CHAPTER 2
COLLABORATION THROUGH TECHNOLOGY - A HISTORY OF CHOICES
Walk into any Fortune 500 company and talk to an employee. Chances are
he or she is scheduled to be involved in a meeting within the next four hours.
Meetings are prevalent in corporate America because collaboration is critical
to organizational success. Collaborative skills are critical for most corporate
employment positions. This makes common sense in the information age. As the
amount of available information increases, the individual is less able to
digest it all to make the most intelligent decision when faced with a problem
or opportunity. A corporation’s collective knowledge is spread out among tens,
hundreds or thousands of individuals. The better all desired corporate
knowledge is mapped to different job positions, the better the chance the
organization has of proactively optimizing its course of action. As a result,
corporate knowledge is dispersed through individuals with specialties such as
law, finance, engineering, human resources, and marketing. When a problem or
opportunity comes to light somewhere within the organization, the course of who
collaborates with whom makes a difference in the resultant action taken by that
organization. There is a best possible action that is more probable of coming
to light if the right people collaborate to discuss the solution. The same
forces of collaboration are there when organizations collaborate with other
organizations to promote an industry or develop a mutually beneficial
technological standard.
Technology has always been involved in enabling better collaboration.
Technologies are being developed faster than ever before. Collaboration has
made faster project timelines possible. As an example, take a look at how the Virtual Reality
Modeling Language (VRML) standard took shape in such a short time frame. VRML
is a computer language that defines three dimensional (3D) models. Or, as an
even more current example, take a look at the Living Worlds standard being
promoted to standardize how we interact with VRML worlds and provide a more
consistent 3D cyberspace. The Living Worlds standard setting process is a case
study in collaboration. Venture capitalists have strongly suggested a deadline
by which the 3D cyberspace community show a viable market for their
technologies in order to obtain ongoing venture capital. At the Earth to
Avatars conference in San Francisco in October 1996, the technologists chanted
in unison, “a one billion dollar industry by the year 2000” as a goal for
building multi-user worlds and communities.
In order to have a shot at that goal, those involved realize they need
to collaborate to decide the norms on which the technology will be built. There
is no time for each individual or organization to follow their own course of
action for two years and then try to market their solution. In fact, those
involved with Living Worlds are trying to map the knowledge needs of Living
Worlds to different organizations. Of interest is the speed and decisiveness
blaxxun interactive demonstrated in changing their business direction to focus
solely on multi-user servers. They had been developing a competent and
compelling VRML client, Cybergate. Now, they trust Netscape Communications
Corporation (NCC) and Silicon Graphics, Inc. (SGI) to develop the technology
for the 3D viewer. The Living Worlds consortium includes companies and
individuals with specialties across many knowledge bases. Anthropologists speak
of how Living Worlds must provide an appropriate culture for participants.
Physicists speak of how shared virtual worlds must follow basic laws of physics
in order to attract visitors. Financiers advise what is necessary in order for
people to be willing to spend money in cyberspace. All these folks are
collaborating because they have something to say and because it is easy to do
so.
The ease in which we collaborate today has dramatically affected the
frequency in which we do so. Technology has made it easier. Telephone lines
have interconnected us worldwide. Computer networks have interconnected us
through our computers. We speak of ‘off-line’ meetings where information is
discussed through voice mail messages, answering machine messages, and computer
databases. There is no specific meeting time in which a collaborator must be
present. Instead, there are deadlines by which your word need be voiced in
order to have an effect on a decision.
The ability of an organization to take advantage of collaborative
technologies seems to be dependent on its culture. Many of the studies on the
return on investment of collaboration enabling technologies are as inconclusive
as studies on management styles. For certain organizational cultures,
collaborative technologies have made a tremendous difference in organizational
success. In fact, those organizations
quantify returns on collaborative technology investment of over 200%. The
technology seems to do best within a collaborative culture although the level
of computer and language skills of each collaborator is a key determinant also.
