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1.
This paper presents a prototype computer supported cooperative work (CSCW) environment that supports the engineering design process. In particular, this environment provides collaborative tools that support computer-aided design (CAD) and computer-aided software engineering (CASE). This paper takes an high level look at the system as a whole and then focuses on the method used to implement the CASE support. It addresses how group members can simultaneously work on coding a program and then integrate their work to form a single program inside this environment. © 1998 John Wiley & Sons, Ltd.  相似文献   

2.
In this paper the concept of efficiency in collaborative writing is considered in detail and a definition of efficiency is proposed. The definition of efficiency leads to the development of a research framework that delineates five operational measures of efficiency: (a) writing activities efficiency, (b) coordination efficiency, (c) quality of output, (d) absence of breakdowns, and (e) satisfaction with group performance. A comparative study is subsequently presented on the effects that groupware and conventional technologies have on the effciency of collaborative writing. The hypothesis is advanced that groupware can improve the efficiency of collaborative writing over conventional technologies. The results seem to support the hypothesis and indicate that (a) the groupware system examined in this study (MUCH system) offers efficiency benefits in terms of coordination, (b) MUCH users tend to face communication breakdowns while users of conventional technologies tend to face task-related breakdowns, (c) the documents produced with MUCH are of higher content quality, more coherent, and of higher rhetorical effectiveness than the documents produced with conventional technologies, and (d) the comparison of MUCH with conventional technologies shows no significant difference in terms of their effects on group performance satisfaction.  相似文献   

3.
We interviewed information workers in multiple technical areas of a large, diverse company, and we describe some of the unsatisfied information needs we observed during our study. Two clusters of issues are described. The first covers how loosely coupled work groups use and share information. We show the need to structure information for multiple, partly unanticipated uses. We show how the construction of information compounds helps users accomplish some of this restructuring, and we explain how structuring flexibility is also required because of temperamental differences among users. The second cluster of issues revolves around collections of tightly coupled work groups. We show that information shared within such groups differs from information shared across group boundaries. We present the barriers to sharing which we saw operating both within groups and outside, and we explain the function of resource and contact broker which evolved in the settings we examined. For each of these issues we propose implications for information tool design.  相似文献   

4.
Although the influence of colour on size perception has been known for a century, there is only limited research on interventions that can reduce this effect. This study was therefore undertaken in order to identify appropriate interventions and propose design guidelines for information visualisation, especially in applications where size judgement is critical. The colour size illusion was replicated on an LCD monitor, revealing that yellow images appeared the smallest among a series of red, yellow, green and blue images on a white background. Three types of interventions (background brightness, border colour and background grid brightness) were tested to identify conditions that reduce the colour illusions, but none proved to be statistically significant. Based on these experimental results and an extensive literature survey, a set of design guidelines is proposed to enhance the usability of LCD monitors and a set of design recommendations given to extend these guidelines to applications in the field of bioinformatics. These design recommendations are accompanied by an evaluation of effectiveness obtained by interviewing domain experts.  相似文献   

5.
基于Agent代理,提出将Web技术和Multi-Agent技术融合的分布式协同设计系统,为产品设计过程中设计人员之间的信息共享和资源共享提供了更有效的方法.在分析系统体系结构的基础上,着重阐述了Multi-Agent代理模型和工作原理,并将其应用于仪表产品造型设计系统中,实现基于Agent的分布式仪表产品造型设计原型系统.  相似文献   

6.
7.
为了快速设计和制造定制化牙科产品,结合牙科产品的特点,分析了定制化牙科产品协同设计系统中各组织间的协同作用、产品协同设计过程以及协同设计系统的结构;以定制化托槽为例,研究了结合托槽设计及选区激光熔化快速成型的协同设计系统的产品设计制造流程,运用统一建模语言建立了定制化托槽的协同设计过程.实例表明,采用该系统,牙科产品开发商与牙科医生协作实现快速设计并制造定制化产品.  相似文献   

8.
In this introduction to the special section, research in relation to asynchronous discussions in computer supported collaborative learning (CSCL) environments is analysed from a methodological perspective. The discussion centres on three quality issues that are considered as critical in recent content analysis approaches: (1) the accuracy of the research methodology applied to gather data in CSCL-settings, (2) the low reliability of the research instruments and procedures, and (3) questions about the validity of the research instruments. Finally, the four contributions in the special are positioned in relation to these three critical topics.  相似文献   

