575,994 research outputs found
A Formal Context Representation Framework for Network-Enabled Cognition
Network-accessible resources are inherently contextual with respect to the specific situations (e.g., location and default assumptions) in which they are used. Therefore, the explicit conceptualization and representation of contexts is required to address a number of problems in Network- Enabled Cognition (NEC). We propose a context representation framework to address the computational specification of contexts. Our focus is on developing a formal model of context for the unambiguous and effective delivery of data and knowledge, in particular, for enabling forms of automated inference that address contextual differences between agents in a distributed network environment. We identify several components for the conceptualization of contexts within the context representation framework. These include jurisdictions (which can be used to interpret contextual data), semantic assumptions (which highlight the meaning of data), provenance information and inter-context relationships. Finally, we demonstrate the application of the context representation framework in a collaborative military coalition planning scenario. We show how the framework can be used to support the representation of plan-relevant contextual information
Collaborative Business Process Modeling Using 3D Virtual Environments
Process modeling is a complex organizational task that requires many iterations and communication between the business analysts and the domain specialists involved in the process modeling. The challenge of process modeling is exacerbated, when the process of modeling has to be performed in a cross-organizational, distributed environment. Some systems have been developed to support collaborative process modeling, all of which use traditional 2D interfaces. We present an environment for collaborative process modeling, using 3D virtual environment technology. We make use of avatar instantiations of user ego centres, to allow for the spatial embodiment of the user with reference to the process model. We describe an innovative prototype collaborative process modeling approach, implemented as a modeling environment in Second Life. This approach leverages the use of virtual environments to provide user context for editing and collaborative exercises. We present a positive preliminary report on a case study, in which a test group modelled a business process using the system in Second Life
Context-based decision-making for virtual soccer players.
International audienceThis article introduces a decision-making model for virtual agents evolving in dynamic and collaborative situations. Agents and humans have to collaborate in a virtual environment. In order to enhance the collaboration, the agent decision-making model is based on notions close to human ones. Those notions are context and case based reasoning. After an introduction of dynamic and collaborative situations, we present the notion of context and we give a definition adapted to our framework. The next part describes the decision making process. This one relies on the case identification thanks to a graph search algorithm. The last part of this document illustrates our purpose with an example taken from our application
Simulation model to estimate emotions in collaborative networks
This work has been funded in part by the Center of Technology and Systems and the Portuguese FCT-PEST program UID/EEA/00066/2019 (Impactor project), and partly by the GloNet project funded by the European Commission.In recent years, the research on collaborative networks has been pointing to the need to put more emphasis on the social interactions of its participants, along with technical features, as a potential direction to finding solutions to prevent failures and potential conflicts. In this context, a modelling framework called Collaborative EMOtion modelling framework (C-EMO), conceived for appraising the collaborative network emotions that might be present in a collaborative networked environment, is presented, and an implementation approach, based on system dynamics and agentbased simulation modelling techniques, for estimating both the collaborative network emotional state and each member's emotions, is described. The work is divided in two parts: the first considers the design of the models and the second comprises the transformation of these conceptual models into a computer model, providing the proposed simulation model. In order to validate the simulation model, and taking into consideration the novelty of the research area, experiments are undertaken in different scenarios representing several aspects of a collaborative environment and a sensitivity analysis and discussion of the results is performed.publishe
Mobilizing learning: mobile Web 2.0 scenarios in tertiary education
Based upon three years of mobile learning (mlearning) projects, a major implementation project has
been developed for integrating the use of mobile web 2.0 tools across a variety of departments and
courses in a tertiary education environment. A participatory action research methodology guides and
informs the project. The project is based upon an explicit social constuctivist pedagogy, focusing on
student collaboration, and the sharing and critique of student-generated content using freely available
web 2.0 services. These include blogs, social networks, location aware (geotagged) image and video
sharing, instant messaging, microblogging etc… Students and lecturers are provided with either an
appropriate smartphone and/or a 3G capable netbook to use as their own for the duration of the
project. Keys to the projects success are the level of pedagogical and technical support, and the level
of integration of the tools into the courses – including assessment and lecturer modelling of the use of
the tools. The projects are supported by an intentional community of practice model, with the
researcher taking on the role of the “technology steward”. The paper outlines three different scenarios
illustrating how this course integration is being achieved, establishing a transferable model of mobile
web 2.0 integration and implementation. The goal is to facilitate a student-centred, collaborative,
flexible, context-bridging learning environment that empowers students as content producers and
learning context generators, guided by lecturers who effectively model th
A task-driven design model for collaborative AmI systems
Proceedings of the CAISE*06 Workshop on Ubiquitous Mobile Information and Collaboration Systems UMICS '06. Luxemburg, June 5-9, 2006.The proceedings of this workshop also appeared in printed version In T. Latour and M. Petit (eds), Proceedings of Workshops and Doctoral Consortium, The 18th International Conference on Advanced Information Systems Engineering - Trusted Information Systems (CAiSE'06), June 5-9, 2006, Presses Universitaires de Namur, 2006, ISBN 2-87037-525.Also published online by CEUR Workshop Proceedings (CEUR-WS.org, ISSN 1613-0073)Ambient intelligence (AmI) is a promising paradigm for humancentred
interaction based on mobile and context-aware computing, natural
interfaces and collaborative work. AMENITIES (a conceptual and
methodological framework based on task-based models) has been specially
devised for collaborative systems and is the starting point for a
new design proposal for application to AmI systems. This paper proposes
a task-based model for designing collaborative AmI systems, which
attempts to gather the computational representation of the concepts involved
(tasks, laws, etc.) and the relationships between them in order
to develop a complete functional environment in relation with the features
of AmI systems (collaborative, context-aware, dynamic, proactive,
etc.). The research has been applied to an e-learning environment and is
implemented using a blackboard model.This research is partially supported by a Spanish R&D Project TIN2004-03140, Ubiquitous Collaborative Adaptive Training (U-CAT)
An Approach for Evaluating Web-Based Collaborative Environments
The paper presents a study of Web-based Collaborative Environments (CE) with regard to the type and frequency of the embedded tools. A classification is made by the type of tools most frequently included. A model for evaluating and choosing an appropriate environment in a concrete context is proposed
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