首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
In emergency management, collaborative decision-making usually involves collaborative sense-making of diverse information by a group of experts from different knowledge domains, and needs better tools to analyze role-specific information, share and synthesize relevant information, and remain aware of the activities of others. This paper presents our research on the design of a collaborative sense-making system to support team work. We propose a multi-view, role-based design to help team members analyze geo-spatial information, share and integrate critical information, and monitor individual activities. Our design uses coordinated maps and activity visualization to aid decision-making as well as group activity awareness. The paper discusses design rationale, iterative design of visualization tools, prototype implementation, and system evaluation. Our work can potentially improve and extend collaborative tasks in emergency management.  相似文献   

2.
Group awareness is the critical content of collaboration in a networked collaborative design team, and it is a meaningful way to study teamwork efficiency. However, existing methods that describe awareness information are not comprehensive. They all set an ideal collaborative environment of the single role and single activity, ignoring the bidirectional and overlapping of the collaboration process. To meet this gap, a novel group awareness method for the networked collaboration design team is proposed in this paper from the actual collaborative process. Firstly, the awareness information granularity in the joint work of the networked collaborative design team is described in detail, and the group awareness model is established. Then, the intra- and inter-team collaboration of networked collaborative design team is quantified, and correspondingly, combined with the degree of cooperation between members, a method for solving the group awareness ability of intra- and inter-team association by adopting awareness calculation is presented. Last, to illustrate the feasibility of the suggested approach, a vehicle interior collaborative design task is taken as an example. This study can provide practical guidance for a related design service platform to optimize team collaboration efficiency and select team members objectively and fairly.  相似文献   

3.
This paper proposes necessary and sufficient conditions for task decomposability with respect to an arbitrary finite number of agents. It is furthermore shown that fulfilling the decomposed local tasks by individual agents guarantees the satisfaction of the original global decomposable task. A divide‐and‐conquer approach for cooperative tasking among multi‐agent systems is proposed. The basic idea is to decompose an assigned global specification (given as a deterministic automaton) into subtasks for individual concurrent agents such that the fulfillment of these subtasks by each individual agent leads to the satisfaction of the global specification as a team. A cooperative scenario involving three robots has been implemented to illustrate the proposed technique. This work provides insights into what kinds of tasks can be achieved distributively, which helps designers specify achievable global tasks for a group of agents and design necessary information sharing among each other for a particular task.  相似文献   

4.
Many real-world analysis tasks can benefit from the combined efforts of a group of people. Past research has shown that to design visualizations for collaborative visual analytics tasks, we need to support both individual as well as joint analysis activities. We present Cambiera, a tabletop visual analytics tool that supports individual and collaborative information foraging activities in large text document collections. We define collaborative brushing and linking as an awareness mechanism that enables analysts to follow their own hypotheses during collaborative sessions while still remaining aware of the group's activities. With Cambiera, users are able to collaboratively search through documents, maintaining awareness of each others' work and building on each others' findings.  相似文献   

5.
Team situation awareness (TSA) is a critical contributing factor in establishing collaborative relations among team members involved in cooperative activity. Currently, however, there is still a lack of a clearly understandable and commonly agreeable model of TSA. To resolve misunderstanding or conflict among team members or between a team and machines, our research aim is to find out the underlying mechanism of TSA that reflects team cognitive process in a way consistent with team cooperative activity, and to focus on how to achieve mutual understanding, and how to effectively incorporate human teams into a socio-technological system. In this paper, we argue that earlier models of TSA, where TSA was discussed as the intersection of situation awareness (SA) owned by individual team members, are inadequate for study of a sophisticated team reciprocal process. We suggest that it is necessary for the definition of TSA to integrate the notion of individual SA (ISA) into cooperative team activity. In particular, understanding of mutual awareness is an essential element in cooperative activity. We propose a new notion of TSA, which is reducible to mutual beliefs as well as ISA at three levels. Further, we develop an operational TSA inference method and discuss human competence and system-related factors that are required to build TSA. We then try to demonstrate how TSA is actively constructed via inferencing practices. We also develop criteria to assess appropriateness of TSA from two aspects: soundness and completeness of mutual beliefs. Comparison of evaluation results indicates that the notion of TSA proposed in this work is more suitable to depict team cooperative activity than conventional ones.  相似文献   