Looking out at society today, I see more information and improving computer
skills. It is only natural to project those trends into the future and expect
more collaboration and more ‘off-line’ meetings. It makes sense to research the
technologies that will enable collaboration tomorrow.
What aspects of a technology make it supportive of collaboration? The
review that follows will be discussed in relation to the characteristics of
collaboration friendly technologies outlined in Table 2.1. These
characteristics are the characteristics I have found mentioned most often in
various white papers that support the need for collaborative technologies.
Table 2.1 – Characteristics of Collaboration
Enabling Technologies
Efficient
allows immediate
sharing of communication
Organized
allows information to
be shared in a logical manner
Timely keeps information
content current and appropriate
Available can be used 100% of the
time
Access easy to get access to
Time
Independence collaborate at any time
Place
Independence collaborate anywhere
Self-Documenting tracks the history of communication as
a by-product
Emotional captures the emotion of
the collaborator
Imaginative captures the imagination of
the collaborator
Brainstorm
Enabling supports new idea generation
Iterative allows iteration toward
better ideas and understanding
Indexed allows past
communications to be easily reviewed
Scaleable allows many to collaborate
simultaneously
Precision allows for a precise
representation of facts
Immersive captures the full attention
of the senses
Some of these characteristics are largely subjective. For example,
rating a technology in terms of its ability to support emotional communications
is not an exact science. When I do rate a technology based on a subjective
characteristic, much of the rating is my solely my opinion from using the
technology on multiple occasions.
The remainder of this chapter looks at the history of technologies that
have helped foster collaboration between human beings. We should not ignore the
human aspects of collaboration. Before I review the technologies that help us
collaborate, I must mention the collaborator. Collaboration is a skill just as
negotiation, arbitration, communication, and persuasion are skills. Humans can
be taught to enhance these skills. Child development researchers have found
that we develop collaborative skills early on in life, yet learn to discredit
some of those skills to survive in a competitive world. To prepare for work at
a collaborative organization, our youth require an education that is consistent
in providing opportunity to collaborate and that rewards collaborative behavior
when demonstrated appropriately. There is a balance that can be developed such
that the individual is both personally enterprising, yet organizationally
collaborative. So, the logic follows that a collaborative individual will do
well in promoting a collaborative organization which will take advantage of
collaboration-enabling technologies.
I will include collaborative skill building technologies in my
collaboration enabling technologies review. Much successful game playing
requires collaborative skills (Parker Brother’s board game Risk being a well
known example) and therefore I will include technologies such as Multi User
Dimensions (MUDs) as part of my review. They enable people to interact in a
shared experience which can be for entertainment, education, or group
communication.
I will review eleven technologies that enable collaboration. The
timeline in Figure 2.1 depicts them all in terms of the year they were
developed. Each technology added a new capability to technology assisted
collaboration. Paper, telephone, Email, MUDs, video games, DIS, Lotus Notes,
Inter Relay Chat, Greenspace, and Avatar Based Multi-user worlds all have had a
significant impact on making technology more useful for collaboration. I will
also review video conferencing which has been around since the day of the first
video telephone which failed miserably.
Figure 2.1 Collaboration Enabling Technologies Timeline
Paper
According to the Mead Corporation, ancient Egyptians invented the first
substance that crudely resembled paper around 4000 B.C. “Papyrus”, as they
called it, was a woven mat of reeds, pounded together into a hard, thin sheet.
Afterward, the Ancient Greeks used another paper-like substance made from
animal skins. Paper as we know it today was invented by Ts'ai Lun, a Chinese
court official, in A.D. 105. [1] Paper was important to the evolution of
collaboration as it enabled communication among multiple people who no longer
had to be in the same place at the same time in order to communicate. Paper was
the first significant improvement to the collaborative process since language
had evolved and was used for effective communications. Paper facilitated the
evolution of the written word and improved dramatically our knowledge of
history by creating the medium for its archival. Paper today is still a
significant part of many collaborative processes. It is inexpensive, durable,
expendable, recyclable and continues to evolve. Still, the most sophisticated
collaborative teams use paper to review information on the bus, on the beach,
and in reports created for a mass audience. Individuals without computer skills
continue to be given the option of reviewing paper output and providing paper
input to a collaborative process.
