Arachnet Electronic Journal on Virtual Culture v2n02 (May 16, 1994) URL = http://hegel.lib.ncsu.edu/stacks/serials/aejvc/aejvc-v2n02-contents The Arachnet Electronic Journal on Virtual Culture __________________________________________________________________ ISSN 1068-5723 May 16, 1994 Volume 2 Issue 2 EJVCV2N2 CONTENTS This entire issue is available as EJVCV2N2 PACKAGE Table of Contents _______________________ Special Issue: Computerized Tools as Intermediaries in the Communication of Mental Maps Guest Editor: Donald Day =============== COMPUTERIZED TOOLS AS INTERMEDIARIES IN THE COMMUNICATION OF MENTAL MAPS Donald Day Syracuse University dlday@mailbox.syr.edu (Available as DAY V2N2, 464 lines) Abstract At its most basic, "culture" is shared meanings, and the behaviors based upon those meanings. In order to share meanings, communication must take place. In this special issue, that communication takes place via computerized tools, acting as intermediaries among tool developers and tool users. This introduction links the special issue topic to the concept of culture, briefly sketches each of the eight papers, credits the many people whose time and effort have made this issue possible, and lists references by authors whose work was cited by two or more contributors to this issue. THE EFFECTS OF COMBINING INTERACTIVE GRAPHICS AND TEXT IN COMPUTER-MEDIATED SMALL GROUP DECISION-MAKING Jozsef A. Toth University of Pittsburgh jtoth+@pitt.edu (Available as TOTH V2N2, 1,551 lines) Abstract Research in computer-mediated small group research has focused primarily on the medium of sentential messages. This paper details exploratory research which instead combines a synchronous sentential messaging medium with two-dimensional interactive graphics. Eleven three-person groups participated in a risk-taking, choice- dilemma task involving the collection of their prediscussion opinions, a discussion of the choice-dilemma, consensus attainment and collection of postdiscussion opinions. Two conditions, one where groups selected and received feedback of their graphics-based prediscussion opinions {g}, and a second, which also included a graphical representation of the prediscussion average {g+avg}, were coupled with a sentential communication medium. A third sentential-only {s} condition served as a control. In the condition with the graphical prediscussion opinions and average {g+avg}, groups sent proportionately more messages making persuasive arguments and proportionately fewer messages proposing values and unsubstantiated opinion about the group decision. In the graphical condition without the average {g}, the reverse effect was found to occur. In the control {s}, the same discussion parameters fell proportionately between the two graphics conditions. In both graphics conditions, the first advocate had a stronger influence on the group decision than in the control. The data suggest that the inclusion of two-dimensional graphics can either facilitate or inhibit normative and informational forms of social influence during the group decision-making process. HUMAN-COMPUTER-HUMAN INTERACTION: HOW COMPUTERS AFFECT INTERPERSONAL COMMUNICATION Rodney Fuller Claremont Graduate School fullerr@cgsvax.claremont.edu (Available as FULLER V2N2, 390 lines) Abstract There are two contemporary paradigms of the human-computer interface (HCI) -- the conversation paradigm and the direct manipulation paradigm. Neither one of these paradigms provides good models for designers of electronic media. A paradigm based on using the computer as a medium for conversation (rather than as the target of conversation) might resolve this problem. With this new paradigm, users of electronic media may be less likely to mis-perceive someone else's personality. Two groups of subjects were tested on their abilities to make personality assessments of people they had communicated with. The first group of paired subjects were users of traditional electronic media. Each pair consisted of Person A, who took the test as if they were someone (Person B) they had communicated with but had never seen, and Person B, who took the same test as if they were themselves. A second group of paired subjects who had never communicated using electronic media were asked to do the same task. The electronic media group consistently perceived the person they communicated with to be more analytical (p<.003) and judgmental (p<.03) than that person perceived themselves as being. There were no significant differences in perceptions in the face-to-face (no electronic media) group. DESIGNING FOR COGNITIVE COMMUNICATION: