145,407 research outputs found

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Interacting and representing: can Web 2.0 enhance the roles of an MP?

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    Several UK Members of Parliament (MPs) have a foothold within a Web 2.0 environment. Some write blogs, such as Labour’s Tom Watson or Conservative John Redwood. Equally, some have joined virtual communities such as the social networking sites (SNS) MySpace or Facebook. Cumulatively this indicates they are exploring new means of promoting themselves, their politics as well as news means for interacting with their constituents or those who share their political interests. The key aspect of Web 2.0 technology that offers potential for MPs is that an architecture of participation is in place where those with Internet access can interact with one another. Apart from the Webmasters, there is no automatic hierarchy within communities and so each page within a community site is produced by its members. In sharp contrast to the ‘we will build it and they will come’ philosophy associated with Web 1.0 and the static website; Web 2.0 users work on a ‘we will come and build it philosophy’. MPs, in using this technology, must relinquish some control over their public representation in order to engage with community members; this papers asks to what extent this is occurring, what functions of an MPs role are enhanced through the use of Web 2.0, and concludes by focusing on the advantages and disadvantages for MPs of pursuing a Web 2.0 strategy. Our research analysed the content of the 42 weblogs and 37 SNS of MPs who advertise these on the personal websites. Our first set of questions related to the extent to which public conversations could take place; so assessing the extent of interactivity between the MPs and the visitors to these weblogs and SNS profiles. Secondly we focused on the extent to which interactivity was potentiated, either through site functions or the language used, such as asking questions; so assessing whether interaction could take place. Thirdly we assessed which of the MPs roles, the policy scrutiny trusteeship role, the party member role, or constituency representative role was being enhanced through Web 2.0 technologies and what relationship this had to interaction gained. Our data suggests that interactivity is taking place. But this can be in a fairly limited form with many visitors being more likely to comment without returning rather than being part of any reciprocal exchange with the MP. In our assessment, this was due to the fact that many blogs and SNS profiles are laden with too much information and insufficient opportunities to enter into conversations on matters of importance to visitors. When focusing on the functions of the MP, it was clear that many used Web 2.0 as a space to promote the party and communicate their thoughts on issues of the day however these tended to gain little interaction. However, those MPs who use Web 2.0 tools to enhance their constituency representative role did find visitors would interact with them. Within Web 2.0 we can also find a further purpose for MPs, offering insights into their background and personal life to offer a more three-dimensional perspective to visitors. Many MPs use SNS particularly in the same way as any other user, as an individual as opposed to as a professional within any particular career. Here we find MPs also benefiting from interaction with visitors and not only those that are within their offline circle of friends and colleagues. Thus we conclude that there is potential for MPs to use Web 2.0 to support their representative function and gain interaction with a broader public than they would normally. Weblogs can be used to build a community of interest around policy areas to some extent, though this is currently limited to a minority. However SNS can be used to enhance the link between constituents and the MP, if only a minority of the constituency, and can widen the MPs circle of contacts. However, the control aspect is clearly a worry for MPs. While outside of an election campaign it may not matter what is said on an MPs’ weblog or SNS profile there are dangers that during an election they can be hi-jacked by opponents. Therefore the calculation will remain one of benefit versus risk and an assessment of whether sufficient constituents can be reached, or significant numbers of contacts be made, to indicate whether Web 2.0 offers huge promise or huge dangers

    Industry-driven innovative system development for the construction industry: The DIVERCITY project

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    Collaborative working has become possible using the innovative integrated systems in construction as many activities are performed globally with stakeholders situated in various locations. The Integrated VR based information systems can bind the fragmentation and provide communication and collaboration between the distributed stakeholders n various locations. The development of these technologies is vital for the uptake of these systems by the construction industry. This paper starts by emphasising the importance of construction IT research and reviews some future research directions in this area. In particular, the paper explores how virtual prototyping can improve the productivity and effectiveness of construction projects, and presents DIVERCITY, which is th as a case study of the research in virtual prototyping. Besides, the paper explores the requirements engineering of the DIVERCITY project. DIVERCITY has large and evolving requirements, which considered the perspectives of multiple stakeholders, such as clients, architects and contractors. However, practitioners are often unsure of the detail of how virtual environments would support the construction process, and how to overcome some barriers to the introduction of new technologies. This complicates the requirements engineering process

    RFCs, MOOs, LMSs: Assorted Educational Devices\ud

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    This paper discusses implicit social consequences of four basic internet protocols. The results are then related to the field of computer-assisted teaching. An educational on-line community is described and compared to the emerging standard of web-based learning management.\u
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