Mapping the Need for Mobile Collaboration Technologies

Author(s):  
Saonee Sarker ◽  
Damon E. Campbell ◽  
Jan Ondrus ◽  
Joseph S. Valacich

With the growing popularity of mobile technologies and the increasing use of groups within organizations, it is important to understand the collaboration contexts where mobile collaboration technologies (MCTs) are essential. This is especially critical given the high cost associated with the acquisition and implementation of MCTs and the need to make an informed decision regarding the appropriateness of MCTs. In this paper, the authors address this issue by first drawing on real life-based collaboration scenarios and examining the technology requirements of groups; second, comparing the features offered by MCTs with those of FTF and two types of CMCTs; third, proposing a collaboration environment-technology fit perspective in realizing optimal usage of a collaboration technology; and fourth, creating the Group Collaboration Technology Repertoire Grid, which maps the “ideal” collaboration technology(s) repertoire for each type of collaboration environment. The grid highlights the collaboration environments that would need MCTs and provides managers or organizational group leaders the ability to map their collaboration environments into a specific category and thus more easily decide on the particular collaboration technology repertoire that would be most beneficial.

2010 ◽  
Vol 6 (4) ◽  
pp. 32-53 ◽  
Author(s):  
Saonee Sarker ◽  
Damon E. Campbell ◽  
Jan Ondrus ◽  
Joseph S. Valacich

With the growing popularity of mobile technologies and the increasing use of groups within organizations, it is important to understand the collaboration contexts where mobile collaboration technologies (MCTs) are essential. This is especially critical given the high cost associated with the acquisition and implementation of MCTs and the need to make an informed decision regarding the appropriateness of MCTs. In this paper, the authors address this issue by first drawing on real life-based collaboration scenarios and examining the technology requirements of groups; second, comparing the features offered by MCTs with those of FTF and two types of CMCTs; third, proposing a collaboration environment-technology fit perspective in realizing optimal usage of a collaboration technology; and fourth, creating the Group Collaboration Technology Repertoire Grid, which maps the “ideal” collaboration technology(s) repertoire for each type of collaboration environment. The grid highlights the collaboration environments that would need MCTs and provides managers or organizational group leaders the ability to map their collaboration environments into a specific category and thus more easily decide on the particular collaboration technology repertoire that would be most beneficial.


Author(s):  
Ioannis Doumanis ◽  
Serengul Smith

Mobile Guides are mobile applications that provide players with local and location-based services (LBS), such as navigation assistance, where and when they need them most. Advances in mobile technologies in recent years have enabled the gamification of these applications, opening up new opportunities to transfer education and culture through game play. However, adding traditional game elements such as PBLs (points, badges, and leaderboards) alone cannot ensure that the intended learning outcomes will be met, as the player’s cognitive resources are shared between the application and the surrounding environment. This distribution of resources prevents players from easily immersing themselves into the educational scenario. Adding artificial conversational characters (ECAs) that simulate the social norms found in real-life human-to-human guide scenarios has the potential to address this problem and improve the player’s experience and learning of cultural narratives [1]. Although significant progress has been made towards creating game-like mobile guides with ECAs ([2], [3]), there is still a lack of a unified framework that enables researchers and practitioners to investigate the potential effects of such applications to players and how to approach the concepts of player experience, cognitive accessibility and usability in this context. This paper presents a theoretically-well supported research framework consisted of four key components: differences in players, different features of the gamified task, aspects of how the ECA looks, sound or behaves and different mobile environments. Furthermore, it provides based on this framework a working definition of what player experience, cognitive accessibility and usability are in the context of game-like mobile guide applications. Finally, a synthesis of the results of six empirical studies conducted within this research framework is discussed and a series of design guidelines for the effective gamification of mobile guide applications using ECAs are presented. Results show that an ECA can positively affect the quality of the player’s experience, but it did not elicit better player retention of cultural narratives and navigation of routes.


