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1.
The widespread availability of personal mobile devices, combined with the increasing availability of stationary public devices such as large interactive displays, creates new opportunities for computer-supported collaborative work. In particular, these two factors enable the emergence of collaborative scenarios, whether planned or spontaneous, in any location, and previous obstacles to such collaborative settings such as limitations on the number of devices available for use and infrastructure costs can be overcome more easily. As hardware restrictions diminish, the need for software toolkits that simplify the development of distributed collaborative applications allowing for device heterogeneity, true multi-user interaction and spontaneous emergence increases. In this article, we describe the Toolkit for Web-based Interactive Collaborative Environments whose aim is to address these issues. This is done using current standard web technologies extended for real-time application (and structured using specific development guidelines) while ensuring compatibility with the manifold new evolutions in the currently ongoing development of open web platform (HTML5, websockets, etc). While our own work has mainly focused on synchronous co-located collaborative systems (same place/same time), our solution, the technologies used, as well as the concepts that are introduced are easily extendable for remote and/or asynchronous collaboration.  相似文献   

2.
工作流管理系统中协同建模技术研究   总被引:7,自引:1,他引:6  
文中以工作流原型系统-AWFlow为背景,就工作流管理系统中的协同建模过程进行了分析,并在AWFlow中的工作流模型基础上提出了一种基于卡片的工作流表示方法,可以较方便地支持多成员协同建模,另外,还提出了一种支持同步和异步协同工作方式的混合式控制结构,提高了成员间协作的灵活性。  相似文献   

3.
Learning and teaching in a synchronous collaborative environment   总被引:3,自引:0,他引:3  
Despite obvious domination of asynchronous collaborative technologies, especially for virtual classrooms and distance education, the work presented in this paper is based on the assumption that some students will still prefer the experience of on-campus, face-to-face collaborative learning. For those students a new synchronous collaborative environment is created by combining an innovative methodology for 'same-time, same-place' interactive learning and the technology called Group Support Systems which is designed to provide not only communication but rather computer-mediated collaboration. This paper introduces this learning methodology and illustrates its potential to improve critical thinking, problem solving and communication skills of all students who are stimulated to participate as equal learners. It also describes how teachers are transformed from 'information delivery specialists' to guides and facilitators of learning.  相似文献   

4.
分布式协作模型及应用研究   总被引:1,自引:0,他引:1  
With the development of the Web technology,the application environment has acquired many new characters such as dynamic, openness,distribution and information uncertainty.The processing mode of application systems is more complicated than ever.For example,it requires application systems to have more community processing ability,interactive ability,distributed processing ability and collaborative ability.Accordingly the research and development of the computer application system transited from client/server information processing system into distributed collaborative processing system based on Web.Especially in the environment where the information and resources are highly distributed,the accomplishment of complicated tasks is dependent more on the resources coordination,information sharing and coordinator collaboration.The collaboration is one aspect of the group behavior and its goal is to provide a optimal method to utilize the resource through the information interaction and to solve the task which couldn't be accomplished by each coordinator alone and get the more total benefits than the sum of each benefit.The collaboration problem is the important one for distributed tasks processing.This paper surveys,the research and application status of distributed collaborative models and several representative architectures of distributed collaborative processing are proposed.However,the existing problems and the future researching direction are presented.  相似文献   

5.
Widespread use of the Internet is giving rise to the need for collaborative applications that link users at remote sites. Many toolkits support the development of collaboration-aware applications, those developed specifically for cooperative work by multiple users. Another approach is collaboration transparency, the collaborative use of applications originally developed for a single user. When the runtime environment supports collaboration transparency, an application programmer need not write new code to make an application collaborative. Thus, collaboration transparency leverages the existing base of single user applications by extending them to collaborative use. We review options for providing collaboration transparency. We also discuss how collaboration transparency can be incorporated into Sun Microsystems' Java, the most widely used vehicle for developing interactive World Wide Web applications  相似文献   

6.
《Computer Networks》1999,31(11-16):1139-1153
Streaming video on the World Wide Web is being widely deployed, and workplace training and distance education are key applications. The ability to annotate video on the Web can provide significant added value in these and other areas. Written and spoken annotations can provide `in context' personal notes and can enable asynchronous collaboration among groups of users. With annotations, users are no longer limited to viewing content passively on the Web, but are free to add and share commentary and links, thus transforming the Web into an interactive medium. We discuss design considerations in constructing a collaborative video annotation system, and we introduce our prototype, called MRAS. We present preliminary data on the use of Web-based annotations for personal note-taking and for sharing notes in a distance education scenario. Users showed a strong preference for MRAS over pen-and-paper for taking notes, despite taking longer to do so. They also indicated that they would make more comments and questions with MRAS than in a `live' situation, and that sharing added substantial value.  相似文献   

7.
Although interest in Web-based multiuser interaction is growing, classical server-based multiuser systems are becoming saturated. Consequently, the peer-to-peer (P2P) paradigm is receiving significant attention as an alternative. The authors propose a multilayer P2P framework for developing distributed synchronous collaborative systems using asynchronous P2P platforms. They've used the framework to develop a shared Web browser using the Java programming language and the JXTA platform  相似文献   

