We present Breakout, a group interaction platform for online courses that enables the creation and measurement of face-to-face peer learning groups in online settings. Breakout is designed to help students easily engage in synchronous, video breakout session based peer learning in settings that otherwise force students to rely on asynchronous text-based communication. The platform also offers data collection and intervention tools for studying the communication patterns inherent in online learning environments. The goals of the system are twofold: to enhance student engagement in online learning settings and to create a platform for research into the relationship between distributed group interaction patterns and learning outcomes.
In the Meeting Mediator project, showed that real-time visualizations have the potential to increase interaction balance, decrease dominant behavior, and increase collaboration in physical meetings @cite_12 . Later, the same system was shown to increase the effectiveness of distributed collaboration @cite_1 . While some of these works address distributed communication and real-time feedback, ours is the first to offer an open, accessible research tool for measuring group communication at scale and in real-world environments rather than laboratory experiments.
@cite_1 @cite_12
2090252063 2153344215 2127177812 2054054049
We present the Meeting Mediator (MM), a real-time portable system that detects social interactions and provides persuasive feedback to enhance group collaboration. Social interactions is captured using Sociometric badges [17] and are visualized on mobile phones to promote behavioral change. Particularly in distributed collaborations, MM attempts to bridge the gap among the distributed groups by detecting and communicating social signals. In a study on brainstorming and problem solving meetings, MM had a significant effect on overlapping speaking time and interactivity level without distracting the subjects. The Sociometric badges were also able to detect dominant players in the group and measure their influence on other participants. Most interestingly, in groups with one or more dominant people, MM effectively reduced the dynamical difference between co-located and distributed collaboration as well as the behavioral difference between dominant and non-dominant people. Our system encourages change in group dynamics that may lead to higher performance and satisfaction. We envision that MM will be deployed in real-world organizations to improve interactions across various group collaboration contexts. We study a spectrum sharing problem in an unlicensed band where multiple systems coexist and interfere with each other. We first analyze a cooperative setting where all the systems collaborate to achieve a common goal. Under the assumptions that the systems communicate with Gaussian signals and treat interference as noise, we study the structure of the optimal power allocations. We show that any Pareto efficient vector of rates can be achieved with piece-wise constant power allocations. Moreover, if a strong interference condition among all the systems is satisfied, we show that frequency division multiplexing is optimal. We then consider a non-cooperative situation, where the systems act in a selfish and rational way, and investigate how the lack of cooperation can affect performance. Using game theory, we first analyze the possible outcomes of a one shot game, and observe that in many cases an inefficient solution results. We show that by extending the game definition to that of a repeated game, the possibility of building reputations and applying punishments allows to enlarge the set of achievable rates. We present examples that show that in many cases, the performance loss due to lack of cooperation is small. We also provide a converse theorem that proves that our results are tight and quantify the best achievable performance in a non-cooperative scenario Current systems for real-time distributed CSCW are largely rooted in traditional GUI-based groupware and voice video conferencing methodologies. In these approaches, interactions are limited to visual and auditory media, and shared environments are confined to the digital world. This paper presents a new approach to enhance remote collaboration and communication, based on the idea of Tangible Interfaces, which places a greater emphasis on touch and physicality. The approach is grounded in a concept called Synchronized Distributed Physical Objects, which employs telemanipulation technology to create the illusion that distant users are interacting with shared physical objects. We describe two applications of this approach: PSyBench, a physical shared workspace, and inTouch, a device for haptic interpersonal communication. When people work together to analyze a data set, they need to organize their findings, hypotheses, and evidence, share that information with their collaborators, and coordinate activities amongst team members. Sharing externalizations (recorded information such as notes) could increase awareness and assist with team communication and coordination. However, we currently know little about how to provide tool support for this sort of sharing. We explore how linked common work (LCW) can be employed within a collaborative thinking space', to facilitate synchronous collaborative sensemaking activities in Visual Analytics (VA). Collaborative thinking spaces provide an environment for analysts to record, organize, share and connect externalizations. Our tool, CLIP, extends earlier thinking spaces by integrating LCW features that reveal relationships between collaborators' findings. We conducted a user study comparing CLIP to a baseline version without LCW. Results demonstrated that LCW significantly improved analytic outcomes at a collaborative intelligence task. Groups using CLIP were also able to more effectively coordinate their work, and held more discussion of their findings and hypotheses. LCW enabled them to maintain awareness of each other's activities and findings and link those findings to their own work, preventing disruptive oral awareness notifications.