6.
This study examines the phenomena occurring among team members during their participation in team-based learning using Web 2.0 collaborative software. Based on the Grounded Theory approach, this study analyzes students' feedback related to team collaborative learning using Web 2.0 collaborative tool. Data analysis yields a structural model of team-based learning facilitated by Web 2.0 collaborative software. This study draws inferences to suggest that Web 2.0 collaborative learning environment uncovers diverse communication media in support of synchronicity and group awareness. Subsequently, synchronicity and group awareness promote team-based learning. This study also reveals that four factors, namely, synchronicity, group awareness, learner autonomy and collective intelligence, support team-based learning facilitated by Web 2.0 technology.  相似文献   

7.
协同学习环境中的嵌套式知识空间模型和感知处理   总被引:4,自引:0,他引:4  
为使协同学习环境能提供合理的学习导航和灵活的感知处理,提出了嵌套式知识空间模型,其中包含知识域、知识域之间的4种关系和知识空间等.根据该模型建立的协同学习环境,可以对系统中的文档资料进行有效的组织和管理,帮助学习者找到学习目标以及所需的资料进行学习.为了消除用户在远程协同学习环境中的“孤独感”,在嵌套式知识空间模型的基础上,提出了协同学习环境中的多级感知处理模型.它包括两种感知方式:多层感知空间方式和定制监测方式.此外在感知处理模型中,为用户提供了信息过滤器和隐私保护器,可有效地进行信息过滤和隐私保护.  相似文献   

8.
We present a novel method for a robot to interactively learn, while executing, a joint human–robot task. We consider collaborative tasks realized by a team of a human operator and a robot helper that adapts to the human’s task execution preferences. Different human operators can have different abilities, experiences, and personal preferences so that a particular allocation of activities in the team is preferred over another. Our main goal is to have the robot learn the task and the preferences of the user to provide a more efficient and acceptable joint task execution. We cast concurrent multi-agent collaboration as a semi-Markov decision process and show how to model the team behavior and learn the expected robot behavior. We further propose an interactive learning framework and we evaluate it both in simulation and on a real robotic setup to show the system can effectively learn and adapt to human expectations.  相似文献   

9.
A framework for collaborative facility engineering is presented. The framework is based on a distributed problem-solving approach to collaborative facility engineering and employs an integration approach called Agent-Based Software Engineering as an implementation vehicle of this approach. The focal entity of this framework is a Multiagent Design Team (MDT) that comprises a collection of software agents (e.g. design software applications with a certain standard communication interface) and a design specialist, which together perform specific design tasks. Multiagent design teams are autonomous and form an organizational structure based on a federation architecture. Every multiagent design team surrenders its autonomy to a system program called facilitator, which coordinates the interaction among software agents in the federation architecture. Facilitators can be viewed as representatives of one or more teams that facilitate the exchange of design information and knowledge in support of the design tasks they perform. In the federation architecture, design specialists collaborate by exchanging design information with others via their software agents, and by identifying and resolving design conflicts by negotiation. In addition to a discussion of the framework's primary components, its realization in an integrated distributed environment for collaborative building engineering is described.  相似文献   

10.
DEMiR-CF is a generic framework designed for a multirobot team to efficiently allocate tasks among themselves and achieve an overall mission. In the design of DEMiR-CF, the following issues were particularly investigated as the design criteria: efficient and realistic representation of missions, efficient allocation of tasks to cooperatively achieve a global goal, maintenance of the system coherence and consistency by the team members, detection of the contingencies and recover from various failures that may arise during runtime, efficient reallocation of tasks (if necessary) and reorganization of team members (if necessary). DEMiR-CF is designed to address different types of missions from the simplest to more complex ones, including missions with interrelated tasks and multi-resource (robot) requirements. Efficiency of the framework is validated through experiments in three different types of domains.  相似文献   