Evaluation of paper. Paper falls short as an efficient or organized collaboration
technology. Multiple copies of the same basic facts are produced and rearranged
in order to provide a different sequencing. Written text is sequential and
requires additional indices in order to be randomly accessed. Paper indices
provide an appropriate page number, but a collaborator still has to physically
turn to the referenced page. Paper is not necessarily timely. As improved or
updated copies of a paper-based information source are created, the older paper
documents still physically exist and become sources of inferior information.
Paper is readily available and widely accessible. Paper provides a time
independence to collaboration, but is place dependent as paper consists of
physical atoms that must exist within the collaborator’s eyesight. The author
can use paper anywhere, but the reader is clearly restricted in obtaining
access. Paper has been used often solely for its self-documenting ability. A
blank sheet of paper provides an outlet for emotion, imagination, and
brainstorming, yet relies on the written skills of the collaborator. Paper is a
poor medium for iterative tasks and requires significant work to be indexed.
Paper is not very scaleable although a paper copier can quickly produce copies
of results of the collaboration process. Paper can be used to create precise
communications, but it is a 2D medium that has trouble representing three
dimensions. Reading words on paper and writing on paper are not especially
immersive experiences, yet the act of reading and writing does seem to occupy
the mind’s attention such that the other senses are ignored to some extent.
Telephone
Alexander Graham Bells successfully demonstrated his telephone
invention on March 10, 1876. The telephone advanced the spoken word as paper
had advanced the written word. At the time, through a postal service, the
written word could be shared among collaborators who never had to meet. The
telephone advanced that unique luxury to the spoken word and added an
additional benefit of a more instantaneous collaboration.
Evaluation of the telephone. The telephone is a more efficient technology than
paper with respect to immediacy. Over long distances, information can be shared
as fast as electricity can travel the distance by wire. Yet, the telephone does
no more than paper to organize information as information is provided
sequentially. The timeliness of information shared by telephone is only as
current as the last conversation. Telephone availability is near 100% in most
first world countries, yet still growing in third world countries. Telephone
access has increasingly improved since 1876 although accessibility started
especially slow in its early days. Accessibility is taking another leap with
the advent of the cellular telephone. Unlike paper, the telephone requires some
time dependence although voice mail has eliminated much of that requirement.
The place independence of the telephone is related to its accessibility and the
increasing development of the number of cellular phone “cells” that carry the
communications is changing the place dependence scale. For a live conversation,
the initiator can be anywhere a telephone is available, yet the recipient must
be in a place that is aware of the ring of the initiator. In many cases, this
is a significant shortcoming.
The telephone is not naturally self-documenting. Conversations can be
recorded, but even then need to be reviewed sequentially. It is more difficult
to review recorded voice documentation than a paper based document. The
telephone captures the emotion and imagination of the collaborator, yet only
through verbal communication. Voice inflection can make emotion more obvious
than the paper-based written word. The telephone has no specific advantage for
iterative communications and is a poorly indexed technology. Teleconferencing
has improved the scalability of the telephone, but its scalability still falls
short of ideal. The telephone lacks the richness to efficiently communicate
precision and is especially weak on visual images. The telephone is hearing
immersive, but ignores the other senses.
Yet, it complements the partial visual immersion of paper well as the
number of occurrences of phone calls made to discuss a paper document suggests.
Electronic
Mail
The idea of email arose in the early multi-user systems and research
laboratories of the late 1960s. The United States Department of Defense's
Advanced Research Projects Agency had developed ARPAnet, (which in 1969 became
the Internet [3]), and it was expanding quickly. In the business sector, email
easily suited host-based systems in which large numbers of users were connected
by terminals. Proprietary host email systems such as IBM®'s
Professional Office System (PROFS) or DIStributed Office Support System
(DISOSS) and Digital Equipment Corporation's (DEC) All-In-1 or VMSmail were
popular tools of the time.[2] Email is a widely used communications and
collaboration tool because it enables people or mail-enabled applications to
exchange multimedia information, workflow, and electronic data interchange
transactions.