EPISTEMIC FIDELITY OR MEDIATING COLLABORATIVE INQUIRY? Jeremy Roschelle University of Massachusetts, Dartmouth jeremy@dewey.soe.berkeley.edu (Available as ROSCHELL V2N2, 1,454 lines) Abstract This article examines the generalization of the mental model principle to communication of a system of concepts across worldviews. I use an example of an educational simulation designed to teach physics concepts to examine such communication and to illustrate two design perspectives. Gaps between worldviews prevent students from interpreting displays literally, and thus limit the extent to which communication can be achieved by representing knowledge accurately. Hence, rather than merely representing mental models accurately, designers must focus on supporting communicative practices. I suggest four specific design principles within a mediated collaborative inquiry perspective. COMPUTER-AIDED HUMAN-TO-HUMAN INTERACTION: THE HCHI-APPROACH L. Balint Hungarian Academy of Sciences h48bal@ella.hu (Available as BALINT V2N2, 1,014 lines) Abstract General aspects and basic concepts of computer-aided human-to- human interaction are investigated. A new method of using specific computerized tools in the support of human communication is suggested. The key concept in the HCHI (human-computer-human interaction) approach is the introduction of specific and intentional computer-based processing of human messages, in which an intelligent machine aids human-to-human information transfer. The machine support covers not only acquisition, storage, sorting, merging and retrieval of transmitted information, but also translation, formalization, re-recording, analysis and re- synthesizing of human-to-human messages. Moreover, filtering, adjusting, correcting and extraction of selected key facts from messages is possible, as is the constrained transfer of the related mental models via suitable decoding/encoding of the messages. All of these properties result in enhanced precision and increased reliability in human-to-human information transfer -- especially in complex man-machine systems. MAPPING THE MAPPER John Wood and Paul Taylor Goldsmith's College, University of London j.wood@gold.ac.uk (Available as WOOD V2N2, 851 lines) Abstract This paper describes some aspects of the IDEAbase project, a novel hypertext environment intended to assist researchers and students of art and design. It uses as an example one particular IDEAbase document which is non-linear, in that the information purveyed was first mapped out in a multi-dimensional network to become the basis of an IDEAbase document. An appendix reports a preliminary evaluation of the relevance and appeal of a non- linear, intuitive software environment such as IDEAbase in the context of designers' culture and practices. MAPPING SPATIAL COGNITION WITH COMPUTERS Phil Moose (1), Teri Stueland (2), Krista Kern (3) and Tom Gentry (4) California State University, Stanislaus (1) moose@ctc.csustan.edu (2) steuland@ctc.csustan.edu (3) krista@ctc.csustan.edu (4) gentry@ceti.csustan.edu (Available as MOOSE V2N2, 1,240 lines) Abstract Fractal geometry, digital video technology and research on spatial cognition are combined to create new methods for describing mental models. Pointing behaviors recorded on videotape and digitized sketch maps provide two general purpose ways to derive quantitative measures for the study of cognitive maps. Fractal dimension (D) estimates of these cognitive maps were computed for the study of individual differences and the dynamic properties of mental models. Estimates of D for cognitive maps are sensitive to an apparent asymmetry for spatial processes, but exhibited low correlations with tests of personality and intelligence. The results suggest that the type of "imagination" used in cognitive maps may not be assessed effectively by the principal factors common to psychometric measures of cognition. THE WORLD VIEW OF COLLABORATIVE TOOLS Munir Mandviwalla Temple University mandviwm@astro.ocis.temple.edu (Available as MANDVIWA V2N2, 1,145 lines) Abstract The experiences, biases, and world views of the developers of collaborative systems are important factors in understanding the systems' adoption and use. This importance stems from the multiple-user attribute of collaborative tools. When a single- user tool does not match user needs and preferences, the individual user is able to change the tool relatively simply; users of collaborative tools do not have this luxury, because they all need to use the same system. This paper describes and analyzes the relationships among the most common world views employed