11.
This paper presents PRIDE, a novel data abstraction layer for collaborative 2-tier sensor network applications. PRIDE, more specifically, targets distributed real-time applications, in which multiple collaborative mobile devices have to analyze a global situation by collecting and managing data streams from massive underlying sensors. PRIDE at these devices hides the details of underlying sensors and provides transparent, timely, and robust access to global sensor data under highly dynamic and unpredictable environments of emerging sensor network applications. For transparent and efficient sharing of global sensor data, a model-based predictive replication mechanism is proposed and integrated into a conventional data management system that supports diverse types of spatial and temporal queries. In addition, for robust and timely query processing, the predictive replication scheme is extended to the problem of guaranteeing Quality-of-Service (QoS) by introducing feedback control of the accuracy bounds of models. We show the viability of the proposed solution by implementing and evaluating it on a 2-tier sensor network testbed, emulating collaborative search-and-rescue tasks with realistic workloads. Our evaluation results demonstrate that PRIDE can achieve timely sensor data sharing among a large number of devices in a highly robust and controlled manner.  相似文献   

12.
Due to the rapid growth of consumer electronics market, there are urgent needs in effective execution of integrated circuit (IC) collaborative design projects and better utilization of silicon intellectual property (SIP) as design knowledge on a virtual design cyber-space. In order to provide IC industry a well-integrated design environment, this research proposes an integrated information platform which combines the project management (PM) module, the design knowledge (e.g., SIP) management module and the collaborative working environment for the IC industry. With the project management module, the R&D team leaders can better monitor, coordinate and control design tasks among partners and their schedules to shorten the time to market. Moreover, a knowledge exchange environment, supported by the design knowledge management module, enriches the design chain productivity and efficiency. Finally, the integration of collaborative working space is the propeller to enable collaborative design. With the unique platform that integrates collaborative project and SIP knowledge management, IC companies gain competitive advantages when working as a virtual design team.  相似文献   

13.
We have been exploring the use of handheld devices for computer-supported collaborative work. We believe there is a particularly interesting synergy between handheld devices and awareness. We describe several prototypes. One provides email awareness via pagers. Another integrates that email awareness system with an existing colleague awareness system. Two other prototypes are used for note-passing among colleagues when adversaries are present. Note-passing requires both awareness of the receiving party's identity and taking measures against the adversary's awareness of the note-passing activity.  相似文献   

14.
In this paper we examine the transferability of the Jigsaw and Fishbowl collaborative learning techniques to the Second Life platform. Our aim is to assess the applicability of Second Life for collaborative learning by developing virtual tools and metaphors and exploiting the representational richness of this novel medium. In order to enhance the existing metaphors and affordances of SL, our research team implemented educational spaces, avatar clothing, and tools for non-verbal communication and visualisation. By implementing a blended learning evaluation approach we attempted to answer three research questions focusing on student collaboration, avatar representation and learning space awareness. We can conclude that SL can supplement and/or augment face to face interactions, improving upon previous approaches in distance collaboration and communication. Furthermore, although our team augmented SL’s ability to support collaborative learning, avatar representation does not seem to scale well. Finally, the majority of the implemented affordances and metaphors seem to have enhanced collaboration and learning space awareness.  相似文献   