8.
In many domains increased collaboration has lead to more innovation by fostering the sharing of knowledge, skills, and ideas. Shared analysis of information visualizations does not only lead to increased information processing power, but team members can also share, negotiate, and discuss their views and interpretations on a dataset and contribute unique perspectives on a given problem. Designing technologies to support collaboration around information visualizations poses special challenges and relatively few systems have been designed. We focus on supporting small groups collaborating around information visualizations in a co-located setting, using a shared interactive tabletop display. We introduce an analysis of challenges and requirements for the design of co-located collaborative information visualization systems. We then present a new system that facilitates hierarchical data comparison tasks for this type of collaborative work. Our system supports multi-user input, shared and individual views on the hierarchical data visualization, flexible use of representations, and flexible workspace organization to facilitate group work around visualizations.  相似文献   

9.
Research and commercial interest toward 3D virtual worlds are recently growing because they probably represent the new direction for the next generation of web applications. Although these environments present several features that are useful for informal collaboration, structured collaboration is required to effectively use them in a working or in a didactical setting. This paper presents a system supporting synchronous collaborative learning by naturally enriching Learning Management System services with meeting management and multimedia features. Monitoring and moderation of discussions are also managed at a single group and at the teaching level. The Second Life (SL) environment has been integrated with two ad hoc developed Moodle plug‐ins and SL objects have been designed, modeled, and programmed to support synchronous role‐based collaborative activities. We also enriched SL with tools to support the capturing and displaying of textual information during collaborative sessions for successive retrieval. In addition, the multimedia support has been enhanced with functionalities for navigating multimedia contents. We also report on an empirical study aiming at evaluating the use of the proposed SL collaborative learning as compared with face‐to‐face group collaboration. Results show that the two approaches are statistically undistinguishable in terms of performance, comfort with communication, and overall satisfaction. Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   

10.
Cravener  P. 《Computer》1998,31(9):107-108
It is an error to over generalize from early Web based education to current standards of practice. The state of the art for distance learning projects is based on the use of Web-centric integrated distributed learning environments (IDLEs). Incorporating the application of sound principles of learning/education and appropriate instructional design, IDLEs support extremely high quality, student centered educational programs for remote learners, making extensive use of the synchronous and asynchronous tools available for Web based communications. Most of them reside on the server, requiring no proprietary applications on the client side. Distant learners may use any Web browser to engage in collaborative online activities  相似文献   

11.
  Traditional computer technology offers limited support for face-to-face, synchronous collaboration. Consequently, children who wish to collaborate while using computers must adapt their interactions to the single-user paradigm of most personal computers. Recent technological advances have enabled the development of co-located groupware systems offering support for concurrent, multi–user interactions around a shared display. These systems provide a unique collaboration environment in which users share both the physical and the virtual workspace. This paper examines how such technology impacts children's collaboration. Findings from this research show that when concurrent, multi–user interaction is supported on a shared display, children exhibit collaborative behaviour similar to their interactions during paper-based activities. The findings also suggest strengths and weaknesses of various mechanisms for supporting synchronous interactions that have implications for the design of computer systems to support children's face-to-face collaboration.  相似文献   

12.
分布式协同设计技术综述   总被引:61,自引:7,他引:61  
分析了分布式协同设计中的关键技术问题,介绍了其目前的主要研究进展和代表性成果.在集成技术方面,重点阐述了CAX/DFX工具的分布集成问题,包括封装、互操作、本体论;在协同技术方面,集中分析了异步协同设计、同步协同设计和协同装配设计;最后对该领域需要解决的深层次问题进行了讨论。  相似文献   

13.
We describe a new collaborative technology that bridges the gap between ad hoc collaboration in email and more formal collaboration in structured shared workspaces. Our approach is based on the notion of object-centric sharing, where users collaborate in a lightweight manner but aggregate and organize different types of shared artifacts into semi-structured activities with dynamic membership, hierarchical object relationships, as well as real-time and asynchronous collaboration. We present a working prototype that implements object-centric sharing on the basis of a replicated peer-to-peer architecture. In order to keep replicated data consistent in such a dynamic environment with blended synchronous and asynchronous collaboration, we designed appropriate consistency control algorithms, which we describe in detail. The performance of our approach is demonstrated by means of simulation results.  相似文献   

14.
Evaluating the use of synchronous communication in two blended courses   总被引:4,自引:0,他引:4  
Abstract Residential universities are increasingly integrating online interaction within courses in the form of synchronous online chats, asynchronous online discussions and access to interactive resources. This article evaluates the educational effectiveness of online chats within a Humanities postgraduate course and a final year Commerce course. We consider the roles of course design, group dynamics, and facilitation style in the successful use of online collaboration within primarily face‐to‐face courses, as well as the potential for online collaboration within a blended course design to facilitate more inclusive learning conversations than are possible with exclusively face‐to‐face interaction.  相似文献   

