15 found
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  1.  18
    A journey from Island of knowledge to mutual understanding in global business meetings.Renate Fruchter & Leonard Medlock - 2015 - AI and Society 30 (4):477-491.
  2.  36
    Shikakeology: designing triggers for behavior change.Naohiro Matsumura, Renate Fruchter & Larry Leifer - 2015 - AI and Society 30 (4):419-429.
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  3.  83
    Degrees of engagement in interactive workspaces.Renate Fruchter - 2005 - AI and Society 19 (1):8-21.
    This paper presents a new perspective of the impact of collaboration technology on the degrees of engagement and specific interaction zones in interactive workspaces. The study is at the intersection of the design of physical work spaces, i.e., bricks, rich electronic content such as video, audio, sketching, CAD, i.e., bits, and new ways people behave in communicative events, i.e., interaction. The study presents: (1) an innovative multi-modal collaboration technology, called RECALL (patented by Stanford University), that supports the seamless, real-time capture (...)
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  4.  23
    Reflection in interaction.Renate Fruchter, Subashri Swaminathan, Manjunath Boraiah & Chhavi Upadhyay - 2007 - AI and Society 22 (2):211-226.
    A decision delay can translate into significant financial and business losses. One way to accelerate the decision process is through improved communication among the stakeholders engaged in the project. Capturing, transferring, managing, and reusing data, information, and knowledge in the context it is generated can lead to higher productivity, effective communication, reduced number of requests for clarification, and a shorter time-to-market cycle. We formalized the concept of reflection in interaction during communicative events among multiple project stakeholders. This concept extends Donald (...)
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  5. Developing methods to understand discourse and workspace in distributed computer-mediated interaction.Renate Fruchter & Humberto E. Cavallin - 2006 - AI and Society 20 (2):169-188.
    This paper presents ongoing research towards understanding the discourse and workspace in computer-mediated interactions. We present a series of methods developed to study non-collocated computer-mediated interactions. These methods were developed originally to study interactions involving teams composed of architecture, engineering, and construction management students as part of the AEC Global Teamwork course offered at Stanford University in collaboration with universities worldwide since 1993. The methods stress the value of using ethnographic approaches, particularly the role that both discourse and workspace have (...)
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  6.  21
    Using gestures to convey internal mental models and index multimedia content.Pratik Biswas & Renate Fruchter - 2007 - AI and Society 22 (2):155-168.
    Gestures can serve as external representations of abstract concepts which may be otherwise difficult to illustrate. Gestures often accompany verbal statement as an embodiment of mental models that augment the communication of ideas, concepts or envisioned shapes of products. A gesture is also an indicator of the subject and context of the issue under discussion. We argue that if gestures can be identified and formalized they can be used as a knowledge indexing and retrieval tool and can prove to be (...)
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  7.  80
    The multiple faces of social intelligence design.Humberto Cavallin, Renate Fruchter & Toyoaki Nishida - 2010 - AI and Society 25 (2):141-143.
  8.  54
    Building common ground in global teamwork through re-representation.Renate Fruchter & Rodolphe Courtier - 2011 - AI and Society 26 (3):233-245.
    We explore in this paper the relation between activities, communication channels and media, and common ground building in global teams. We define re-representation as a sequence of representations of the same concept using different communication channels and media. We identified the re - representation technique to build common ground that is used by team members during multimodal and multimedia communicative events in cross-disciplinary, geographically distributed settings. Our hypotheses are as follows: (1) Significant sources of information behind decisions and request for (...)
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  9.  28
    Distributing attention across multiple social worlds.Renate Fruchter & Marisa Ponti - 2010 - AI and Society 25 (2):169-181.
    Being a member of both local and global teams requires constant distribution and re-distribution of attention, engagement, and intensive communication over synchronous and asynchronous channels with remote and local partners. We explore in this paper the increasing number of social worlds such participants distribute their attention to, how this affects their level of engagement and attention, and how the workspace, collaboration technologies, and interaction modes afford and constrain the communicative events. The use of information and collaboration technologies (ICT) shapes and (...)
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  10.  27
    Tension between perceived collocation and actual geographic distribution in project teams.Renate Fruchter, Petra Bosch-Sijtsema & Virpi Ruohomäki - 2010 - AI and Society 25 (2):183-192.
    This paper describes an exploratory comparative study of knowledge workers and their challenges in high tech global project teams. More specifically we focus on the tension between perceived collocation and actual geographical distributed project work as a function of: (1) the demand to distribute and shift attention in multi-teaming, (2) virtuality i.e. number of virtual teams participants engage in, (3) the continuous adjustment and re-adjustment to new places they perform their activity, and (4) the collaboration technologies they use. We present (...)
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  11.  60
    Situated and embodied interactions for symbiotic and inclusive societies.Osamu Katai, Toyoaki Nishida & Renate Fruchter - 2011 - AI and Society 26 (3):193-196.
  12.  24
    Special issue: Shikakeology: From framework to implementation.Naohiro Matsumura & Renate Fruchter - 2015 - AI and Society 30 (4):415-417.
  13.  39
    Mediated communication in action: a social intelligence design approach. [REVIEW]Renate Fruchter, Toyoaki Nishida & Duska Rosenberg - 2007 - AI and Society 22 (2):93-100.
  14.  37
    The WALL: participatory design workspace in support of creativity, collaboration, and socialization. [REVIEW]Renate Fruchter & Petra Bosch-Sijtsema - 2011 - AI and Society 26 (3):221-232.
    A key challenge faced by organizations is to provide project teams with workspaces, information, and collaboration technologies that fosters creativity and high-performance team productivity. This requires understanding the relation between and impacts of (1) workspace, (2) activity and content that is created, and (3) social, behavioral, and cognitive aspects of work. This paper describes an exploratory study of everyday activities in the context of knowledge work in a shared workspace used by a high-tech global design team that explores future products. (...)
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  15.  19
    I-Dialogue: information extraction from informal discourse. [REVIEW]Zhen Yin & Renate Fruchter - 2007 - AI and Society 22 (2):169-184.
    Speech is a fundamental means of human communication. Design and construction are social activities. We argue that designers and builders generate and develop concepts through dialogue. These communicative events are typically not captured. Consequently, knowledge transfer and reuse opportunities are missed. Our objective is to capture and mine rich, contextual, social communicative events for further knowledge reuse. We present a methodology and prototype called I-Dialogue that: (1) captures the knowledge generated during informal communicative events through dialogue, sketching and gestures in (...)
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