Internet Based Collaboration Tools

2016 ◽  
Vol 12 (1) ◽  
pp. 27-43 ◽  
Author(s):  
Lori Wahl ◽  
Allen Kitchel

This structured literature review examines the digital tools used to facilitate distance collaboration and the available research relative to the use of those tools. The purpose of this paper was to contribute to a better understanding of Internet based professional collaboration tools, their features and benefits, and best research based professional practices. The authors examined 33 refereed or peer reviewed articles published from 2002 to 2015 that addressed the use of Web-based digital tools to support professional collaboration. Authors who are considered experts in the areas of virtual communities, digital collaboration, social psychology and technology and who publish in other forms were also included in the paper. In addition to providing a definition, a description and available research for each tool type, the Fit-Viability Model () is presented as part of this paper to guide digital collaborators in digital tool selection. The review and synthesis of the literature suggest an emerging need for a range of knowledge of Internet-based professional collaboration tools. Important elements of this knowledge include an understanding of the types of tools available and their features, limitations, and use. These insights empower digital collaborators with the ability to choose an appropriate and efficient tool for the collaborative project.

2017 ◽  
pp. 105-123
Author(s):  
Lori Wahl ◽  
Allen Kitchel

This structured literature review examines the digital tools used to facilitate distance collaboration and the available research relative to the use of those tools. The purpose of this paper was to contribute to a better understanding of Internet based professional collaboration tools, their features and benefits, and best research based professional practices. The authors examined 33 refereed or peer reviewed articles published from 2002 to 2015 that addressed the use of Web-based digital tools to support professional collaboration. Authors who are considered experts in the areas of virtual communities, digital collaboration, social psychology and technology and who publish in other forms were also included in the paper. In addition to providing a definition, a description and available research for each tool type, the Fit-Viability Model () is presented as part of this paper to guide digital collaborators in digital tool selection. The review and synthesis of the literature suggest an emerging need for a range of knowledge of Internet-based professional collaboration tools. Important elements of this knowledge include an understanding of the types of tools available and their features, limitations, and use. These insights empower digital collaborators with the ability to choose an appropriate and efficient tool for the collaborative project.


2021 ◽  
Vol 9 (2) ◽  
pp. 78-79
Author(s):  
Stephan Traidl

Digital anamorphosis is used to define a distorted image of health and care that may be viewed correctly using digital tools and strategies. MASK digital anamorphosis represents the process used by MASK to develop the digital transformation of health and care in rhinitis. It strengthens the ARIA change management strategy in the prevention and management of airway disease. The MASK strategy is based on validated digital tools. Using the MASK digital tool and the CARAT online enhanced clinical framework, solutions for practical steps of digital enhancement of care are proposed.


2021 ◽  
Author(s):  
Dustin Wade Krysztofiak
Keyword(s):  

Tabletop games like Dungeons & Dragons (D&D) feature several natural inefficiencies due to the adaptable and sandbox nature of D&D campaigns and the game’s wargaming roots. One of the core failings of Dungeons & Dragons’ Fifth edition, according to users, is slow and disengaging combat. It is my belief that digital tools can be added to Dungeons & Dragons in such a way that their implementation does not limit physical gameplay while providing a variety of new tools to players. This paper proposes a tool that can avoid these pitfalls while improving combat and gameplay flow.


2013 ◽  
Vol 5 (1) ◽  
pp. 32-37
Author(s):  
Anita Nordsteien ◽  
May-Elin Thengs Horntvedt ◽  
Nina Therese Holmen

This paper describes experiences from a collaborative project between the nursing educators at the Institute of Nursing Science and the health sciences librarians at Vestfold University College in Norway. The aim of the project was to develop a teaching model to improve the nursing students' information searching and critical appraisal skills.


Author(s):  
Florian M. Neisser

Disaster Management is an issue of global importance which requires timely and accurate information as well as clear and suitable communication technology to guarantee coordinated efforts to save lives and property. Thus, technology for gathering, retaining, managing and transferring information and the ability of linking experts plays an eminent role. This study is an observation of the setting of the web-based UN-SPIDER (United Nations Platform for Space-based Information for Disaster Management and Emergency Response) Knowledge Portal based on the Actor-Network Theory. The theory treats the Knowledge Portal as an assemblage of heterogeneous entities. The observation is focused on the configuration and the processes which form this actor-network with the aim to bring together the space technology and the disaster management community to support and nurture virtual Communities of Practice and enable knowledge transfer.


2014 ◽  
Vol 5 (3) ◽  
pp. 40-50
Author(s):  
Yi-Fen Chen ◽  
Chia-Wen Tsai ◽  
Shih-Mei Hsu

With the growing availability and popularity of Web-based opinion platforms, online product reviews are now an emerging market phenomenon that is playing an important role in consumer purchasing decisions. This study investigates the influence of electronic Word-of-Mouth (eWOM) on purchase intention in the virtual community. The authors conducted a 2x2x2x2 online experiment involving 261 subjects. The experiment results demonstrate that message number and positive messages in the virtual community can influence consumer purchase intention. Product price and the involvement moderate the effects of eWOM on purchase intention. However, negative messages are negatively related to purchase intentions. This finding offers potential for finding better ways for sellers or managers in a virtual community. Finally, the conclusion presents implications, limitations, and directions for future research.


2008 ◽  
pp. 2500-2504
Author(s):  
Eun G. Park

Trust is one of the key factors that emerged as a significant concept in virtual communities. Trust is so complicated that it is hard to define in one standardized way. Trust issues have evolved into two major ways in the fields of virtual community and security. Among a huge literature concerning trust in virtual communities, a majority of literature addresses technical solutions on trust-building by providing new Web-based applications. They range from human users authorization, semantic Web, agent technologies and access control of network to W3C standardization for content trust and security. Some examples include AT&T’s Policymaker or IBM’s Trust Establishment Module (Blaze, Feigenbaum, & Lacy, 1996; Herzberg, 2000). Only a minority deals with understanding the concept of trust and sources of trust-building from social and cultural aspects. It appears to miss the essence of trust in virtual communities, although an integrated approach is needed for building trust in communication and the use of virtual communities. This article aims to present the definition of trust and relevant concepts for recognizing sources of trust-building in virtual communities. This article also presents future research implications for further development on trust and trust-building in virtual communities.


Author(s):  
Koon-Ying Raymond Li ◽  
James Sofra

With the exponential growth in desktop computing power and advancements in Web-based technologies over the past decade, the virtual community is now a reality. The latest derivative of the virtual community, made possible by 3D avatars, is called the collaborative virtual environment (CVE). These CVEs often provide “fantasy-themed online worlds” for participants to socially interact. Instead of placing emphasis on teamplaying, the sharing of information, and collaborative activities, a CVE focuses on social presence and communication processes. Unlike virtual environments which allow participants to discuss what is going on in the real world, the participants’ experiences of the virtual world provided by the CVE are often the main topics for discussion. These CVEs, just like their real counterparts, have their own issues and problems. This article will analyze the potential benefits of avatars, helping to build virtual communities and explore the possible issues that are associated with the CVE.


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