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Nathan Bos

dblp:18/3062 · DBLP profile ↗
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10ranked-venue papers
4as first author
1since 2021 · last 2021
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 8 · 4 first-authorApplied, interdisciplinary, general and emerging computing · 2Artificial intelligence and machine learning · 1Security and privacy · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
6 papers
Collaborative and social computing · 93% Learning and educational technologies · 7%
Databases, data mining, and information retrieval
1 paper
Information retrieval · 100%

Topics — the 9 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › computer-supported cooperative work
distributed collaboration
0.112012
Cross-cutting faultlines of location and shared identity in the intergroup cooperation of partially distributed groups · CHI 2012
Collaborative and social computing
computer-mediated communication
0.132006
Collocation bindness in partially distributed groups: is there a downside to being collocated? · CHI 2006
Trust without touch: jumpstarting long-distance trust with initial social activities · CHI 2002
Effects of four computer-mediated communications channels on trust development · CHI 2002
Collaborative and social computing › team collaboration
virtual teams
0.122004
In-group/out-group effects in distributed teams: an experimental simulation · CSCW 2004
Effects of four computer-mediated communications channels on trust development · CHI 2002
Collaborative and social computing › computer-mediated communication
trust building
0.122002
Trust without touch: jumpstarting long-distance trust with initial social activities · CHI 2002
Effects of four computer-mediated communications channels on trust development · CHI 2002
Collaborative and social computing › online communities
collective identity
0.012012
Cross-cutting faultlines of location and shared identity in the intergroup cooperation of partially distributed groups · CHI 2012
Collaborative and social computing › computer-mediated communication
media richness
0.012002
Effects of four computer-mediated communications channels on trust development · CHI 2002
Learning and educational technologies › instructional design
learner-centered design
0.011998
ARTEMIS: Learner-Centered Design of an Information Seeking Environment for K-12 Education · CHI 1998
Information retrieval › web search
educational search
0.011998
ARTEMIS: Learner-Centered Design of an Information Seeking Environment for K-12 Education · CHI 1998
Information retrieval
search interfaces
0.011998
ARTEMIS: Learner-Centered Design of an Information Seeking Environment for K-12 Education · CHI 1998