9.
研究和探讨一种能够灵活定制不同协同应用方案的编程语言。对CSCW协同应用中的协作机制和交互特征进行分析,抽象出协同应用中最具共性的基本协作元素,对这些基本元素进行定义和描述。提出将协作问题从计算应用问题中分离出来的方案。对于一个给定的应用,可以构造多种协作方案。使最终用户可选择最符合自己需要的协作方案和交互规则来进行他们之间协同工作,并且还可在协同工作会话过程中改变协作交互规则。  相似文献   

10.
针对桥梁协同设计中群体间的信息共享需求,从协同设计的数据动态管理模式角度对信息共享的理论与方法进行了研究,分析了结构设计群体与抗震设计群体之间的协同工作过程,完成了含原子数据、组合数据、构件、有限元模型、子结构、结构等设计信息的数据表达模型.研究了含数据变换和动态激励的数据管理方法,满足了协同工作群体间信息共享的需求.以某连续梁桥为例,模拟分析结构设计群体与抗震设计群体间的协同工作过程,对动态管理模式的可实施性进行了验证.  相似文献   

11.
协同虚拟环境是计算机支持的协同工作与虚拟现实相结合的产物,它使协同工作的人们能以最自然的方式进行合作成为了可能。利用现有普通的Internet软硬件条件,提出了一个运行于Internet上的基于协同虚拟环境的技术方案,结合了VRML与JAVA各自的技术特点,构建了以虚拟现实为交互手段的协同工作系统,来支持人们跨Internet的、基于图解思考的可视化协同分析与设计工作。  相似文献   

12.
In this paper we compared the efficacy of face-to-face and computer supported collaborative learning (CSCL) in increasing academic knowledge and professional competences. We also explored how students’ personality characteristics and learning strategies and teachers’ characteristics were associated with better learning outcomes in online or face-to-face contexts. One hundred and seventy students participated in 10 community psychology seminars, five online and five face-to-face. Academic and professional learning increased for participants in both settings. Tutors’ characteristics did not influence students’ learning. Students who performed better in online and in face-to-face contexts differed in some psychological variables and in their learning strategies. Overall results show that asynchronous collaborative learning online can increase professional competences normally learnt only in small face-to-face educational settings, and that CSCL can be used to provide innovative educational opportunities that fit particular needs of students with low anxiety, high problem solving efficacy, who have time management problems in their learning strategies.  相似文献   

13.
14.
《Ergonomics》2012,55(4):458-477
Computer use by children is common and there is concern over the potential impact of this exposure on child physical development. Recently principles for child-specific evidence-based guidelines for wise use of computers have been published and these included one concerning the facilitation of appropriate physical development. This paper reviews the evidence and presents detailed guidelines for this principle. The guidelines include encouraging a mix of sedentary and whole body movement tasks, encouraging reasonable postures during computing tasks through workstation, chair, desk, display and input device selection and adjustment and special issues regarding notebook computer use and carriage, computing skills and responding to discomfort. The evidence limitations highlight opportunities for future research. The guidelines themselves can inform parents and teachers, equipment designers and suppliers and form the basis of content for teaching children the wise use of computers.

Statement of Relevance: Many children use computers and computer-use habits formed in childhood may track into adulthood. Therefore child–computer interaction needs to be carefully managed. These guidelines inform those responsible for children to assist in the wise use of computers.  相似文献   

15.
This paper introduces Ontoolsearch, a new search system that can be employed by educators in order to find suitable tools for supporting collaborative learning settings. Current tool search facilities commonly allow simple keyword searches, limiting the accuracy of obtained results. In contrast, Ontoolsearch supports semantic querying of tool knowledge bases annotated with the Ontoolcole ontology, specifically designed to fit educators’ questions. Moreover, Ontoolsearch offers an innovative direct manipulation interface to educators, intended to facilitate query formulation as well as the analysis of obtained results. To evaluate this proposal, a group of educators was engaged in a formal comparison study of Ontoolsearch with a keyword search facility based on Lucene. Six search tasks were proposed, each responding to the learning tool needs of a real CSCL setting. Participants had to find tools for these search tasks using both systems alternatively. Evaluation results showed that retrieval performance was significantly better with Ontoolsearch, despite educators’ previous experience with keyword searches. Further, educators rated very positively the user interface of Ontoolsearch and considered this system very useful to find tools for their own learning situations.  相似文献   