2009 ◽  
pp. 1642-1650
Author(s):  
Ioakim (Makis) Marmaridis

Enabling interorganizational collaboration for SMEs holds a lot of promise for increased competitiveness and global reach in a connected economy (Ripeanu, 2008; Marmaridis, 2004; Ginige 2004). An earlier book (Marmaridis & Unhelkar, 2005) examined the unique constraints that SME organizations have in embracing new technology – such as mobile technology. The solution proposed for overcoming these constraints is a methodology that is referred to as m-transformation (Marmaridis, 2006). Building on this work, this chapter now presents the next step in SME evolution, mobile collaboration (m-collaboration). The chapter details the concerns that must be overcome for SMEs to start collaborating rapidly with each other. It examines the role of trust in collaboration and provides a methodology suitable for handling the variation of trust throughout each collaborative engagement. It also presents a conceptual framework that can be used to implement the methodology and empower SMEs into embracing collaboration and realizing tangible benefits from it. Aspects of the methodology and conceptual framework have been presented in a number of international conferences already (Marmaridis, 2005); this chapter, however, puts the pieces together and presents the methodology and framework in their entirety. Upon completing this chapter, the reader will have a very good understanding of the landscape of collaboration in the SME space. Furthermore, the reader will be familiarized with the field-tested mobile collaboration methodology for SMEs and the conceptual framework for implementing it in real life.


Author(s):  
Radu Ioan Ciobanu ◽  
Ciprian Dobre

When mobile devices are unable to establish direct communication, or when communication should be offloaded to cope with large throughputs, mobile collaboration can be used to facilitate communication through opportunistic networks. These types of networks, formed when mobile devices communicate only using short-range transmission protocols, usually when users are close, can help applications still exchange data. Routes are built dynamically, since each mobile device is acting according to the store-carry-and-forward paradigm. Thus, contacts are seen as opportunities to move data towards the destination. In such networks data dissemination is usually based on a publish/subscribe model. Opportunistic data dissemination also raises questions concerning user privacy and incentives. In this the authors present a motivation of using opportunistic networks in various real life use cases, and then analyze existing relevant work in the area of data dissemination. The authors present the categories of a proposed taxonomy that captures the capabilities of data dissemination techniques used in opportunistic networks. Moreover, the authors survey relevant techniques and analyze them using the proposed taxonomy.


Author(s):  
Rudolf Hanel ◽  
Petr Jizba

Even though irreversibility is one of the major hallmarks of any real-life process, an actual understanding of irreversible processes remains still mostly semi-empirical. In this paper, we formulate a thermodynamic uncertainty principle for irreversible heat engines operating with an ideal gas as a working medium. In particular, we show that the time needed to run through such an irreversible cycle multiplied by the irreversible work lost in the cycle is bounded from below by an irreducible and process-dependent constant that has the dimension of an action. The constant in question depends on a typical scale of the process and becomes comparable to Planck’s constant at the length scale of the order Bohr radius, i.e. the scale that corresponds to the smallest distance on which the ideal gas paradigm realistically applies. This article is part of the theme issue ‘Fundamental aspects of nonequilibrium thermodynamics’.


Author(s):  
Nykela H. Jackson

Students must be provided meaningful learning opportunities to employ content through active learning opportunities that capitalize their interests (mobile technologies), fuse real life issues (problems that they face in school or local community), and sustain their curiosity (creative learning experiences). Using mobile technologies for culturally responsive, problem based learning is a powerful and unique way to prepare students for the four C's: critical thinking, communication, collaboration, and creativity. This chapter provides theoretical and practical support of the innovative impact of using mobile technologies in student selected, problem focused learning.


2020 ◽  
Vol 39 (3) ◽  
pp. 3853-3871
Author(s):  
Muhammad Tahir Hamid ◽  
Muhammad Riaz ◽  
Deeba Afzal

 In this article, we study some concepts related to q-rung orthopair fuzzy soft sets (q-ROFS sets), together with their algebraic structure. We present operations on q-ROFSSs and their specific properties and elaborate them with real-life examples and tabular representations to develop influx of linguistic variables based on q-rung orthopair fuzzy soft (q-ROFS) information. We present an application of q-ROFS sets to multi-criteria group decision-making (MCGDM) process related to the university choice, accompanied by algorithm and flowchart. We develop q-ROFS TOPSIS method and q-ROFS VIKOR method as extensions of TOPSIS (a technique for ordering preference through the ideal solution) and VIKOR (Vlse Kriterijumska Optimizacija Kompromisno Resenje), respectively. Finally, we tackle a problem of construction business utilizing q-ROFS TOPSIS and q-ROFS VIKOR methods.


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