15.
There are many valid ways to evaluate collaborative systems. The efficiency framework argues that while user satisfaction and preference for systems are important, neither directly predict outcome success or the ability of a system to facilitate collaboration. Further, it points to the importance of distinguishing between user satisfaction and outcome success when evaluating collaborative systems. Despite users’ reported preferences for media requiring less effort and time, the efficiency framework predicts that the expenditure of effort better predicts outcome success than do user preferences. This study tests these predictions and extends the model by comparing synchronous and asynchronous media with varying levels of communicative cues. One hundred and forty-two participants in groups of 3 or 4 engaged in collaboration over a 5 week period. Groups were assigned to either interact face-to-face, or to one of four media conditions. There were no effects on actual group success that favored full-cue, synchronous communication. There was greater perceived group effectiveness for synchronous text and face-to-face interactions. Exploratory structural equation analysis showed that media characteristics predict copresence, which increases perceptions of group effectiveness, which in turn predict success. The results support the main assertion of the efficiency framework and explain some contradictions in prior research. Results are discussed with respect to their pertinence for theoretical and measurement issues in human computer interaction research.  相似文献   

16.
In the last decades, advances in interactive information technologies have facilitated collaborative fiction writing, which has become widespread and large-scale. This paper proposes a framework to analyze collaborative storytelling systems, made of a set of parameters divided into six conceptual areas. Four of them relate to the systems and two (process and output) to the results of the collaboration. Through this framework we can study more precisely these different factors of the systems, their interplay, and how they impact the creators’ performance. We also present a controlled extended-duration field study on collaborative storytelling, and we use this framework to comparatively analyze these observations and other relevant experiences in the field of co-creation of shared narrative spaces. As a result, we propose a human-information interaction model for collaborative narrative systems, intended to better support co-creation and address the barriers of this kind of systems turning them into new opportunities for collaboration.  相似文献   

17.
Abstract The proliferation of the Internet has brought about the notion of online virtual communities. One enabling technology for online communities is multiuser environments such as Multi-User Dimensions (MUDs) and Object-Oriented MUDS (MOOs). These text-based collaborative learning environments have recently have been integrated with the World Wide Web, thus harnessing the graphics and multimedia-rich environments available therein. Learners can directly experience, manipulate, and create objects in their rich multimedia form. MUDs and MOOs are augmented with synchronous collaboration technology that provided simultaneous control and viewing of shared documents and applications. In this paper, we describe a multimedia-enhanced MOO system called SpaceALIVE! and our experiences from a pilot project involving Singapore students who use SpaceALIVE! as a collaborative learning environment are reported.  相似文献   

18.
The use of new technology encouraged exploration of the effectiveness and difference of collaborative learning in blended learning environments. This study investigated the social interactive network of students, level of knowledge building and perception level on usefulness in online and mobile collaborative learning environments in higher education. WeChat, which is a mobile synchronous communication tool, and modular object‐oriented dynamic learning environment (Moodle) were used as mobile and online collaborative learning settings. Seventy‐eight college students majoring in information engineering participated in the experiment. The following findings were revealed by combining methods of social network analysis, content analysis and questionnaire survey: (1) the collaborative social networks generated in this study showed that students had tighter interaction relationships in Moodle than in WeChat; (2) deeper level of knowledge building in collaboration and interaction through Moodle than WeChat was observed; and (3) Moodle got higher perception level than WeChat because of its usefulness for collaboration.  相似文献   

19.
Model driven engineering (MDE) is a suitable approach for performing the construction of software systems (in particular in the Web application domain). There are different types of Web applications depending on their purpose (i.e., document-centric, interactive, transactional, workflow/business process-based, collaborative, etc). This work focusses on business process-based Web applications in order to be able to understand business processes in a broad sense, from the lightweight business processes already addressed by existing proposals to long-running asynchronous processes. This work presents a MDE method for the construction of systems of this type. The method has been designed in two steps following the MDE principles. In the first step, the system is represented by means of models in a technology-independent manner. These models capture the different aspects of Web-based systems (these aspects refer to behaviour, structure, navigation, and presentation issues). In the second step, the model transformations (both model- to-model and model-to-text) are applied in order to obtain the final system in terms of a specific technology. In addition, a set of Eclipse-based tools has been developed to provide automation in the application of the proposed method in order to validate the proposal.  相似文献   

20.
Distributed Interactive Workspaces (DIWs) are interactive environments, accessible through different devices, where end users create new content by exploring and aggregating data retrieved from distributed resources in the Web, tailor this content to their own personal needs, use it on different devices, and possibly share and co-create it with others. The need for collaborating with other people by means of DIWs is an important requirement that emerged in field studies conducted in different domains. This paper shows the extension of a platform for mashup composition to support collaboration through DIWs. In particular, it considers the possibility of producing annotated versions of DIWs, to add specific information and make it available to others without corrupting the original resources. It also investigates techniques for synchronous collaboration that enable a distributed creation and execution of the interactive workspaces on different devices and by different users.  相似文献   

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