15.
With the advent of computer technology, researchers and instructors are attempting to devise computer support for effective collaborative technical writing. In this study, a computer-supported environment for collaborative technical writing was developed. This system (Process-Writing Wizard) provides process-oriented scaffolds and a synchronous online chat room to facilitate real-time collaborative writing practice. It allows multiple students to work synchronously on collaborative writing tasks via the Internet. It also helps develop collaborative writing strategies, such as creating team agendas, brainstorming, creating team outlines, and generating team articles. An experiment was conducted to examine the effect of the system on EFL (English as a Foreign Language) students’ collaborative writing experiences. First, an attitude questionnaire was used to evaluate learners’ perceptions, acceptance, attitudes, and continuing motivation toward the functionalities and guidance provided by the system. Second, students’ writing products were examined to evaluate the effect of the system on EFL students’ collaborative writing quality, especially on content and organization. Finally, this study analyzed and coded students’ synchronous chats with three categories (article-related interactions, social interactions, and system operation-related interactions) to evaluate the effect of the system on students’ interactions. The results of the experiment showed: (1) the students had positive attitudes toward the system and continuing motivation to use the system in future writing tasks; (2) analysis of writing products suggested that students produced better content and organization with the support of the system; (3) the procedural facilitation provided by the system successfully scaffolded students to converse more in the category of article-related interactions. Limitations and future research directions are also discussed.  相似文献   

16.
Recently, some studies proposed methods to promote socially shared regulation of learning (SSRL) level within a team because high SSRL levels enable an effective collaboration. Meanwhile, several studies also proposed methods in online collaboration to enhance individual self-regulated learning (SRL). Notably, most existing studies focused on proposing methods and tools either for enhancing SSRL level within a team or for enhancing individual SRL. A computer-supported collaborative learning (CSCL) environment with proper supports is promising for simultaneously enhancing the SSRL level within a team and individual SRL because SSRL and SRL have an inseparable relation and mutually influence during collaborative process. Based on the existing principles and theories, this work adopts the supports of group awareness and peer evaluation in CSCL with project-based learning. Group awareness (GA) can reveal collaborative behaviour of group members and regulate their participation while peer assessment (PE), which can appraise member’s contribution, can encourage individual responsibility and refine regulatory strategies. This study finds that the proposed group awareness and peer assessment (GAPE) (i.e. the experimental class) moderately reduces the free-rider effect and enhanced SSRL level and individual SRL, compared with NO-GAPE (i.e. the control group). Furthermore, this study also confirms that the perceived SSRL level can effectively predict individual SRL.  相似文献   

17.
Virtual environments are increasingly used to support collaborative activities and distance learning. However, few are designed to support students, instructors and simulations in multi-participant team training. This paper describes the Training Studio, a system for authoring, delivering and evaluating multi-participant team training in an immersed virtual environment. The Training Studio focuses on human-systems interaction, allowing multiple students to learn and perform team tasks. The Training Studio supports collaborative learning for either single or multi-participant activity. This is accomplished through the use of agents which are assigned to students to act as personal mentors or missing team members. Conducting team training within a virtual environment introduces complexities and issues unique to team training and multiple-participant virtual environments. This paper describes our approach to virtual environment team training, discussing issues confronted and resulting design considerations and implementations.  相似文献   

18.
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   

19.
Coordination strategy is a relevant topic in multi-robot systems, and robot soccer offers a suitable domain to conduct research in multi-robot coordination. Team strategy collects and uses environmental information to derive optimal team reactions, through cooperation among individual soccer robots. This paper presents a diagrammatic approach to architecting the coordination strategy of robot soccer teams by means of a principle solution. The proposed model focuses on robot soccer leagues that possess a central decision-making system, involving the dynamic selection of the roles and behaviors of the robot soccer players. The work sets out from the conceptual design phase, facilitating cross-domain development efforts, where different layers must be interconnected and coordinated to perform multiple tasks. The principle solution allows for intuitive design and the modeling of team strategies in a highly complex robot soccer environment with changing game conditions. Furthermore, such an approach enables systematic realization of collaborative behaviors among the teammates.  相似文献   

20.
基于以活动为中心的协同模式,结合可扩展消息处理现场协议(XMPP),音视频,用户身份标识提示等多种技术给出了一种新的协同标绘集成系统的设计.该设计按照美国W. Keith Edwards提出的协同感知评价标准进行评定,在地点、当前任务、潜在的可打断性和对其他用户展现中的3个方面上能够较好地支持协同中的感知,最大限度地接近现实世界中的协同感知.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号