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Social Computing Group
Our mission in the Social Computing Group is to research and
develop software that contributes to compelling and effective social interactions,
with a focus on user-centered design processes and rapid prototyping combined with
rigorous social science.
We believe in getting our projects in the hands of users. Many of the projects listed
below are available to the public.
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Hotmap: The use of Virtual Earth
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Hotmap shows where people have looked at when using Virtual Earth, the engine that powers Live Search Maps. Hotmap is a mash-up of data over the original Virtual Earth tiles. Hotmap generates new image tiles based on data stored in a database, and superposes them over Virtual Earth, using the AddTileLayer method.
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Netscan: Social network and user activity analysis of Usenet
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The Netscan System provides detailed reports on the activity of Usenet newsgroups, the authors who participate in them, and the conversation threads that emerge from their activity. Using the Netscan tool users can get reports about any newsgroup for any day, week, month, quarter, or year, since September 1999.
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SNARF: the Social Network and Relationship Finder
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SNARF was built around the notion that social network information that is already available to the computer system can be usefully reflected to the user. For example, a message from a manager might be seen differently than a message from a stranger. SNARF applies this idea to email triage, handling the flow of messages when time is short and mail is long.
The SNARF UI is designed to provide a quick overview of unread mail, organized by its importance. The UI shows a series of different panes with unread mail in them and each pane shows a list of message authors. Clicking on a name shows all messages involving that person.
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Slam: Mobile group-based communication and media sharing
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Slam is a mobile device-based application that enables lightweight, group-centric real-time communication, location awareness and photo-sharing.
The core concept behind Slam is a “Slam”, a group of people with whom you can exchange messages and photos. When you send a message in Slam, it is automatically sent to everyone in the group to which you sent it.
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Wallop:
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In Wallop, you can share photos, blog, and interact with your friends. Wallop is a
research project that explores how people share media and build conversations in the
context of social networks. We are currently conducting a small, real world trial
of Wallop with small friendship groups. Therefore, membership in Wallop http://mywallop.com is
limited to study participants until the trial is over.
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Images: Default view of social network, blog & profile
Relationship map between 2 people showing common people, media, & comments
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Sapphire:
We model the user experience after the way people (vs computers) think, feel, organize
and remember. This simple but fundamental change in perspective has caused us to rethink
the way the system is experienced and designed, from the user experience to the lowest
levels of the system.
The current desktop assumes you organize files by manually sorting into folders. As
the amount of information increases, finding items becomes more frustrating. Our goal
is to have automatic, dynamic grouping by association replace folders as the primary
means of organizing. The prototypes we have developed automatically determine importance
(what you care about), similarity (relationships between objects), and the current
context of the user. All objects (people, communication, documents, web pages, etc.)
and metadata are stored in a database and queries determining associations can be
calculated in real-time.
The Sapphire project includes the backend, data & queries, and user interface
prototypes, and is a cross group effort.
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Sapphire architecture diagram: Below are the components of the Sapphire
architecture:
Data collectors: Real-time monitors, email sync, etc.
Database: Unification of all data types
Queries and filters: Associations between objects
User interface: Supports various visualizations and notifications, and itself is a
source of data.
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Stacks: Family Photos
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The stacks project studies how photos can be automatically grouped by time, person,
etc. Users can quickly scan through stacks of photos by mousing over an item to see
a preview.
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Sapphire Toolbar: Similarity, Importance, People, Time (history)
and Topic
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The Sapphire toolbar lets users quickly access important items & items similar
to the current active object. It also lets users view by time, topic and personal.
This working prototype is built in C# and uses the objects and associations stored
in a database.
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Visual Summaries: Sapphire Data Visualization and Summarization
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The visual summary displays links between objects using the Sapphire data. In order
to get an overview of all the important objects in the database, we summarize and
group objects.
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Smart Previews: Dynamic previews for emails and documents
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When objects of different types are shown together in the user interface, we need
consistent ways to preview/inspect items. Smart previews automatically shows salient
items within mail threads, documents, etc.
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Conversation Clusters: Grouping email conversations based on text
indexing.
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Using hierarchical clustering methods, we automatically group email conversations
(threads) based on text indexing. Preliminary studies show that the clusters produced
match the way users think about grouping their email.
