content. To go beyond these
limitations we describe a system we developed to visualize and navigate hybrid
networks constructed from multiple data sources -- with a direct link between
formal representations and the raw content. We illustrate the benefits of our
approach by analyzing patterns of collaboration in a large Open Source project,
using hybrid networks to uncover important roles that would otherwise have been
missed.
[21]
The orbital browser: composing ubicomp services using only rotation and
selection
alt.chi
/
Ducheneaut, Nicolas
/
Smith, Trevor F.
/
Begole, James Bo
/
Newman, Mark W.
/
Beckmann, Chris
Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems
2006-04-22
v.2
p.321-326
© Copyright 2006 ACM
Summary: Most ubiquitous computing environments are designed as collections of highly
distributed and heterogeneous services. In this paper we describe a user
interface, the Orbital Browser, which reduces the complexity of ubicomp service
composition to two simple end-user operations: rotation and selection. We
discuss the design requirements imposed by service composition and how we
addressed them with our system.
[22]
A Methodological Framework for Socio-Cognitive Analyses of Collaborative
Design of Open Source Software
/
Sack, Warren
/
Détienne, Françoise
/
Ducheneaut, Nicolas
/
Burkhardt, Jean-Marie
/
Mahendran, Dilan
/
Barcellini, Flore
Computer Supported Cooperative Work
2006
v.15
n.2/3
p.229-250
Keywords: empirical studies; methodology; software development; open source
© Copyright 2006 Springer
Summary: Open Source Software (OSS) development challenges traditional software
engineering practices. In particular, OSS projects are managed by a large
number of volunteers, working freely on the tasks they choose to undertake. OSS
projects also rarely rely on explicit system-level design, or on project plans
or schedules. Moreover, OSS developers work in arbitrary locations and
collaborate almost exclusively over the Internet, using simple tools such as
email and software code tracking databases (e.g. CVS).
All the characteristics above make OSS development akin to weaving a
tapestry of heterogeneous components. The OSS design process relies on various
types of actors: people with prescribed roles, but also elements coming from a
variety of information spaces (such as email and software code). The objective
of our research is to understand the specific hybrid weaving accomplished by
the actors of this distributed, collective design process. This, in turn,
challenges traditional methodologies used to understand distributed software
engineering: OSS development is simply too "fibrous" to lend itself well to
analysis under a single methodological lens.
In this paper, we describe the methodological framework we articulated to
analyze collaborative design in the Open Source world. Our framework focuses on
the links between the heterogeneous components of a project's hybrid network.
We combine ethnography, text mining, and socio-technical network analysis and
visualization to understand OSS development in its totality. This way, we are
able to simultaneously consider the social, technical, and cognitive aspects of
OSS development. We describe our methodology in detail, and discuss its
implications for future research on distributed collective practices.
[23]
Keeping bots out of online games
/
Golle, Philippe
/
Ducheneaut, Nicolas
Proceedings of the 2005 International Conference on Advances in Computer
Entertainment Technology
2005-06-15
p.262-265
© Copyright 2005 ACM
Summary: We study the problem of restricting participation in online games to human
players, so they can enjoy the game without interference from automated playing
agents known as bots. We propose a range of techniques, both software and
hardware based, to distinguish bots from human players in a wide variety of
online games, from poker to "shoot'em ups."
[24]
Listening in: practices surrounding iTunes music sharing
Personal technologies
/
Voida, Amy
/
Grinter, Rebecca E.
/
Ducheneaut, Nicolas
/
Edwards, W. Keith
/
Newman, Mark W.
Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems
2005-04-02
v.1
p.191-200
Summary: This paper presents a descriptive account of the social practices
surrounding the iTunes music sharing of 13 participants in one organizational
setting. Specifically, we characterize adoption, critical mass, and privacy;
impression management and access control; the musical impressions of others
that are created as a result of music sharing; the ways in which participants
attempted to make sense of the dynamic system; and implications of the overlaid
technical, musical, and corporate topologies. We interleave design implications
throughout our results and relate those results to broader themes in a music
sharing design space.
[25]
In Search of Coherence: A Review of E-Mail Research
/
Ducheneaut, Nicolas
/
Watts, Leon A.
Human-Computer Interaction
2005
v.20
n.1/2
p.11-48
© Copyright 2005 Lawrence Erlbaum Associates
Summary: E-mail research encompasses a vast and diverse body of work that accumulated
over the past 30 years. In this article, we take a critical look at the
research literature and ask two simple questions: What is e-mail research? Can
it help us reinvent e-mail? Rather than defining an overarching framework, we
survey the literature and identify three metaphors that have guided e-mail
research up to this day: e-mail as a file cabinet extending human information
processing capabilities, e-mail as a production line and locus of work
coordination, and, finally, e-mail as a communication genre supporting social
and organizational processes. We propose this taxonomy so that designers of
future e-mail systems can forge their own direction of research, with knowledge
of other directions that have been explored in the past. As an illustration of
the possible future work we want to encourage with this review, we conclude
with a description of several guidelines for the reinvention of e-mail inspired
by our journey through the literature.