Evaluation of electronic mail. Overall, electronic mail combines many of the
benefits of paper and the telephone. First and foremost, email is a more
efficient technology than paper. Email can be organized more easily than paper
or telephone correspondence as it is in an electronic format that the computer
can use to organize. Still, email does not naturally keep information any more
timely than paper or the telephone. Computer based services can communicate
information changes by maintaining mailing lists and each recipient can permit
the latest incoming message to replace the last transmission. Paper based
subscriptions provide the same service but require the recipient to replace the
last transmission manually.
Availability of email has been problematic to this point, but there is
no real reason it shouldn’t be as available as the telephone. Access is
currently more difficult than the telephone, but again there is no technical
reason for its inferiority. Email is exceptionally time independent and gets
closer to complete place independence daily. Email is as emotional and
imaginative as paper as they both rely on the written word, yet typically, email
is less brainstorming enabling than paper when anonymous messaging is not
available. Still, email lacks the voice emotion capabilities of the telephone.
Email can be set up to be more iterative and indexing than paper or the
telephone. Again, logical computer processes can be used to maintain iterations
and a randomly accessible index over time. Email is very scaleable compared to
the telephone or paper as it takes advantage of the client/server benefits of
computer networking technologies. Email is no more precise than paper or the
telephone and no more immersive than paper.
Chat
Jarkko Oikarinen wrote the original Inter-Relay Chat (IRC) program at
the University of Oulu, Finland, in 1988 [4]. He designed IRC as a
client/server program. IRC differs significantly from previous synchronous
communication programs. Fundamental to IRC is the concept of a channel.
Original chat programs had no need of channels since only two people could
communicate at one time, typing directly to each other's screen. Other chat
systems have been developed with similar features to IRC. Basically, chat is
the text based equivalent of the telephone. Chat technology is similar to a
teleconference in that, unlike with paper and email, the telephone and chat
allow for more interactive collaborations as any collaborator can start
communicating information at any time during their use of the technology.
Evaluation of chat. Chat is very efficient as it passes every written thought to each
subscriber to the channel immediately. Chat is extremely unorganized and often
described as chaos. The collaborators that use chat can set up some protocol
ahead of time, but chat does effectively nothing to enforce it. Chat’s
timeliness rating is similar to the telephone’s. Availability and access are
similar to email. Chat is more time dependent than email because it is
real-time, yet no more place dependent. Chat tends to be more emotional than
email not through its form, but because it is so immediate and emotion is raw,
often overcoming typical inhibitions of the communicator. Chat’s biggest
benefit over other technologies is in its brainstorming potential because
anonymity is assured and new idea discussion can be quick and rapid.
Chat could be as iterative and indexed as email, but the supporting
computer processes have not been developed nor applied to chat to date. Chat is
as scaleable as email because of its client/server nature. Yet the more
concurrent users, the more chaos creeps in to the collaboration process. Chat
is no more precise than email, yet tends to be more immersive than email
because so much is happening so quickly and that intensity of communications
requires more attention.
Video
Conferencing
Video conferencing is a collaborative technology where multiple cameras
and microphones provide simultaneous voice and images of collaborators such
that the collaborators can see the images of all other cameras except the one
focused on themselves. All collaborators hear all voice transmissions. Video
conferencing is used often used to replace travel when collaborators feel the
need to see one another while collaborating.
Evaluation of video conferencing. Video conferencing is similar to chat in many
respects, but tends to be more organized as collaborators gain access to more
communication feedback from other collaborators. Video conferencing provides
voice and gesture feedback as collaborators can see and hear one another. The
enhanced feedback comes at tremendous expense as simultaneous voice and video
require significant bandwidth while chat bandwidth requirements are trivial.
Video conferencing tends to limit the intensity of the emotional response from
each collaborator and severely limits the brainstorming anonymity of chat.
Video conferencing is also more difficult to scale to many different locations.