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Beyond Blackcomb: Storyboards of future computing experience
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These storyboards explore using simple forms to spatially display items on the desktop.
Important people, conversations, documents and web pages are easy to find, and related
items are appear based on the context of the user.
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Personal Map: Modeling contacts, communication groups, and social
network
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The goal of the Personal Map is to help users organize their email contacts in a meaningful
way, based on their email behavior, without users having to provide any additional
information. The Personal Map models the users social network (who they care about
and their informal groups) based on communication behavior such who they email the
most and who they email together. The Personal Map provides several visualizations
of the underlying user model, each with its advantages and disadvantages.
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Personal Map Outlook Integration
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We integrated the Personal Map model of the users social network into Outlook in order
to assess whether people will find it useful in the context of their communication
stream. Lists of important people and groups are placed to the right of the new mail
message window, and can be used to populate the TO: and CC: fields. We ran a two week
user study to explore how people will use the new mail message people list.
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Microsoft Research Connections: Individuals, groups, projects and
topics in Microsoft Research
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Microsoft Research Connections provides an online social map that allows users to
develop an awareness of the informal, dynamic groups and projects in Microsoft Research,
and navigate for information using the connections between people and groups. Microsoft
Research Connections uses public information (from the MSRinfo web page and active
directory) to model the relationships between people and group.
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MS Connect and Point to Point
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Any knowledge or resource transfer across groups in an organization depends on peoples
awareness of whos doing what, which is a challenge given the dynamic, informal nature
of many groups and projects. The goal of MS Connect is to help people figure out who
they should talk to learn more about a particular person or project by showing connections
between people throughout the company. MS Connect uses active directory information
to show both formal relationships between people and informal, dynamic relationships
between people. MS Connect has a Point to Point feature, which allows users to see
how they are connected to any other person or group.
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PhotoStory: Preserving emotional content when storytelling with photos
and video
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People love taking and sharing photos--over 200 million photos are taken per day around
the world. Recent advances in technology have combined to make the production, archiving,
and storage of digital photos possible, yet most software fails to address the principle
reason that people share photos in the first place: to tell personal stories. The
PhotoStory application is designed to address that need. A key goal of Photostory
is to allow novice end-users to quickly and easily share photo-based stories with
people in a way that is simpler and more emotionally compelling than a static slide
show with text.
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FastForward: Storytelling and extending/compressing time
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Home videos are notorious for being long and boring. Although often perceived as an
editing problem, most professional video editors cannot make compelling movies from
most home videos due to the lack of proper video coverage. People often leave out
important parts (you don't see me preparing for my trip, I just show up at the Eiffel
Tower) or spend too much time on something boring (endless footage of the kids). The
Fast Forward project enables the user to share a story captured by a home video, by
extending time (frozen/looping video) and compressing time (fast forwarding) in a
way that doesn't interfere with the emotional content of the story.
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NearMe: Instant messaging and status on small devices
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The NearMe service is a location based buddy list service for GSM phones. NearMe integrates
a buddy list with cell based proximity information from the cell phone. The service
notifies a user when his buddies are near by using cell location information, the
contact list on the cell phone, SMS messaging. Using NearMe it is very easy for a
person to contact "friends" that are in their proximity. This information is accessible
from web-based services in addition to the cell phone. The user can determine who
sees his location information by adjusting the privacy settings.
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Family Fridge: Shared family page using "fridge door" metaphor
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Families use their refrigerator door and phone area in the kitchen to post calendars,
photos, grocery lists, magnets, etc. The shared family machine is a key place to view
shared family information. Using the fridge door as a metaphor, we designed a family
portal/login page that the family has "up and running" by default on a shared machine
in a public place (kitchen, entry) in the home. The family page works together with
the personal page. The prototype was prepared for the MARs/OE6 team.
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Bridge: Location and awareness of groups and effects on learning
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Bridge is a collaboration between the MIT Architecture Schools iCampus project, the
Social Computing Group and the Systems and Networking Group. Using technology developed
by researcher Victor Bahl, we can determine the user's physical location on the wireless
network. University students are mobile, social, and have dynamic work and social
groups. The Bridge project studies the increased awareness of members in a study group
(location, presence, etc.) and the effects on learning.
