<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Jiang Yang</style></author><author><style face="normal" font="default" size="100%">Wen, Zhen</style></author><author><style face="normal" font="default" size="100%">Lada A. Adamic</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Lin, Ching-Yung</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Collaborating Globally: Culture and Organizational Computer-Mediated Communications</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the International Conference on Information Systems (ICIS 2011)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">calendaring</style></keyword><keyword><style  face="normal" font="default" size="100%">computer-mediated communication (CMC)</style></keyword><keyword><style  face="normal" font="default" size="100%">cultural studies</style></keyword><keyword><style  face="normal" font="default" size="100%">Instant Messaging (IM)</style></keyword><keyword><style  face="normal" font="default" size="100%">organizational communication</style></keyword><keyword><style  face="normal" font="default" size="100%">sentiment analysis</style></keyword><keyword><style  face="normal" font="default" size="100%">social interaction</style></keyword><keyword><style  face="normal" font="default" size="100%">social networks</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2011</style></year><pub-dates><date><style  face="normal" font="default" size="100%">12/2011</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Culture shapes interpersonal communication. However, little is known about how culture interacts with computer-mediated communication (CMC) tools in a business context. We present a large-scale empirical study of cultural differences in computer mediated social interactions in a global company. Our dataset includes 9,000 volunteer users and more than 20 million records of their email and Instant Messaging conversations. We compared social network characteristics, preferences for CMC tools, and expression of sentiment across employees working in seven countries. Significant differences emerged and the patterns are consistent with the inherent cultural characteristics as suggested by cultural theories. In addition, we uncover the complex manner in which culture interacts with preference and use of different communication mediums. The existence of pervasive and complex cultural differences, points to the need to understand and account for such differences in designing cross-cultural collaborative systems.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Jack Muramatsu</style></author><author><style face="normal" font="default" size="100%">McDonald, David W.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Social Regulation in an Online Game: Uncovering the Problematics of Code</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 16th ACM international conference on Supporting group work (GROUP’10)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">code</style></keyword><keyword><style  face="normal" font="default" size="100%">ethnography</style></keyword><keyword><style  face="normal" font="default" size="100%">games</style></keyword><keyword><style  face="normal" font="default" size="100%">online communities</style></keyword><keyword><style  face="normal" font="default" size="100%">police</style></keyword><keyword><style  face="normal" font="default" size="100%">social computing</style></keyword><keyword><style  face="normal" font="default" size="100%">social control</style></keyword><keyword><style  face="normal" font="default" size="100%">social interaction</style></keyword><keyword><style  face="normal" font="default" size="100%">social life</style></keyword><keyword><style  face="normal" font="default" size="100%">social regulation</style></keyword><keyword><style  face="normal" font="default" size="100%">socio-technical design</style></keyword><keyword><style  face="normal" font="default" size="100%">software infrastructure</style></keyword><keyword><style  face="normal" font="default" size="100%">user study</style></keyword><keyword><style  face="normal" font="default" size="100%">virtual communities</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">11/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><isbn><style face="normal" font="default" size="100%">978-1-4503-0387-3</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;More and more interaction is becoming code-based. Indeed, in online worlds, it is all there is. If software is providing a new basis for social interaction, then changing the infrastructure of interaction may necessarily change social interaction in important ways. As such, it is critical to understand the implications of code - we want to know what the use of code means for socio-technical design. In this paper, based on an ethnographic study of an online game, we examine social regulation in an online game world as a case study of socio-technical design using code. We wanted to know how changing interaction based in code conditioned use in our site. We found that code changed social regulation in three specific ways. First, code made some user actions that were socially unwanted to be immediately visible. Second, code could prevent some actions from occurring or punish users immediately. Finally, software was not able to see all action. Some user actions were too nuanced or subtle for code to catch; others were too ambiguous to place into code. Following Agre, we argue i that a &quot;grammar of action&quot; resulting from the use of code limits the kinds of behaviors that can be seen and dealt with. These findings suggest that there is more than just a gap between the social world and technical capabilities. There are new possibilities, tradeoffs, and limitations that must be considered in socio-technical design, and all come simultaneously.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>10</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Providing Social Interaction in the Digital Library</style></title><secondary-title><style face="normal" font="default" size="100%">Digital Libraries ’94</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Cafe ConstructionKit system</style></keyword><keyword><style  face="normal" font="default" size="100%">digital libraries</style></keyword><keyword><style  face="normal" font="default" size="100%">social interaction</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">1994</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><pub-location><style face="normal" font="default" size="100%">College Station, TX</style></pub-location><pages><style face="normal" font="default" size="100%">198-201</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;As we build the digital library, we need to be careful not to carelessly obliterate some of the important features of current libraries. Many proposals for digital libraries remove social exchange and interaction, focusing narrowly on the technical mechanisms of information access. This is not only unwise, it is unnecessary since we could provide mechanisms for social exchange and interaction within our systems. Simply put, we do not need to remove the social world from our systems. This paper discusses why such interaction is important, and then presents a toolkit, called the Cafe ConstructionKit, that can provide computer-mediated communication support at low cost.&lt;/p&gt;</style></abstract></record></records></xml>