Video conferencing can provide a more precise representation of 3D information
as the camera can move around within a 3D space. Video conferencing provides
partial immersion of more senses than chat, but the experience seems less
immersive than an intense chat session. Video conferencing is currently more
place dependent than chat but, with infinite bandwidth, need not be so. Similar
to email or chat, the computer can be used to organize and index collaborative
information. Although algorithmically more difficult to index video than text,
the Motion Picture Experts Group’s latest video standard being researched
(MPEG4) is attempting to index video by the significant events that appear on
camera.
Multi
User Dimensions (MUDs) and Object Oriented MUDS (MOOs)
MUD1 was the first proper, workable multi-user adventure game using
text based communications over a computer terminal. MUD1 was written by Roy
Trubshaw and Richard Bartle at Essex University in England on a DECsystem-10
mainframe. Trubshaw began in Autumn 1979, and Bartle took over in Summer 1980.
Initially, the game was playable only by students at the university and guests
using the university’s system. After a year or so, however, external players
began to direct-dial from home using modems, and the game's popularity grew.
[6] MUDS and MOOS are still very popular for social and game-based
collaboration.
Evaluation of MUDS. MUDS and MOOS can be considered chat with a context. Usually, a MUD
collaborator has a sense of presence in a 3D environment which helps focus
communications on his or her surroundings. The MUD is housed on one or more
computers that contain the details of the world as well as act as the chat
server. Because of the context provided by the world database, communications
tend to be more organized than with chat. The communication is just as
efficient as the telephone. Since the computer makes changes to the database
over time, MUD based information is more timely than the telephone. MUDS tend
to be less available or accessible than email or the telephone because
concurrent use is usually restricted in order to keep up the quality of
service.
MUDs are as time and place independent as chat and can be
self-documenting if some logging service is provided on the world computer. MUD
collaboration can be as emotional as chat. In fact, quite an elaborate
subculture has arisen in the MUD community such that text based norms have been
promulgated that creatively attempt to make up for the lack of voice and
gesture feedback of keyboard-based transmissions.[7] MUDs are an extremely
imaginative collaboration technology as collaborators are often allowed to add
rich 3D based text additions to the world database. Collaborators must use
their imagination to see the world they are investigating. Brainstorming is
limited by the fact that the MUD usually already has its context determined by
its choreographer, but a collaborator is provided the benefit of anonymity.
MUD scalability is not limited by technical considerations, but by the
sense of community. A larger, faster computer or bank of computers can always
be used to house the MUD, yet more collaborators tends to disturb the sense of
peace of the MUD experience. MUDs provide a collaborator a means for specifying
a third dimension, but only as precisely as words can detail it. MUD
participation is extremely immersive as the mind is occupied by creating a
picture of the world from a text based description. No aural or haptic
immersion is involved.
Networked
Groupware
Version 1.0 of Lotus Notes was developed from 1984 to 1989 through the
design and programming efforts of Ray Ozzie, Len Kawell, Tim Halvorsen, and
Steve Beckhardt, the first three of which had developed a strong vision of
groupware from having worked with the Plato system at the University of
Illinois in the mid-1970s. At the Computer-Based Education Research Lab there,
an electronic newsgroup-like computer program called gnotes, run by users in
remote places sitting at a Plato terminal, allowed users to share group
messages. Although Plato terminals were attached to a mainframe, the
environment had the feel of today’s PC networks. [6]
Groupware such as Lotus’ Lotus Notes organizes collaborators’
‘off-line’ discussions, creating discussion threads, multiple indexing, and
time stamping. Groupware databases are becoming more graphical as images are
easily inserted into the body of the text. There are common sense arguments
supporting ‘off-line’ collaboration over face to face meetings such as the
following:
·
Participation
independent of location to save travel time and conflicts
·
More
time to think about new information before responding thereby better response
quality
·
Consideration
of most relevant information first in order to think top-down
·
Ability
to skip details of issues not relevant to a participant in order to save time
and resources
·
Participation
when feeling more participative and energetic
·
Revision
of thoughts before presenting them in order to avoid miscommunication
Evaluation of groupware. Groupware is as efficient as email, yet significantly
more organized as a typical groupware database contains more than just a few
dynamic indices to the database’s documents. These views as they are called are
easily created by available sorts and filters and provide a sophisticated
search capability. Timeliness is improved over other technologies as only one
copy of a document exists in the database at any time and is updated to remain
current. Groupware, like email, continues to become more available and
accessible. Both can be considered as 100%. Groupware is both time and place
independent and does a great job of self-documenting the collaborative process.
