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1.
This paper discusses a study in supporting collaborative military planning in which groupware, video-conferencing and a desktop Collaborative Virtual Environment (CVE) were used. It discusses the design and implementation of the CVE and the setup and execution of the study using questionnaires and observation. The results of the study questionnaires showed that the CVE was not seen by users as the best of the ways offered to support collaborative planning; these results are discussed and their implication for the design of such a CVE are assessed.
C. DelgadoEmail:
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2.
We present an approach to connect multiple remote environments over web for natural interaction among people and objects. Focus of current communication and telepresence systems severely restrict user affordances in terms of movement, interaction, peripheral vision, spatio-semantic integrity and even information flow. These systems allow information transfer rather than experiential interaction. We propose Environment-to-Environment (E2E) as a new paradigm for communication which allows users to interact in natural manner using text, audio, and video by connecting environments. Each Environment is instrumented using as many different types of sensors as may be required to detect presence and activity of objects. This object position and activity information is used by a scalable event-based multimodal information system called EventServer to share the appropriate experiential information with other environments as well as to present incoming multimedia information on right displays and speakers. This paper describes the design principles for E2E communication, discusses system architecture, and gives our experience in implementing prototypes of such systems in telemedicine and office collaboration applications. We also discuss the research challenges and a road-map for creating more sophisticated E2E applications in near future.
Vivek K. SinghEmail:
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3.
Global communication is essential to industry, research and education. The Access Grid (AG) is a suite of hardware, software, and tools to facilitate communication and collaboration over the Internet. These resources are used at over 500 institutions worldwide to support group-to-group interactions across the Grid including collaborative research work sessions, tutorials, lectures, large-scale distributed meetings and training. This paper will provide an overview of the technology to encourage professionals to integrate benefits and tools of the Grid into their instruction and research. Furthermore, this paper will compare this new technology to more traditional videoconferencing and distributed collaborative working environments. Lastly, it will present issues and challenges that must be addressed to incorporate this momentous technology within the classroom and for collaboration throughout the world.
Tiki L. SuarezEmail:
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4.
Grid computing, which is characterized by large-scale sharing and collaboration of dynamic resources, is becoming an emerging computing platform on a global scale for data-intensive and computation-intensive scientific application. However, the complications of large-scale scientific computations and simulations harnessing massive computing resources are compounded by extensive heterogeneity in environments arising from “the Grid.” Scientists and engineers lack an intuitive grid-based compilation tool, which has contributed to the difficulty of exploiting these diverse resources and developing their applications on the grid. While manual configuration of various toolkits simplifying the end-to-end completion of a job is adequate for a computational grid with a limited number of nodes, the compilation procedure becomes inefficient for a computational grid with an increasing number of heterogeneous computational service providers. On the other hand, a global-scale computational grid is a potentially untrustworthy computing environment. How to take advantage of the potentially untrustworthy grid resources to provide trustworthy computational services for large-scale scientific applications is another critical issue. In this article, a remote compiling service for a heterogeneous computational grid is developed. In addition to running compilation tasks, the remote compiling service provides security enforcement and validation facilities, including intermediate value checking, secure source program submission, restricted compilation, and binary inspection, to support trustworthy compilation and execution of grid-based scientific applications. Overall, it is expected that our remote compiling services on the grid can tackle the heterogeneity problem of the grid and provide a secure, trustworthy, reliable, and state-of-the-art mechanism to develop grid-aware scientific applications.
Xiaohong YuanEmail:
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5.
This paper presents the design philosophy of activity-based computing (ABC), which addresses mobility and cooperation in human work activities. Furthermore, it presents the ABC framework, which is a ubiquitous computing infrastructure supporting ABC. The idea of ABC and the aim of the ABC framework is to: (1) support human activity by managing its collection of work tasks on a computer, (2) support mobility by distributing activities across heterogeneous computing environments, (3) support asynchronous collaboration by allowing several people to participate in an activity, and (4) support synchronous, real-time collaboration by enabling desktop conferencing by sharing the activity across several clients. During a period of two years, the ABC framework has been co-designed and evaluated in close cooperation with a range of clinicians in a hospital.
Jakob E. BardramEmail:
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6.
In this paper, we describe a framework for synchronous collaborative visualization and remote control in the agricultural domain. The framework builds on “Second Life” (SL), a popular networked online 3D virtual world, where users are represented as avatars (graphical self-representations). Co-presence in SL takes the form of instant (real-time) two-way interaction among two or more avatars. The aim of our work is to facilitate co-presence for sharing knowledge and exchanging wisdom about environmental practices. In order to establish a realistic simulated context for communication in SL, virtual counterparts of real devices are created in the virtual world. Specifically, we aim to represent field servers that sense and monitor fields such as rice paddies and vineyards. The Twin-World Mediator (TWM) is developed in order to replicate the behavior of real devices in virtual counterparts, and to facilitate seamless communication between real and virtual world. The TWM is an easy-to-use, extensible, and flexible communication framework. A small study demonstrated how the TWM can support collaboration and experience sharing in the agricultural domain.