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Shared Browsing study: Designing for remote shared computing experience
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Browsing the Internet is an activity people commonly do together from different physical
locations. We compared different shared browser designs to determine what UI elements
provided the most productive and the most enjoyable experience. We looked specifically
at how the UI could be used to increase "social presence" or the feeling that users
were participating together with their partners.
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Visual Decision Maker: Shoulder-to-shoulder movie selector
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The Visual Decision Maker project is a collaboration between the Social Computing
Group and the Next Media group. We designed the user interface to promote an enjoyable
shared experience for movie selection. Users use remote controls in groups of up to
four people. A stream of images is continuously adjusted based on users responses
and then movie recommendations are displayed using a collaborative filtering backend.
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Shoulder-to-shoulder study: Shared puzzle solving
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People commonly sit together in front of a computer and play or work together. Computers
are not inherently designed to support this interaction. We created a simple puzzle
game, and compared different UI elements, observed interaction styles, and watched
how people share input devices.
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Online Lab:
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We use our Online Lab
to user test prototypes and conduct research studies. By partnering with product groups
we recruit participants, we then run controlled, online experiments and collect and
analyze user data. The online lab provides informed consent and provides a secure
environment for testing new ideas.
Through the online lab we study individual and group behaviors online. The online
lab consists of three primary components: a) the lab structure itself, comprised of
pages that carry welcoming information, informed consent, registration and authentication,
and links to the studies, b) the studies themselves, and c) the backend used for collecting
and analyzing user data.
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KidTalk: Improving online behavior for children with Aspergers/Autism
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KidTalk is a collaboration between the University of Washington Autism Center, Dr.
Felice Orlich and the Social Computing Group. Currently there are limited resources
for treating individuals with high functioning autism/Aspergers. A goal of this project
is to improve access to tools and services. Children who suffer from Aspergers face
social isolation and improving social skills are a primary intervention target. Current
treatment for Aspergers includes supervised text chat and online interaction. The
KidTalk study uses scripted interactions to teach children currently undergoing group
therapy at the Autism Center.
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HutchWorld: Social support for cancer patients and their caregivers
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HutchWorld is an online multi-user community environment developed in collaboration
with the Fred Hutchinson Cancer Research Center (Hutch). HutchWorld provides access
to social support for caregivers, families, and patients of the Hutch. The use of
PC's and HutchWorld for social support was studied in a trial with Hutch patients/caregivers
at a Hutch patient housing facilities.
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Peer-based Reputation and Bad Behavior: Effects of peer based reputation
systems on online groups
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Achieving a critical mass of communication, and reducing bad behavior online are 2
key issues of managing groups. We ran a study of 200 people in our Online Lab http://onlinelab.org/,
and found our simple peer-based, anonymous reputation system reduced bad behavior
and increased good behavior.
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Peer-based Reputation: Friend-of-a-friend recommendation system
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Users who are new to an online environment often have a difficult time deciding who
they should interact with. A bad first experience can scare new users away forever.
This project examined different types of reputation information to determine what
information about other users are most important when people decide who to interact
with. We found that recommendations from friends (a "friend-of-a-friend") and similar
interests were the most important criteria for selecting a chat or gaming partner.
In user tests, we also found that people understand the concept of social networks
(how others are related to them through mutual acquaintances) and use such information
if given the opportunity.
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Allegiances and Fellowships in Asheron's Call: Studying group interaction
and social features in online gaming
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Online gaming attracts huge numbers of dedicated users. We studied effects of online
groups (Allegiances and Fellowships) in the multi-user game, Asheron's Call to see
how group membership effected enjoyment, retention of users, and bad behavior.
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Trust Online : Using social dilemma testing to study effects on trust
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Social Dilemma Testing studies how different modes of communication and different
aspects of the user interface affect trust and cooperation between users. To study
the interactions, a new type of user testing adapted from quantitative sociological
techniques is used to examine interactions between users.
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Online Community Analysis: What makes people come back to online
communities?
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What makes people actively participate in an online community? What makes a compelling
group? What are popular types of online communities? To better understand how people
interact in online communities we partnered with MSN Communities and analyzed user
data from 20,000 randomly sampled communities.
