Development of an Ontology-Based E-Recruitment Application that Integrates Social Web

Author(s):  
Michel Tétreault ◽  
Aude Dufresne ◽  
Michel Gagnon

This chapter presents the elaboration of an ontology-based application called Combine. This application aims to optimize and enhance e-Recruitment processes in the domain of Information Technologies’ staffing services, and especially e-Recruitment processes that use Social Web platforms as a means of sourcing candidates. This chapter will describe the context motivating this development and how the system was designed, from the requirements analysis to the prototype evaluation, revealing the concerns, constraints and opportunities met along the way. All of these factors will be discussed mainly in regards to Computer-Mediated Communication (CMC) and Human-Computer Interaction (HCI) theories in order to argue the potential return on investment of the conceptualized semantic e-Recruitment application.

2009 ◽  
pp. 1423-1435
Author(s):  
Bolanle A. Olaniran

Recent trends and rapid improvement in technology such as computer-mediated communication (CMC) and increasing bandwidth in the Internet are facilitating increased electronic interactions (i.e., e-interactions otherwise known as or commonly referred to as the human computer interaction (HCI)). CMC technology systems are a common occurrence in educational institutions as administrators attempt to encourage technology usage and instructors race to learn and implement CMC use in their classrooms and students demand greater flexibility and control in how they learn. Notwithstanding is the need to decide which forms of HCI technology to use, how to use them, and what benefits can accrue from such usage. The discussion here explores each of these issues, but more specifically will focus on addressing the case for blending e-interactions with the traditional face-to-face (FTF) communication medium while addressing the appropriateness of such combination.


Author(s):  
Bolanle Olaniran

Recent trends and rapid improvement in technology such as computer-mediated communication (CMC) and increasing bandwidth in the Internet are facilitating increased electronic interactions (i.e., e-interactions otherwise known as or commonly referred to as the human computer interaction (HCI)). CMC technology systems are a common occurrence in educational institutions as administrators attempt to encourage technology usage and instructors race to learn and implement CMC use in their classrooms and students demand greater flexibility and control in how they learn. Notwithstanding is the need to decide which forms of HCI technology to use, how to use them, and what benefits can accrue from such usage. The discussion here explores each of these issues, but more specifically will focus on addressing the case for blending e-interactions with the traditional face-to-face (FTF) communication medium while addressing the appropriateness of such combination.


2008 ◽  
pp. 1504-1513
Author(s):  
Peter Danielson

Digital government is a technological adventure. It applies new technologies—in particular, computer-mediated communication—to the ongoing development of democratic forms of government. While the primary focus in digital government literature is on computer-mediated politics and formal governance, these technologies have wider effects. Generally, new information technologies enable new forms of control (see Beniger, 1986, for an excellent history and the general connections between information, control, and governance). The technological changes that make digital government an option alter the possibilities of governance at all levels. Driven by the declining price of computer hardware (so-called Moore’s law) sensors (e.g., cameras, RFID tags), computers and networking make it possible to find out about and to control many hithertofore uncontrolled aspects of our lives. This article considers the effect of new monitoring technologies in the broad sense introduced by McDonald (2001) as inclusive of the range of control mechanisms—personal, informal, social, market, legal, and political—that we deploy. In general, we expect technological innovation to create ethical problems. Innovations move communities from technological and social situations for which their norms are well adapted to new situations in which the fit tends to be worse (Binmore, 2004). Even seemingly small changes in technology, especially communications and monitoring technology, produce significant stress on norms. (Consider how cell phones and then cell phone cameras challenge norms governing privacy in public spaces.) Therefore, we should expect moves toward digital government to face ethical problems. This article considers problems due to a suite of monitoring and surveillance technologies that promises significant benefits but raises issues in terms of the values of control, privacy, and accountability.


Author(s):  
Bolanle A. Olaniran

Networked communication is proliferating our world. The fact that global information communication technologies (ICTs) are becoming increasingly available is facilitating human computer interaction, which permeates the use of computer-mediated communication (CMC) in various organizations, groups, and interpersonal contexts. As a result, the issue facing today’s organizations is not whether to use global information technologies (GITs) in networked communication, but rather how to use them for effective functioning and as efficient coordination tool; especially how to incorporate GITs into the decision-making process. Consequently, this chapter examines the issues in designing CMC into group interactions and decision-making processes.


First Monday ◽  
2010 ◽  
Author(s):  
Ronald E. Day ◽  
Hamid R. Ekbia

What is digital experience? This question is of interest to different discourse traditions, each of which would answer it differently. The literature in Human-Computer Interaction, Computer-Mediated Communication (CMC), virtual worlds, and Artificial Intelligence, for instance, each present distinctive understandings of the concept of 'experience' and, consequently, of 'digital experience.' However, if we start with the concept of experience as an event, the common historical lineage of these distinct understandings reveals itself. We are interested in this historical lineage, and would like to explain 'digital experience' as a historically developing category. For this, we begin by returning to discussions on two modern concepts of experience (Erlebnis and Erfahrung) in the mid-twentieth century works of Martin Heidegger and Walter Benjamin. Then, we discuss three forms of 'digital experience' -- simulated, embedded, and artificial -- and we suggest that these experiences constitute a modern understanding of experience, namely, as a tension between experience as an embedded or 'situated' event and 'experience' as one that is had. By focusing on this tension, we hope to shed light on some of the shared underlying assumptions among disparate discourse traditions.


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