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59673555.01301110CC-WINDOW56101250705Command CenterBUTTON63812271setup standardsetupNIL1TOBSERVERTNILBUTTON13886236119gogoNIL1TOBSERVERTNILBUTTON366193488226remove linkskill_linksT1TOBSERVERTNILBUTTON366153487186Node Repositionnode_dragT1TOBSERVERTNILBUTTON366233489266add environmentbox_mouseT1TOBSERVERTNILSLIDER6176167209cost_of_telecommutingcost_of_telecommuting0100011NILMONITOR96332153381col_telc_t01MONITOR96385153434tel_telt_t01TEXTBOX437394391sellerTEXTBOX81314171332buyerMONITOR3633293381col_colc_c01MONITOR3638593434tel_colt_c01PLOT8463179587inventorytimeparts0.030.00.035.0truetruePENS"col" 1.0 0 -65536 true"tel" 1.0 0 -16777216 trueSLIDER886122119roundsrounds1501011NILCHOICE3663748082environenviron"in-out" "travelers" "doubles"0BUTTON36687478120change enviornmentset-environmentNIL1TOBSERVERTNILBUTTON2483735170setup doublesetup-doubleNIL1TOBSERVERTNILBUTTON1373723470setup travelsetup-travelNIL1TOBSERVERTNILSWITCH191154340187on-screen-data?on-screen-data?01-1000PLOT164303354433running-averagesRoundsAverage sold betewen0.010.00.010.0truetruePENS"col_col" 1.0 0 -65536 true"col_tel" 1.0 0 -11352576 true"tel_col" 1.0 0 -65281 true"tel_tel" 1.0 0 -16776961 trueSWITCH191194342227logfile?logfile?01-1000TEXTBOX1481029828Setup ConditionsTEXTBOX62123152141VariablesTEXTBOX383132483150Interaction with environmentTEXTBOX56294146317ROUND DATATEXTBOX214128318146EXPERIMENT DATASWITCH27142145175favoritismfavoritism01-1000SLIDER6211168244#_of_distraction#_of_distraction05011NILSLIDER6246169279time_of_distractiontime_of_distraction010011NILMONITOR365378422427cc-ctcc-ct-stat01MONITOR430379487428tc-tttc-tt-stat31TEXTBOX398308488364Statistical Significance for In-group FormationSWITCH190233343266statistics?statistics?01-1000PLOT193463365588average-inventoryRoundsparts0.010.00.035.0truetruePENS"col" 1.0 0 -65536 true"tel" 1.0 0 -16777216 trueTEXTBOX399463489519Statistical Significance for Performance DifferenceMONITOR393526476575col-telcol-tel-stat01@#$#@#$#@WHAT IS IT?-----------This is a computer simulation of a lab experiment, Shape Factory. Shape Factory is a game for studying the collaboration patterns among distributed teams. In this game there are ten 'players', each with a different color, and each capable of producing one of five specialty shapes. 蔜he shapes represent work that agents can do for each other, and the five different shapes represents different 'skills'. In the default versions of the game (as run with human subjects) there are ten players and five shapes, so each shape is produced by two players.Players request shapes from each other to fulfill the shape orders they receive at the beginning of a round. Each tries to collect as many shapes as they can to fulfill its orders. Each player also receives requests and decides how its shapes will be distributed. Players can only produce a limited number of shapes (6) every round of the game, which mimics the realistic situation that people have limited time and attention, and must choose how to allocate it.The players can be placed in different configurations of being together (collocated) or separated (remote). This flexible arrangement allows us to study what happens to collaborating teams when they are in different geographic configurations. Findings from real subjects show that location is a strong determiner of collaboration patterns, and that remote people are sometimes, but not always at a disadvantage in these collaborations.This model was built to first replicate findings made with real subjects, and then extend the human subject data by A) allowing us to break down the causal mechanisms that may explain findings and 蔅) allowing us to run new configurations that have never been run with real subjects.HOW IT WORKS------------Understanding the Model:Location is defined by a shaded box on the screen. 蔖layers within the same box are viewed as being in the same location. 蔖layers not inside any box are remote to everyone including each other (also sometimes called 'telecommuters').The three setup buttons create configurations that mimic the three Shape Factory experimental conditions run to date. Location boxes can also be drawn manually with the Add Environment tool, by selecting the tool and then dragging a box. 蔜he players (nodes) and Links between players (links) can also be manipulated manually if the interaction button is selected (remember to unselect the interaction buttons before running the model). Sequence of events each round:First, a random player who is not delayed this round looks to see if they can produce any more shapes in this round, or if the production limit of 6 has been reached. If they still have shapes to send, the player will check to see if it has received requests from other players. If they have, they will fill one and only one request. If 'favoritism' is turned on, the collocated players will first try to fill the request of another player who is collocated with them; otherwise requests are filled in the order received. The transfer of a shape from one player to another is animated on the screen (sometimes the overall animation speed of the simulation must be reduced to see the shapes being delivered).In a given round, if there are no pending requests for shapes, the selected player will send out one request of their own. It will first decide on one shape to try to acquire that round. If Favoritism is turned on, the player will first try to request the shape from the collocated producers of that shape. Otherwise, the player will randomly choose from all producers of that shape and send them a request.Action repeats until all players have filled their production limits. 蔠hen a player has reached its limit, this is indicated on the screen by enlarging the player icon. When all players have given away six shapes, one round of the game is complete. 蔄 Shape Factory game usually consists of multiple rounds. 蔜he number of rounds can be set by the "rounds" slider in the model interface. Each round, players receive new orders to try and fulfill and players are again able to sell an amount of objects equal to the production limit. Understanding delay in the model:When people are remote from each other in the real world, they must use Computer-mediated communications rather than informal verbal interactions. Computer-Mediate Communications are usually slower. Electronic mail messages, for example, take longer to write and usually take longer to get a response than do verbal messages. Even faster media, such as phone or Instant Messaging, still slow down communications when compared to face-to-face collaboration. 

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