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Microsoft V-Chat:
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Microsoft V-Chat let people chat from within a 2D or 3D environment using graphical
representations of themselves, known as avatars. V-Chat was originally released on
the Microsoft Network (MSN) v1.0 in December of 1995-March 2001. V-Chat users select
from a variety of existing avatars, or create and publish their own. Sounds, animation,
and visual imagery create mood and context for these social environments.
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Microsoft Chat (Comic Chat):
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Microsoft Chat (Comic Chat) was released on Internet Explorer v3.0 in 1996-March 2001,
and was developed by Microsoft Researcher David Kurlander together with the Social
Computing Group and comic artist Jim Woodring. In Microsoft Chat, your online conversations
are the beginning of an interactive comic strip that unfolds in real time. Comic style
balloons display your conversation, and gestures generated by conversation semantics
give your character a variety of emotions and movements.
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Smart Talk Tools: Creating distributed services on cellular phones
and other devices: (example: NearMe/location based buddy list)
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People carry cellular phones with them in social settings. To predict how the PC and
the cell phone may integrate in the future, we looked at power phone users (teens)
and phone technology (Europe, Japan) and developed the SmartTalk tools for prototyping
applications on the phone. By placing an interpreter on the phone, we send and receive
active messages (for example, a command, application, status, or plan text) from the
phone to phone or PC. Current prototypes include NearMe, location based buddy list.
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Raven: Tools for creating multi-user, peer-to-peer, distributed applications
online.
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Raven simplifies the building of multi-user applications letting two client-side webpages
talk to one another (peer-to-peer) without a server involved.
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Virtual World Platform
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The Virtual Worlds Platform facilitated the creation of multi-user, distributed, applications
on the Internet.
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Primary Contact: Lili Cheng
| | | | | Affiliate Members
| Photo Not Available Boyle, Claudia | 
Steven | Photo Not Available Eric | 
Jacobs, Andy | 
Jones, David | 
Tim | 
Dave | |
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Fisher, D. (2007) Hotmap: Looking at Geographic Attention. Proceedings of Information Visualization (IEEE InfoVis) 2007, Sacramento, CA
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Counts, S. (2007) Group-Based Mobile Messaging in Support of the Social Side of Leisure. CSCW Journal.
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Riegelsberger, J., Counts, S., Farnham, S., & Philips, B. (2007). Personality Matters: Incorporating Detailed User Attributes and Preferences into the Matchmaking Process. HICCS '07.
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Grudin, J., Tallarico, S, and Counts, S. (2005). As Technophobia Disappears: Implications for Design. Group 2005.
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Farnham, S., Turski, A., Portnoy, W., & Davis, J. (2002). Microsoft Research
Connections: Exploring Who Knows Whom through Social Networks. Internal paper.
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Farnham, S., & Turski, A. (2002) Social Network Project: Applications for Online
Communication and Information Navigation. Internal paper.
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Farnham, S. (2002). Visualizing Discourse Architectures with Automatically Generated
Person-Centric Social Networks Paper presented at CHI Workshop 2002: Discource
Architectures.
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Kelly, S., Sung, C., & Farnham S. (2002). Designing
for Improved Social Responsibility and Content in On-Line Communities. In Proceedings
of CHI 2002, Minneapolis, April 2002.
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Jensen, C., Davis, J., & Farnham, S. (2002). Finding Others Online: Reputation
Systems for Social Online Spaces. In Proceedings of CHI 2002, Minneapolis, April
2002.
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Farnham, S. (2002). Predicting Active Participation in MSN Communities. Its All
in the Conversation. Microsoft Technical Report MSR-TR-2002-36.
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Davis, J., Farnham, S., Jensen, C. (2002). Decreasing
Online Bad Behavior. In Extended Abstracts of CHI 2002, Minneapolis, April 2002.
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Davis, J. P. (2002). The experience of bad
behavior in online social spaces: A survey of online users. Internal paper.
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Vronay, D., Farnham, S., Davis, J. (2001). PhotoStory:
Preserving Emotion in Digital Photo Sharing. Internal paper.
