Fostering Group Collaboration in Virtual Worlds
暂无分享,去创建一个
[1] C W Brown. A HANDY SUBSTITUTE FOR THE BLAST BLOWPIPE IN BLOWPIPE ANALYSIS. , 1908, Science.
[2] Suprateek Sarker,et al. Understanding Virtual Team Development: An Interpretive Study , 2003, J. Assoc. Inf. Syst..
[3] Eduardo Salas,et al. The Effect of Team Building on Performance , 1999 .
[4] Les Gasser,et al. A Design Theory for Systems That Support Emergent Knowledge Processes , 2002, MIS Q..
[5] Manju K. Ahuja,et al. Are All Distributed Teams the Same? Differentiating Between Temporary and Ongoing Distributed Teams , 2006 .
[6] Anthony R. Hendrickson,et al. Virtual teams: Technology and the workplace of the future , 1998 .
[7] Michael H. Zack,et al. Interactivity and Communication Mode Choice in Ongoing Management Groups , 1993, Inf. Syst. Res..
[8] John R. Wilson,et al. Virtual and interactive environments for work of the future , 2006, Int. J. Hum. Comput. Stud..
[9] P. McLeod,et al. The eyes have it : Minority influence in face-to-face and computer-mediated group discussion , 1997 .
[10] Susan Persky,et al. The Independent and Interactive Effects of Embodied-Agent Appearance and Behavior on Self-Report, Cognitive, and Behavioral Markers of Copresence in Immersive Virtual Environments , 2005, Presence: Teleoperators & Virtual Environments.
[11] Richard T. Watson,et al. Culture: a fourth dimension of group support systems , 1994, CACM.
[12] Robert S. Baron,et al. The eyes have it : Minority influence in face-to-face and computer-mediated group discussion , 1997 .
[13] Robert J. Moore,et al. Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds , 2007, Computer Supported Cooperative Work (CSCW).
[14] Youngjin Yoo,et al. The Impact of Knowledge Coordination on Virtual Team Performance Over Time , 2007, MIS Q..
[15] Joe Sanchez,et al. Second Life: An Interactive Qualitative Analysis , 2007 .
[16] William W. Gaver,et al. AFFORDANCES FOR INTERACTION: THE SOCIAL IS MATERIAL FOR DESIGN , 1996 .
[17] Yoris A. Au. Design Science I: The Role of Design Science in Electronic Commerce Research , 2001, Commun. Assoc. Inf. Syst..
[18] Chris Joslin,et al. Collaborative virtual environments: from birth to standardization , 2004, IEEE Communications Magazine.
[19] Jeremy N. Bailenson,et al. A Longitudinal Study of Task Performance, Head Movements, Subjective Report, Simulator Sickness, and Transformed Social Interaction in Collaborative Virtual Environments , 2006, PRESENCE: Teleoperators and Virtual Environments.
[20] Ulrike Schultze,et al. Embodiment and presence in virtual worlds: a review , 2010, J. Inf. Technol..
[21] J. Hattie,et al. Adventure Education and Outward Bound: Out-of-Class Experiences That Make a Lasting Difference , 1997 .
[22] Anne P. Massey,et al. Getting It Together: Temporal Coordination and Conflict Management in Global Virtual Teams , 2001 .
[23] Wendy A. Kellogg,et al. Games for virtual team building , 2008, DIS '08.
[24] Judith A. Holton,et al. Building trust and collaboration in a virtual team , 2001 .
[25] Frank Biocca,et al. The Effect of the Agency and Anthropomorphism on Users' Sense of Telepresence, Copresence, and Social Presence in Virtual Environments , 2003, Presence: Teleoperators & Virtual Environments.
[26] Jeremy N. Bailenson,et al. Transformed Social Interaction: Decoupling Representation from Behavior and Form in Collaborative Virtual Environments , 2004, Presence: Teleoperators & Virtual Environments.
[27] E. Rogers,et al. Diffusion of innovations , 1964, Encyclopedia of Sport Management.
[28] Robert O. Briggs,et al. Towards an Instrument to Measure Successfulness of Collaborative Effort from a Participant Perspective , 2009, 2009 42nd Hawaii International Conference on System Sciences.
[29] John A Scigliano,et al. Mastering Virtual Teams: Strategies, Tools, and Techniques that Succeed: Deborah L. Duarte and Nancy Tennant Snyder. (2000). 2nd ed., San Francisco, CA: Jossey-Bass, 256 pages. ISBN: 0-7879-5589-2W01. US$39.95, includes a CD-ROM , 1999, Internet High. Educ..
[30] Steve Benford,et al. Embodiments, avatars, clones and agents for multi-user, multi-sensory virtual worlds , 1997, Multimedia Systems.
[31] Sirkka L. Jarvenpaa,et al. Is Anybody Out There? Antecedents of Trust in Global Virtual Teams , 1998, J. Manag. Inf. Syst..
[32] Bradley L. Kirkman,et al. The Impact of Team Empowerment on Virtual Team Performance: The Moderating Role of Face-to-Face Interaction , 2004 .
[33] Johann Füller,et al. Co-Creation in Virtual Worlds: The Design of the User Experience , 2011, MIS Q..