by the developers of collaborative tools, and analyzes world views in terms of their potential to influence users. Adaptive structuration theory (Poole & DeSanctis, 1990) is proposed as a way to understand the behavior and response of users to the "spirit" or world view of a particular tool. This paper also examines the behavioral feasibility of developing tools to support multiple world views. COMPUTER-BASED SIMULATION MODELS FOR PROBLEM-SOLVING: COMMUNICATING PROBLEM UNDERSTANDINGS Ray J. Paul Brunel University Ray.Paul@brunel.ac.uk Peter J. Thomas University of the West of England Peter.Thomas@pat.uwe.ac.uk (Available as PAUL V2N2, 857 lines) Abstract A recognition that computer-based tools communicate mental models among developers, users and other stakeholders, thereby placing constraints on the use of those tools, is important in understanding the use of technology. In our work in computer- based simulation modelling, realization that technology can both impose constraints and provide possibilities has been a constant concern. Computer-based simulation models aid the process of formulating a problem. Such models can act as "dynamic intermediaries" which facilitate the ebb and flow of understanding among stakeholders. This facilitation effect leads to a particular view of the role of technology in decision support. It has enabled us to develop software which improves the process of communicating problem understandings. This paper describes the use and theoretical foundations of computer-based tools we have developed to support simulation modelling. ----------------------------------------- Tutorial: The Listserv Database and the Virtual Personality of a List Robert Zenhausern St. John's University drz@sjuvm.stjohns.edu (Available as ZENHAUSE V2N2, 564 lines) Abstract This paper is an introductory tutorial to the statistical and database capabilities of Listserv which provides basic information about list activity and the Listserv Database program that allows boolean key-word searches of list archives. A second part of the paper demonstrates how this statistical and database information can be analyzed by means of spreadsheet program to determine unique characteristics of a List. The paper closes with the suggestion that this information could be integrated into what could be called the virtual personality of a List. _____ WANTED: Editor for _The Cyberspace Monitor_, an Unrefereed Section of the _Electronic Journal on Virtual Culture_ (EJVC) The editor of _The Cyberspace Monitor_ accepted a position in which he will not be able to continue as the editor. We seek a person to be the editor of _The Cyberspace Monitor_. The qualifications include some college and extensive current activity in computer networking; identification and selection of content; seeking any required permissions; and the preparation of each issue of _The Cyberspace Monitor_ for the networked archives of the EJVC. Also, the editor will be a member of the editorial board of the EJVC and communicate with the Editor-in-Chief and Co-Editor to coordinate publication. If you are interested, please state your qualifications in an e-mail message to: Ermel Stepp EJVC, Editor-in-Chief M034050@MARSHALL.WVNET.EDU or M034050@MARSHALL or Diane Kovacs EJVC, Co-Editor DKOVACS@KENTVM.KENT.EDU or DKOVACS@KENTVM The CYBERSPACE MONITOR ====================== (Available as EJVCV2N2 Monitor, 1,265 lines) 1. Note on EJVCV2N1 Gerhard Werner 2. [NEWJOUR-L:98] Journal of World-System Research chris chase-dunn 3. Harvard II Sourcebook - Version 3.0 James Keller 4. Updates: Information Sources and Internet Tools Summary decemj@rebecca.its.rpi.edu (John Arthur December) 5. Guide to Network Resource Tools Peter M. Weiss +1 814 863 1843 6. The Online World version 1.5 Odd de Presno _________________________________ Articles and Sections of this issue of the _Electronic Journal on Virtual Culture_ may be retrieved via anonymous ftp to byrd.mu.wvnet.edu or via e-mail message addressed to LISTSERV@KENTVM or LISTSERV@KENTVM.KENT.EDU (instructions below) or GOPHER gopher.cic.net Papers may be submitted at anytime by email or send/file to: Ermel Stepp - Editor-in-Chief, _Electronic Journal on Virtual Culture_ M034050@MARSHALL.WVNET.EDU _________________________________ *Copyright Declaration* Copyright of articles published by Electronic Journal on Virtual Culture is held by the author of a given article. If an article is re-published elsewhere it must include a statement that it was originally published by Electronic Journal on Virtual Culture. 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