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Farnham, S., Cheng, L., Stone, L., Zaner-Godsey, M., Hibbeln, C, Syrjala, K., Clark,
A., & Abrams, J. (2002). HutchWorld: Clinical
Study of Computer-Mediated Social Support for Cancer Patients and Their Caregivers. In
Proceedings of CHI 2002, Minneapolis, April 2002.
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Swinth, K., Farnham, S., & Davis, J. (2002). Sharing
Personal Information in Online Community Member Profiles. Internal paper.
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Cheng, L., Kimberly, G., Orlich F (2002). KidTalk:
Online Therapy for Asperger's Syndrome. Internal paper.
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Turski, A., Marcjan C., Cheng, L., (2001). SmartTalk: Prototyping Social Applications
for Cellular Phones. Internal paper.
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Farnham, S. D., Chesley, H. McGhee, D., & Kawal, R. (2000). Structured
On-line Interactions: Improving the Decision-making of Small Discussion Groups. In
Proceedings of CSCW 2000, Philadelphia, December.
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Davis, J., & Farnham, S. Sharing
Whats Enjoyed and Enjoying Whats Shared: Designing for Sociability in Shared Browsing. Internal
paper.
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Regan, T., Lofstrom, M. & Davis, J. P. (2002). The
Effects of enhanced user feedback on shoulder-to-shoulder computing. Internal
paper.
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Davis, J. P., Zaner, M., Farnham, S., Marcjan, C., & McCarthy, B. P. (2002). Wireless
brainstorming: Overcoming status effects in small group decisions. Paper submitted
to journal Computers in Human Interaction.
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Farnham, S., Zaner, Melora., Cheng, L. Supporting
Sociability in a Shared Browser In Proceedings of Interact Conference, Tokyo,
Japan, July 2001.
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Cheng, L., Stone, L., Farnham, S., Clark, A. M., & Zaner-Godsey, M. Hutchworld:
Lessons Learned. A Collaborative Project: Fred Hutchsinson Cancer Research Center
& Microsoft Research. In Proceedings of Virtual Worlds Conference 2000,
Paris, France, June 2000.
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Farnham, S. D., Chesley, H. McGhee, D., & Kawal, R. Structured
On-line Interactions: Improving the Decision-making of Small Discussion Groups. In
Proceedings of CSCW 2000, Philadelphia, December 2000.
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Jensen, C., Farnham, S., Drucker, S., & Kollock, P. The
Effect of Communication Modality on Cooperation in Online Environments. In
Proceedings of CHI 2000, The Hague, Netherlands March 2000.
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Smith, M., Farnham, S., & Drucker S. The
Social Life of Small Graphical Chat Spaces. In Proceedings of CHI 2000, The
Hague, Netherlands March 2000.
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Chesley, H., Kawal, R., Landau, J., Cheng, L., Farnham, S., Seban, S. Scripting
Business Social Interactions In Proceedings of SSGRR, July 2000
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Vronay, D., Farnham, S. Redesigning the Contact
List. 2000
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Vronay, D., Smith, M., Drucker, S. Chat as a Streaming
Media Data Type. 1999
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White, S, Gupta, A., Grudin, J., Chesley, H., Kimberly, G., Sanocki, E. Evolving
Use of a System for Education at a Distance. 1999
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Vellon, M., Marple, K., Mitchell, D., Drucker, S. The
Architecture of a Distributed Virtual Worlds System. 1998
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Kollock, P., Smith, M., University of California, Los Angeles. What
Do People Do in Virtual Worlds? An Anlalysis of V-Chat Log File Data 1998
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Kollock, P., Smith, M., University of California, Los Angeles. Managing
the Virtual Commons: Cooperation and Conflict in Computer Communities 1996
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Kollock, P., University of California, Los Angeles. Design
Principles for Online Communities 1996
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Mitchell, D. From MUDs To Virtual Worlds 1995
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Microsoft Research hosts an annual Social Computing Symposium, bringing together researchers and practioners innovating in the area of social computing. The goal for the
symposium is to mind-share and stimulate collaboration and creative thinking amongst attendees.
Click through for lists of speakers, agenda, and videos of talks.
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2007
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2006
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2005
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2004
To contact Social Computing Group please email us at soco@microsoft.com.
Last updated: December, 2007
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