Methods — techniques the papers use, named apart from their topics

controlled experiment · 0.2experiment · 0.1social dilemma game · 0.1simulation game · 0.0experimental study · 0.0qualitative study · 0.0learner-centered design · 0.0
YearPublicationVenuePosition
2021 Using alternate reality games to find a needle in a haystack: An approach for testing insider threat detection methods
Shannon Wasko, Rebecca E. Rhodes, Megan Goforth, Nathan Bos, Hannah P. Cowley, Gerald Matthews, Alice Leung, Satish Iyengar, Jonathon Kopecky
Comput. Secur.4
2017 Influencing Network Graph Perception and Judgment: Effects of Direct Connections, Base Rates, and Visual Layout Proximity on Social Network Analysis
Rebecca E. Rhodes, Isaiah Harbison, Nathan Bos, Celeste Lyn Paul, Clayton Fink, Anthony Johnson
CogSci3
2014 Topical Engagement on Twitter: Using Consistency of Activity as a Means of User Segmentation
Aurora C. Schmidt, Clayton Fink, Nathan Bos
ICWSM3
2012 Cross-cutting faultlines of location and shared identity in the intergroup cooperation of partially distributed groups
abstract
This paper reports the results of a study comparing the relative influence of location and shared identity in partially distributed work. Using an experimental task called Shape Factory, groups of eight participants were configured such that in the baseline 'strangers' condition only the location-based faultline was present while in the experimental 'intergroup' condition, participants from two different shared identity groups engaged in distributed collaboration, creating an additional, cross-cutting faultline. The results showed that participants in the intergroup condition, with both location-based and shared identity faultlines, performed at a higher level than participants in the strangers condition, with only the location-based faultline. In the intergroup condition, the performance effects of location and shared identity were roughly equal and did not affect each other differentially in combination.
Amy Voida, Nathan Bos, Judith S. Olson, Gary M. Olson, Lauren Dunning
CHI2
2010 Shared identity helps partially distributed teams, but distance still matters
abstract
Previous research on partially distributed teams has revealed a cluster of problems, including difficulty coordinating, 'ingroup' formation among members in different locations, and lower trust in teammates across distance. But these prior studies involved groups of strangers; would pre-existing groups have the same problems? We recruited groups from the same fraternity or sorority to test groups with a pre-existing shared identity. We found that these groups did indeed coordinate work better, cooperated more, and were more willing and able to take on larger scale projects. However, even within these high-performing shared identity groups, there were significant differences between collocated and remote members in performance, group efficacy, and sense of group identity.
Nathan Bos, Ayse G. Büyüktür, Judith S. Olson, Gary M. Olson, Amy Voida
GROUP1
2006 Collocation bindness in partially distributed groups: is there a downside to being collocated?
abstract
Under what circumstances might a group member be better off as a long-distance participant rather than collocated? We ran a set of experiments to study how partially-distributed groups collaborate when skill sets are unequally distributed. Partially distributed groups are those where some collaborators work together in the same space (collocated) and some work remotely using computer-mediated communications. Previous experiments had shown that these groups tend to form semi-autonomous 'in-groups'. In this set of experiments the configuration was changed so that some player skills were located only in the collocated space, and some were located only remotely, creating local surplus of some skills and local scarcity of others in the collocated room. Players whose skills were locally in surplus performed significantly worse. They experienced 'collocation blindness' and failed to pay enough attention to collaborators outside of the room. In contrast, the remote players whose skills were scarce inside the collocated room did particularly well because they charged a high price for their skills.
Nathan Bos, Judith S. Olson, Ning Nan, N. Sadat Shami, Susannah Hoch, Erik W. Johnston
CHI1
2004 In-group/out-group effects in distributed teams: an experimental simulation
abstract
Modern workplaces often bring together virtual teams where some members are collocated, and some participate remotely. We are using a simulation game to study collaborations of 10-person groups, with five collocated members and five isolates (simulated 'telecommuters'). Individual players in this game buy and sell 'shapes' from each other in order to form strings of shapes, where strings represent joint projects, and each individual players' shapes represent their unique skills. We found that the collocated people formed an in-group, excluding the isolates. But, surprisingly, the isolates also formed an in-group, mainly because the collocated people ignored them and they responded to each other.
Nathan Bos, N. Sadat Shami, Judith S. Olson, Arik Cheshin, Ning Nan
CSCW1
2002 Effects of four computer-mediated communications channels on trust development
abstract
When virtual teams need to establish trust at a distance, it is advantageous for them to use rich media to communicate. We studied the emergence of trust in a social dilemma game in four different communication situations: face-to-face, video, audio, and text chat. All three of the richer conditions were significant improvements over text chat. Video and audio conferencing groups were nearly as good as face-to-face, but both did show some evidence of what we term delayed trust (slower progress toward full cooperation) and fragile trust (vulnerability to opportunistic behavior)
Nathan Bos, Judith S. Olson, Darren Gergle, Gary M. Olson, Zachary C. Wright
CHI1
2002 Trust without touch: jumpstarting long-distance trust with initial social activities
abstract
Computer-mediated communication (CMC) is thought to be inadequate when one needs to establish trust. If, however, people meet before using CMC, they trust each other, trust being established through touch. Here we show that if participants do not meet beforehand but rather engage in various getting-acquainted activities over a network, trust is much higher than if they do nothing beforehand, nearly as good as a prior meeting. Using text-chat to get acquainted is nearly as good as meeting, and even just seeing a picture is better than nothing
Jun Zheng 0011, Elizabeth S. Veinott, Nathan Bos, Judith S. Olson, Gary M. Olson
CHI3
1998 ARTEMIS: Learner-Centered Design of an Information Seeking Environment for K-12 Education
abstract
Article ARTEMIS: learner-centered design of an information seeking environment for K-12 education Share on Authors: Raven Wallace University of Michigan, School of Education, 610 East University, Ann Arbor, MI University of Michigan, School of Education, 610 East University, Ann Arbor, MIView Profile , Elliot Soloway University of Michigan, School of Information, 550 East University, Ann Arbor, MI University of Michigan, School of Information, 550 East University, Ann Arbor, MIView Profile , Joseph Krajcik University of Michigan University of MichiganView Profile , Nathan Bos University of Michigan University of MichiganView Profile , Joseph Hoffman University of Michigan University of MichiganView Profile , Heather Eccleston Hunter University of Michigan University of MichiganView Profile , Dan Kiskis University of Michigan University of MichiganView Profile , Elisabeth Klann University of Michigan University of MichiganView Profile , Greg Peters University of Michigan University of MichiganView Profile , David Richardson University of Michigan University of MichiganView Profile , Ofer Ronen University of Michigan University of MichiganView Profile Authors Info & Claims CHI '98: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsJanuary 1998 Pages 195–202https://doi.org/10.1145/274644.274673Online:01 January 1998Publication History 27citation726DownloadsMetricsTotal Citations27Total Downloads726Last 12 Months13Last 6 weeks2 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Raven Wallace, Elliot Soloway, Joseph Krajcik, Nathan Bos, Joseph Hoffman, Heather Eccleston Hunter, Dan Kiskis, Elisabeth Klann, Greg Peters, Ofer Ronen
CHI4