In fact, a selling point of groupware is its benefit of tracking historical
collaboration for later use in confirming details or revisiting a decision
point which was influential in success or failure. The documentation process
then helps others learn how to collaborate.
Groupware is similar to email in its emotional, imaginative, and
brainstorm enabling ability. Because of its organization ability, iterative
collaboration is better served by groupware than all other collaboration
enabling technologies. Groupware is scaleable through its client/server
architecture. Groupware allows for a precise representation of facts through
text and images, but is not yet considered a 3D medium. Groupware is as
immersive as paper-based information sources.
Networked
Video Games
Video games were born when the first computer display was used to
represent information in a graphical format and a user interactively moved the
image with a goal in mind. Video game evolution has been constant since that
point. Video games evolved rapidly in the “golden years” of video games at the
beginning of the 1980s. In 1980, the video game Defender became the first video
game with a virtual world where activity was happening outside of the physical
view of the player. Also in 1980, Battlezone became the first truly interactive
3D environment used in a video game and Bezerk added the first spoken
vocabulary of 30 words. Finally, in 1981, the video game Warlords became the
first collaborative game where cooperation with other players actually helped a
player gain a higher score.[11]
Since then, video games have been networked over long distances and the
graphical displays have continued to become more impressive. Video game
technology is very efficient, organized, and timely as the computer controls
all three aspects. Video games are as available and accessible as other network
computing technologies, yet often require higher bandwidth resources than email
or chat. Since the game typically changes often and instantaneously, there is a
high time dependence although the place independence improves at the rate of
new network bandwidth roll-out. Video games are not usually self-documenting,
but can become so with added overhead. Video game users can demonstrate emotion
through the characters they represent. Their playing piece typically
demonstrates human-like, non-verbal communication. Video games can capture the
imagination of the player, yet with such exact graphical output, usually are
very literal. Imagination is more associated with immersion in the game playing
environment where the player imagines being the playing piece in the scene.
Video games are usually not brainstorm enabling. Video games can be built to be
iterative toward better understanding and can be indexed along the way such
that a saved game condition can be loaded and revisited. Video games can be
scaleable through a client/server architecture. A precise 3D representation of
data can be represented using video game technology and video games can become
an immersive experience of all the senses.
Video games will continue to push collaborative technologies through
their money making potential. Today’s networked video games like Doom and Quake
make millions for their creators as children and adults are willing to pay
significantly for their entertainment.
Distributed
Interactive Simulation (DIS)
According to the DIS Steering Committee:
“The primary mission of DIS
is to define an infrastructure for linking simulations of various types at
multiple locations to create realistic, complex, virtual "worlds" for
the simulation of highly interactive activities. This infrastructure brings together systems built for separate
purposes, technologies from different eras, products from various vendors, and
platforms from various services and permits them to interoperate. DIS exercises
are intended to support a mixture of virtual entities (human-in-the-loop
simulators), live entities (operational platforms and test and evaluation systems),
and constructive entities (wargames and other automated simulations)” [8].
In many regards, DIS can be
considered a video game technology. DIS is considered a significant standard
for potentially networking hundreds of thousands of users together in a virtual
world based simulation. DIS architecture is different than a typical network
game server. The first successful DIS prototype started development in 1983 and
was unveiled in 1989.
Evaluation of DIS. Compared to video games, DIS is different on the emotional scale as
the human form is never controlled by a collaborator. Non-verbal communication
is limited. Collaboration is through voice discussions of strategic choices of
action. DIS is more scaleable by nature of its design. Since the DIS standard
is evolving toward improvement on all the collaboration scales, the interest
lies mainly in what it will become.