16.
This study explored the differences among online elementary school student groups based on their communication features. Two hundred and ninety-one Taiwanese students, ranging in age from 11 to 12 years old, participated in this study. The students were randomly arranged within-class into three-member groups. Each group was asked to use a collaborative learning system to accomplish a group task generating a shared concept map. The textual discussions in each group during collaboration were collected, coded, categorized, and quantified to profile their communication characteristics. Cluster analysis on the resulting communication characteristics resulted in four types of small student groups, including passive or reticent, frequently off-task, actively participating, and knowledge emphasizing. Most student groups (56%) were found to be relatively passive or reticent. Frequently off-task student groups made a protrusive amount of messages for off-task social purposes. The actively participating student groups were characterized by abundant discussion, particularly for continuing task, managing procedure and coordinating efforts. The distinctive feature of knowledge emphasizing student groups was that they devoted particular attention to task related knowledge. In addition, they performed better in task accomplishment.  相似文献   

17.
The progress registered in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The educational dimension employs Bloom’s revised taxonomy to define learning objectives and applies the classroom multiplayer presential game (CMPG) pedagogical model while the ludic dimension determines the gaming elements subject to constraints imposed by the educational dimension. With a view to validating the framework, a game for teaching electrostatics was designed and experimentally implemented in a classroom context. An evaluation based on pre/post testing found that the game increased the average number of correct answers by students participating in the experiment from 6.11 to 10.00, a result found to be statistically significant. Thus validated, the framework offers a promising basis for further exploration through the development of other games and fine-tuning of its components.  相似文献   

18.
Within the framework of research that describes the processes of collaborative knowledge construction in computer-supported collaborative learning (CSCL) environments, the present work has three objectives: (i) the identification of the strategies of six small groups of university students for the elaboration of written products in a CSCL environment; (ii) seek relations between the identified writing strategies and the processes and phases of collaborative knowledge construction in the groups; and (iii) relate these strategies and phases with the learning results obtained by the groups. We carried out a multiple-case study, with the analysis of four different didactic sequences, in two different virtual learning and teaching settings. In each setting, three student groups were studied, where each had to collaboratively develop between four and eight written products. For all the studied groups, the analysis enabled the identification of five types of strategies in the preparation of the elaboration of written products, and four types of phases of collaborative knowledge construction, which are interrelated and also connected with the grades that the groups obtained in each case.  相似文献   

19.
Mobile and pervasive computing has seen a rapid development in the last years. Portable, handheld computing devices are getting more popular as their capabilities increase. Therefore, people having the need to work on-the-field have now the possibility to be supported by computer technology, for example, garden or building designers. Ad-hoc networking capabilities of handheld devices enable the development of supporting tools for collaborative work anywhere. This paper presents MCSketcher, a system that enables face-to-face collaborative design based on sketches using handheld devices equipped for spontaneous wireless peer-to-peer networking. It is especially targeted for supporting preliminary, in-the-field work, allowing designers to exchange ideas through sketches on empty sheets or over a recently taken photograph of the object being worked on, in a brainstorming-like working style. Pen-based designed human–computer interaction is the key to supporting collaborative work. The gestures-based command input results in a lightweight yet efficient and easy to use interface. Graph structured hierarchical documents help to overcome the problems of a small screen size.  相似文献   

20.
根据自然灾害的实际情况,详细分析了客户端、网络传输端和服务器端的功能.基于ArcGIS平台,设计并开发了协同标绘、协同感知和协同管理模块,构建了一个协同标绘系统,从而解决了在各种自然灾害中众多工作者尤其是异地人员无法协同工作的难题.测试结果表明,相对于单用户标绘系统,该系统在灾害信息提取中能极大地提高工作效率,为抗灾减灾赢取时间.  相似文献   

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