Helmut Prendinger (Corresponding author)Email:
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7.
Synchronous collaborative environments can provide an identical visual and operable working area among geographically separated participants. There are two basic approaches for providing a shared workspace. They are collaborative-aware approach and collaborative-unaware approach. Since the second approach allows single-user applications to be reused, most users choose to use it. Our work is based on the collaborative-unaware environment. This paper describes the design and implementation of some transparent synchronous collaborative tools. They are: (1) the latecomer support for Java applications, Java applets and JMF players (2) the client synchronization to minimize data transmission latency and (3) the lightweight multi-session support to let different collaboration groups work at the same time. These tools optimize existing transparent synchronous collaboration systems and make them more realistic, more complete and more generic.
Nicolas D. GeorganasEmail:
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8.
We present two different Computer Vision based systems that enable multiple users to concurrently manipulate graphic objects presented over tabletop displays. The two solutions have different hardware layouts and use two different algorithms for gesture analysis and recognition. The first one is a media-handling application that can be used by co-located and remote users. The second is a knowledge-building application where users can manipulate the contents of a wiki as a visual concept map. The performance of both systems is evaluated and expounded. A conceptual framework is introduced, providing the fundamental guidelines for the design of natural interaction languages on tabletops.
Stefano BaraldiEmail:
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9.
EMMA: Epidemic Messaging Middleware for Ad hoc networks   总被引:1,自引:0,他引:1  
The characteristics of mobile environments, with the possibility of frequent disconnections and fluctuating bandwidth, have forced a rethink of traditional middleware. In particular, the synchronous communication paradigms often employed in standard middleware do not appear to be particularly suited to ad hoc environments, in which not even the intermittent availability of a backbone network can be assumed. Instead, asynchronous communication seems to be a generally more suitable paradigm for such environments. Message oriented middleware for traditional systems has been developed and used to provide an asynchronous paradigm of communication for distributed systems, and, also for some specific mobile computing systems recently. In this paper, we present our experience in designing, implementing, and evaluating Epidemic Messaging Middleware for Ad hoc networks (EMMA), an adaptation of Java Message Service (JMS) for mobile ad hoc environments, discussing in detail the design challenges and the solutions that have been adopted.
Stephen HailesEmail:
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10.
The increasing globalisation of the software industry demands an investigation of requirements engineering (RE) in multi-site software development organisations. Requirements engineering is a task difficult enough when done locally—but it is even more difficult when cross-functional stakeholder groups specify requirements across cultural, language and time zone boundaries. This paper reports on a field study that investigated RE challenges introduced by the stakeholders' geographical distribution in a multi-site organisation. The goal was to examine RE practices in global software development, and to formulate recommendations for improvement as well as to provide directions for future research on methods and tools. Based on the empirical evidence, we have constructed a model of how remote communication and knowledge management, cultural diversity and time differences negatively impact requirements gathering, negotiations and specifications. Findings reveal that aspects such as a lack of a common understanding of requirements, together with a reduced awareness of a working local context, a trust level and an ability to share work artefacts significantly challenge the effective collaboration of remote stakeholders in negotiating a set of requirements that satisfies geographically distributed customers. The paper concludes with recommendations for improving RE practices in this setting.
Daniela E. DamianEmail:
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11.
Communication is in this paper seen as the foundation for purposeful human–human activity in dynamic environments. Coordination is a central issue in large systems such as military organisations, enterprises, or rescue organisations, and communication is needed in order to achieve coordination in such systems. This paper suggest a holistic approach to control, where control in a large system is seen as an emergent product of human interaction, focusing on human–human communication from a technical, organisational, temporal, and social perspective.
Erik HollnagelEmail:
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12.
Building a tuple space on structured peer-to-peer networks   总被引:1,自引:0,他引:1  
Research on peer-to-peer (P2P) networks has attracted much attention recently. A key factor is their ability to handle dynamics in the system in a distributed fashion, including ad hoc and dynamic join and departure of the peers and dynamic changes in the underlying network environment. As more and more innovating P2P applications appear, the need to support intuitive communication and synchronization among the peers in the P2P system becomes imperative. In this paper, we discuss how to build a tuple space on top of P2P systems and use on-line games as a target application. A simple API is supported for accessing the data stored in the tuple space and communicating between the peers. Through experiments and a demonstration game, we show that our system can facilitate the development of network games in a fully distributed environment.
Chung-Ta King (Corresponding author)Email:
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13.
This paper addresses the emerging need for an integration of the cultural and social factors of metaphors into interface design, by creating cultural models within the context of indigenous users. Current theoretical and empirical work is reviewed that uses existing cultural models. Finally, an investigative strategic model is proposed for research in this field that incorporates all the important components of cultural contexts of metaphors in interface design.