[34] Ritu Agarwal,et al. A Conceptual and Operational Definition of Personal Innovativeness in the Domain of Information Technology , 1998, Inf. Syst. Res..
[35] Sirkka L. Jarvenpaa,et al. Communication and Trust in Global Virtual Teams , 1999, J. Comput. Mediat. Commun..
[36] Thomas Chesney,et al. Virtual world experimentation: An exploratory study , 2009 .
[37] Philip H. Mirvis. Flow: The Psychology of Optimal Experience , 1991 .
[38] M. Csíkszentmihályi. Flow: The Psychology of Optimal Experience , 1990 .
[39] W. Bainbridge. The Scientific Research Potential of Virtual Worlds , 2007, Science.
[40] Richard T. Watson,et al. Reducing Status Effects with Computer-Mediated Communication: Evidence from Two Distinct National Cultures , 1998, J. Manag. Inf. Syst..
[41] Robert O. Briggs,et al. Towards an instrument to measure Successfulness of collaborative effort from a participant perspective , 2009 .
[42] Douglas R. Vogel,et al. Sociocultural Learning: A Perspective on GSS-Enabled Global Education , 2001, Commun. Assoc. Inf. Syst..
[43] John D. Murphy,et al. Avatars, People, and Virtual Worlds: Foundations for Research in Metaverses , 2009, J. Assoc. Inf. Syst..
[44] D. Gefen,et al. Consumer trust in B2C e-Commerce and the importance of social presence: experiments in e-Products and e-Services , 2004 .
[45] C. Saunders,et al. “Is It Already 4 a.m. in Your Time Zone?” , 2007 .
[46] P. Buller,et al. Effects of Team Building and Goal Setting on Productivity: A Field Experiment , 1986 .
[47] Daniel R. Dolk,et al. Design Principles for Virtual Worlds , 2011, MIS Q..
[48] Kathleen M. Carley,et al. Network Structure in Virtual Organizations , 1999, J. Comput. Mediat. Commun..
[49] Eduardo Salas,et al. Does Team Building Work? , 2009 .
[50] M. Csíkszentmihályi. Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. , 1990 .
[51] Lyle R. Wetsch. The “New” Virtual Consumer: Exploring the Experiences of New Users , 2008 .
[52] Carol Saunders,et al. Communication in Virtual Teams: Ten Years of Experience in Education , 2008, IEEE Transactions on Professional Communication.
[53] Matthew Lombard,et al. At the Heart of It All: The Concept of Presence , 2006 .
[54] Susan A. Jackson,et al. Flow Experience and Athletes’ Performance with Reference to the Orthogonal Model of Flow , 2007 .
[55] Paul A. Pavlou,et al. Understanding and Predicting Electronic Commerce Adoption: An Extension of the Theory of Planned Behavior , 2006, MIS Q..
[56] Donna L. Hoffman,et al. Measuring the Customer Experience in Online Environments: A Structural Modeling Approach , 2000 .
[57] Dorothy E. Leidner,et al. Review: A Review of Culture in Information Systems Research: Toward a Theory of Information Technology Culture Conflict , 2006, MIS Q..
[58] R. Rice. Media Appropriateness Using Social Presence Theory to Compare Traditional and New Organizational Media , 1993 .
[59] Michele D. Dickey. Teaching in 3D: Pedagogical Affordances and Constraints of 3D Virtual Worlds for Synchronous Distance Learning , 2003 .
[60] Richard Bartle,et al. Designing Virtual Worlds , 2003 .
[61] O. J. Harvey,et al. Intergroup Conflict And Cooperation: The Robbers Cave Experiment , 2013 .
[62] Mary J. Culnan,et al. How Ethics Can Enhance Organizational Privacy: Lessons from the ChoicePoint and TJX Data Breaches , 2009, MIS Q..
[63] S. Kiesler,et al. Group decision making and communication technology , 1992 .
[64] S. Kozlowski,et al. A Typology of Virtual Teams , 2002 .
[65] John Short,et al. The social psychology of telecommunications , 1976 .
[66] Jane Webster,et al. Audience engagement in multimedia presentations , 1997, DATB.
[67] Michiel van Genuchten,et al. Innovations in Information Systems Education-VIHKNet: Instilling Realism Into the Study of Emerging Trends , 2005, Commun. Assoc. Inf. Syst..
[68] Richard T. Watson,et al. Supporting virtual team-building with a GSS: an empirical investigation , 2003, Decis. Support Syst..
[69] P. Vermeulen,et al. Policy gaming for strategy and change , 2007 .
[70] Elena Karahanna,et al. Time Flies When You're Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage , 2000, MIS Q..
[71] Blake Ives,et al. Virtual teams: a review of current literature and directions for future research , 2004, DATB.
[72] Hongki Kim,et al. What If Your Avatar Looks Like You? Dual-Congruity Perspectives for Avatar Use , 2011, MIS Q..
[73] Marios Koufaris,et al. Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior , 2002, Inf. Syst. Res..
[74] Robert Vogel,et al. Case Study GROUP SUPPORT SYSTEMS IN HONG KONG: An Action Research Project , 2000 .
[75] Lakshmi Goel,et al. From space to place: predicting users' intentions to return to virtual worlds , 2011 .