Greenspace
Greenspace is a 3D virtual environment platform developed by the Human
Interface Technology Laboratory at The University of Washington. Greenspace
technology is based on multicast, collaborative, object-oriented classes
driving 3D stereo visual display, spatial sound, speech recognition and
synthesis, position tracking, touch and gesture input with force feedback. [10]
Although all design goals have yet to be met, the technology encompasses the
ultimate in fully immersed virtual collaboration. The key to Greenspace is the
position tracking of the body of a collaborator in order to represent the
collaborator’s actions in the virtual world. The first phase of Greenspace was
demonstrated in November of 1993 while the second phase was demonstrated in
1995.
Evaluation of Greenspace. Since the collaborator actually becomes a virtual
human, non-verbal communication is enhanced over the typical video game.
Multicasting permits Greenspace to be more scaleable than today’s video games.
All other aspects of Greenspace rank similarly to the video game collaboration
evaluation.
Avatar
based Multi-user Worlds
True 3D multi-user worlds based on VRML became publicly available in
1996 from many different sources including blaxxun interactive, Intel
Corporation, and Sony Corporation. Avatar based multi-user worlds are a
combination of chat and the Greenspace ideal. Built with lower bandwidth
requirements, multi-user world technology relies on many of the aspects of chat
and MUDs that have made them successful as collaborative tools. Multi-user
worlds allow for text based communications and unique identification of the
user in the world through an avatar. Behaviors need not be human, yet the
avatars provide some form of non-verbal communication that can be interpreted
by a human. Like MUDs, they can be quite social in nature. Voice based chat is
rapidly being incorporated into multi-user virtual worlds.
Evaluation of multi-user worlds. Multi-user worlds are as efficient as chat, and
are as organized and timely, but with a different purpose. Multi-user worlds
are organized around a very visible three dimensional information space. Any
changes to the three dimensional state of the shared world are updated in a
timely manner. Availability and accessibility are similar to MUDs as are the
time and place independence ratings. Multi-user worlds do not have any explicit
self-documenting feature, but the self-documenting ability can be built within
the computer process with overhead. The inclusion of an avatar allows the
collaboration to be more emotional than with MUD technology, but significant
work is still needed to make useful avatar behaviors a reality. Multi-user
worlds are more literal than MUDs which can be interpreted as being less
imaginative. Yet, for communicating truly unique 3D images, multi-user worlds
can capture the imagination of the collaborator. The brainstorming ability of
multi-user worlds is dependent on the tools available within the world.
Multi-user worlds can provide iterative collaboration of 3D design in
pieces, or all of the world can be replaced with a new geometry to communicate
a better idea or understanding. Since multi-user worlds are Web-enabled,
objects can be brought in from any Web server to aid communication. Multi-user
worlds are not as immersive as Greenspace, but can become so as the technology
develops.
Conclusion
Technology has been enabling collaboration for centuries now. As time
passes, the best features in one collaboration enabling technology are
appearing in the others. For example, the benefit of place independence
provided by email is being extended to telephones through cellular
technologies. Or, as another example, avatars are being added to networked
computer programs to enable non-verbal communications in a virtual world. Some
of the features of collaborative tools are actually in competition with each
other. For example, MUD users mention how they appreciate the personal
interpretation they are afforded by being provided a text only communication
medium. Their interpretation is personal because the pictures they create are
solely inside of their head. As we move to Greenspace environments, the picture
is very literal. A literal picture has some powerful benefits, but the
trade-off is always a loss of personal interpretation, something our society
often defends as personal freedom.
In collaborative technologies of today, convergence is the key. A
collaborative environment taking advantage of a multi-media enabled computer
can pick and choose the best aspects of each technology reviewed in this
historical perspective. As computer bandwidth and processing speeds improve,
collaborators will expect all of the best collaboration enabling aspects of
technology in the same collaboration tool.