A. Serengul Guven Smith-AtakanEmail: Phone: +44-208-4116747
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14.
In this article, we present research in the making of a collective work environment within the framework of a distance education course. We base our theoretical and methodological standpoints on examples of dialogical discourses recorded within the framework of this CSCL system called Symba. In fact, the results of previous research lead us to rethink our vision of the study of collaborative moments between participants in a computer-supported human learning environment that proposes several communication tools. Redefining the methodological process aiming at finding and understanding these rich learning moments is also necessary. We intend to describe “socio-technical” instances during which these collaboration phases appear. More generally speaking, our aim is to draw up both new theoretical and methodological perspectives that would be reusable in CSCL environments; in view of the nature of these two perspectives, and the diversity of the domain knowledge (sociology, cognitivism, linguistics, philosophy, statistics, etc.) brought to bear in the study of the environment in question, our approach constitutes a trans-disciplinary reassessment of the uses of the communication tools—and the study thereof—proposed.
Marie-Laure BetbederEmail:
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15.
Connecting the family with awareness systems   总被引:1,自引:1,他引:0  
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships. Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system, for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight, picture-based communication can play in the range of communication media available.
Natalia Romero (Corresponding author)Email:
Panos MarkopoulosEmail:
Joy van BarenEmail:
Boris de RuyterEmail:
Wijnand IJsselsteijnEmail:
Babak FarshchianEmail:
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16.
Metamodeling is a widely applied technique in the field of graphical languages to create highly configurable modeling environments. These environments support the rapid development of domain-specific modeling languages (DSMLs). Design patterns are efficient solutions for recurring problems. With the proliferation of DSMLs, there is a need for domain-specific design patterns to offer solutions to problems recurring in different domains. The aim of this paper is to provide theoretical and practical foundations to support domain-specific model patterns in metamodeling environments. In order to support the treatment of premature model parts, we weaken the instantiation relationship. We provide constructs relaxing the instantiation rules, and we show that these constructs are appropriate and sufficient to express patterns. We provide the necessary modifications in metamodeling tools for supporting patterns. With the contributed results, a well-founded domain-specific model pattern support can be realized in metamodeling tools.
Tihamér LevendovszkyEmail:
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17.
The investigation of innovative Human-Computer Interfaces (HCI) provides a challenge for future multimedia research and development. Brain-Computer Interfaces (BCI) exploit the ability of human communication and control bypassing the classical neuromuscular communication channels. In general, BCIs offer a possibility of communication for people with severe neuromuscular disorders, such as Amyotrophic Lateral Sclerosis (ALS) or spinal cord injury. Beyond medical applications, a BCI conjunction with exciting multimedia applications, e.g., a dexterity game, could define a new level of control possibilities also for healthy customers decoding information directly from the user’s brain, as reflected in electroencephalographic (EEG) signals which are recorded non-invasively from user’s scalp. This contribution introduces the Berlin Brain–Computer Interface (BBCI) and presents setups where the user is provided with intuitive control strategies in plausible gaming applications that use biofeedback. Yet at its beginning, BBCI thus adds a new dimension in multimedia research by offering the user an additional and independent communication channel based on brain activity only. First successful experiments already yielded inspiring proofs-of-concept. A diversity of multimedia application models, say computer games, and their specific intuitive control strategies, as well as various Virtual Reality (VR) scenarios are now open for BCI research aiming at a further speed up of user adaptation and increase of learning success and transfer bit rates.
Klaus-Robert MüllerEmail:
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18.
The purpose of this study is to see in which forms and under which conditions social presence turns into collaboration. Eight couples were asked to find some objects in a virtual environment in which collaboration was allowed but not mandatory. The qualitative analysis of the video recordings shows that all participants resorted to collaboration in forms that were justified by the requirements of the task, the environmental affordances and the different expertise.
Luciano GamberiniEmail: Phone: +39-049-8276605Fax: +39-049-8276600
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19.
Increased network speeds coupled with new services delivered via the Internet have increased the demand for intelligence and flexibility in network systems. This paper argues that both can be provided by new hardware platforms comprised of heterogeneous multi-core systems with specialized communication support. We present and evaluate an experimental network service platform that uses an emergent class of devices—network processors—as its communication support, coupled via a dedicated interconnect to a host processor acting as a computational core. A software infrastructure spanning both enables the dynamic creation of application-specific services on the network processor, mediated by middleware and controlled by kernel-level communication support. Experimental evaluations use a Pentium IV-based computational core coupled with an IXP 2400 network processor. The sample application services run on both include an image manipulation application and application-level multicasting.
Karsten SchwanEmail:
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20.
Changing basic conditions in the field of logistics requires intuitive planning methods as well as new ways of supporting and educating the operative staff. VR and AR show a great promise for that.
Rupert ReifEmail: URL: http://www.fml.mw.tum.de
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