Saturday, May 23, 2015

COLLABORATIVE ONLINE SOFTWARE

COLLABORATIVE ONLINE SOFTWARE

WHAT IS COLLABORATIVE ONLINE SOFTWARE?
Collaborative software or groupware is an application software designed to help people involved in a common task to achieve goals.

One of the earliest definitions of collaborative software is 'intentional group processes plus software to support them. The design information technology, seems to have several definitions. Understanding the differences in human interactions is necessary to ensure that appropriate technologies are employed to meet interaction needs.

Collaborative software is a broad concept that overlaps considerably with Computer-supported cooperative work (CSCW). Some authors argue they are equivalent. According to Carstensen and Schmidt (1999) groupware is part of CSCW. The authors claim that CSCW, and thereby groupware, addresses "how collaborative activities and their coordination can be supported by means of computer systems."

Software products such as email, calendaring, text chat, wiki, and bookmarking belong to this category whenever used for group work, whereas the more general term social software applies to systems used outside the workplace, for example, online dating services and social networking site like Twitter and Facebook. It has been suggested that Metcalfe's law — the more people who use something, the more valuable it becomes — applies to these types of software.

The use of collaborative software in the work space creates a collaborative working environment (CWE). A collaborative working environment supports people in both their individual and cooperative work thus evolving into a new class of professionals, e-professionals, who can work together irrespective of their geographical location

Finally, collaborative software relates to the notion of collaborative work systems, which are conceived as any form of human organization that emerges any time that collaboration takes place, whether it is formal or informal, intentional or unintentional.

SELF EXPLANATORY VIDEOS



ORIGIN
Douglas Engelbart first envisioned collaborative computing in 1951 and documented his vision in 1962, with working prototypes in full operational use by his research team by the mid-1960s, and held the first public demonstration of his work in 1968 in what is now referred to as "The Mother of All Demos."

Online collaborative gaming software began between early networked computer users. In 1975, Will Crowther created Colossal Cave Adventure on a DEC PDP-10 computer. As internet connections grew, so did the numbers of users and multi-user games. In 1978 Roy Trubshaw, a student at Essex University in the United Kingdom, created the game MUD (Multi-User Dungeon). A number of other MUDs were created, but remained a computer science novelty until the late 1980s, when personal computers with dial-up modems began to be more common in homes, largely through the use of multi-line Bulletin Board Systems and online service providers

The US Government began using truly collaborative applications in the early 1990s.[8] One of the first robust applications was the Navy's Common Operational Modeling, Planning and Simulation Strategy (COMPASS).[9] The COMPASS system allowed up to 6 users created point-to-point connections with one another; the collaborative session only remained while at least one user stayed active, and would have to be recreated if all six logged out.

In 1996, Pavel Curtis, who had built MUDs at PARC, created PlaceWare, a server that simulated a one-to-many auditorium, with side chat between "seat-mates", and the ability to invite a limited number of audience members to speak.

COLLABORATIVE SOFTWARE AND HUMAN INTERACTION
The design intent of collaborative software (groupware) is to transform the way documents and rich media are shared in order to enable more effective team collaboration.

Collaboration, with respect to information technology, seems to have several definitions. Some are defensible but others are so broad they lose any meaningful application. Understanding the differences in human interactions is necessary to ensure the appropriate technologies are employed to meet interaction needs.

There are three primary ways in which humans interact: conversations, transactions, and collaborations.

Conversational interaction is an exchange of information between two or more participants where the primary purpose of the interaction is discovery or relationship building. There is no central entity around which the interaction revolves but is a free exchange of information with no defined constraints generally focused on personal experiences. Communication technology such as telephones, instant messaging, and e-mail are generally sufficient for conversational interactions.

Transactional interaction involves the exchange of transaction entities where a major function of the transaction entity is to alter the relationship between participants. The transaction entity is in a relatively stable form and constrains or defines the new relationship. One participant exchanges money for goods and becomes a customer. Transactional interactions are most effectively handled by transactional systems that manage state and commit records for persistent storage

In collaborative interactions the main function of the participants' relationship is to alter a collaboration entity (i.e., the converse of transactional). The collaboration entity is in a relatively unstable form. Examples include the development of an idea, the creation of a design, the achievement of a shared goal. Therefore, real collaboration technologies deliver the functionality for many participants to augment a common deliverable. Record or document management, threaded discussions, audit history, and other mechanisms designed to capture the efforts of many into a managed content environment are typical of collaboration technologies.



REFRENCES
1.    Johnson-Lenz, Peter. "Rhythms, Boundaries, and Containers:". Awakening Technology. Retrieved 30 April 1990
2.    Carstensen, P.H.; Schmidt, K. (1999)."Computer supported cooperative work: new challenges to systems design". Citeseer.ist.psu.edu. Retrieved 2007-08-03.
3. Beyerlein, M; Freedman, S.; McGee, G.; Moran, L. (2002). Beyond Teams: Building the Collaborative Organization. The Collaborative Work Systems series, Wiley.
4. Wilson, P. (1991). Computer Supported Cooperative Work: An Introduction. Kluwer Academic Pub.



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