105,874 research outputs found

    Collaborative design in virtual environments

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    How can architects and engineers work together in the digital world? The article "Collaborative Design in Virtual Environments" provides an answer. The authors describe how the use of virtual reality (VR) and augmented reality (AR) is becoming increasingly important in the architecture industry and what opportunities this opens up. In particular, the article focuses on collaboration in virtual spaces and collaborative modeling of 3D objects. The authors also present a software tool that enables collaborative 3D modeling in virtual environments. The aim of the "Industry 4.0 in Teaching" project is to promote collaboration and joint learning and to prepare students for the requirements of the digital working world. (Editor)Wie können Architekten und Ingenieure in der digitalen Welt zusammenarbeiten? Eine Antwort darauf liefert der Artikel "Collaborative Design in Virtual Environments". Die Autoren beschreiben, wie die Anwendung von Virtual Reality (VR) und Augmented Reality (AR) in der Architekturbranche immer wichtiger wird und welche Möglichkeiten sich daraus ergeben. Insbesondere die Zusammenarbeit in virtuellen RĂ€umen und die gemeinsame Modellierung von 3D-Objekten stehen im Fokus des Artikels. Die Autoren stellen außerdem ein Software-Tool vor, das die kollaborative 3D-Modellierung in virtuellen Umgebungen ermöglicht. Das Ziel des Projekts "Industry 4.0 in Teaching" ist es, die Zusammenarbeit und das gemeinsame Lernen zu fördern und die Studierenden auf die Anforderungen der digitalen Arbeitswelt vorzubereiten. (Herausgeber

    A Critical Investigation into the Information Communication Technology (ICT) Architecture Supporting Virtual Universities

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    Abstract A critical investigation into the information communication technology (ICT) architecture supporting virtual universities confirmed that service oriented architecture (SOA) is the ICT architecture supporting virtual universities. The study was motivated by the desire to have an in-depth understanding of the ICT architecture supporting virtual universities after considering an upwards trend in a large number of organizations interacting in real time over real, large geographic distances creating a virtual world. Using published work, the study established that different technologies and protocols, such as Service Oriented Architecture SOA, Remote Procedure Call RPC, Transport Protocol TP, Simple Object Access Protocol SOAP, Simple Mail Transfer Protocol SMTP and Extensible Markup Language XML , are being used and can be used to support a third generation virtual university. The study established strengths and weaknesses of SOA and virtual universities who offer all services in an integrated way such as e-learning, specialized virtual centres for developmental educational courses, libraries and administrative functions, interactive environments for asynchronous and synchronous communications and collaboration

    Design of a collaborative system for real time haptic feedback in distributed virtual environments over IP networks

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    This paper presents an investigation into system architectures for real time haptic feedback in distributed virtual environments over IP switched network. Network impairments such as time delay, jitter and packet loss have a different impact on remote haptic collaborations than the traditional master-slave tele-operation. A hybrid architecture has been proposed and developed to address the challenges in the new use scenario. Experiments have been conducted to show the performance of this architecture in comparison with the currently available time delay compensation algorithms, i.e. dead reckoning. A set of network Quality of Service (QoS) parameters for these types of haptic collaborative systems is obtained. Findings of the study are presented in the paper with recommendations for developing systems that support haptic collaboration

    Global Teamwork: A Study of Design Learning in Collaborative Virtual Environments

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    With the recent developments in communication and information technologies, using Collaborative Virtual Environments (CVEs) in design activity has experienced a remarkable increase. In this paper we present a collaborative learning activity between the University of Sydney (USYD), and the Istanbul Technical University (ITU). This paper shares our teaching experience and discusses the principles of collaborative design learning in virtual environments. Followed by a study on students’ perception on the courses and collaborative learning in both universities, this paper also suggests future refinements on the course structure and the main areas of collaborative design learning. Keywords: Collaborative Design; Collaborative Virtual Environments; Design Teaching And Learning</p

    Learning landscapes for universities: mapping the field [or] Beyond a seat in the lecture hall: a prolegemenon of learning landscapes in universities

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    This is the first in a series of project working papers. Its aim is to commence the development of a shared vocabulary so that visioning learning landscapes can be realised in the appropriate development of academic estate. The paper explores first, how the terminology of learning landscapes has been employed elsewhere. Secondly, its connections with university conceptualisations past and present are explored as this project aims to retain the strengths of traditional academic environments together with new designs. The impetus to its emergence is next reviewed , its constituent elements and any evidence of estates-related literature. Finally a definition is essayed. Includes an abbreviated version (p.11-14)

    Requirements engineering for computer integrated environments in construction

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    A Computer Integrated Environment (CIE) is the type of innovative integrated information system that helps to reduce fragmentation and enables the stakeholders to collaborate together in business. Researchers have observed that the concept of CIE has been the subject of research for many years but the uptake of this technology has been very limited because of the development of the technology and its effective implementation. Although CIE is very much valued by both industrialists and academics, the answers to the question of how to develop and how to implement it are still not clear. The industrialists and researchers conveyed that networking, collaboration, information sharing and communication will become popular and critical issues in the future, which can be managed through CIE systems. In order for successful development of the technology, successful delivery, and effective implementation of user and industry-oriented CIE systems, requirements engineering seems a key parameter. Therefore, through experiences and lessons learnt in various case studies of CIE systems developments, this book explains the development of a requirements engineering framework specific to the CIE system. The requirements engineering process that has been developed in the research is targeted at computer integrated environments with a particular interest in the construction industry as the implementation field. The key features of the requirements engineering framework are the following: (1) ready-to-use, (2) simple, (3) domain specific, (4) adaptable and (5) systematic, (6) integrated with the legacy systems. The method has three key constructs: i) techniques for requirements development, which includes the requirement elicitation, requirements analysis/modelling and requirements validation, ii) requirements documentation and iii) facilitating the requirements management. It focuses on system development methodologies for the human driven ICT solutions that provide communication, collaboration, information sharing and exchange through computer integrated environments for professionals situated in discrete locations but working in a multidisciplinary and interdisciplinary environment. The overview for each chapter of the book is as follows; Chapter 1 provides an overview by setting the scene and presents the issues involved in requirements engineering and CIE (Computer Integrated Environments). Furthermore, it makes an introduction to the necessity for requirements engineering for CIE system development, experiences and lessons learnt cumulatively from CIE systems developments that the authors have been involved in, and the process of the development of an ideal requirements engineering framework for CIE systems development, based on the experiences and lessons learnt from the multi-case studies. Chapter 2 aims at building up contextual knowledge to acquire a deeper understanding of the topic area. This includes a detailed definition of the requirements engineering discipline and the importance and principles of requirements engineering and its process. In addition, state of the art techniques and approaches, including contextual design approach, the use case modelling, and the agile requirements engineering processes, are explained to provide contextual knowledge and understanding about requirements engineering to the readers. After building contextual knowledge and understanding about requirements engineering in chapter 2, chapter 3 attempts to identify a scope and contextual knowledge and understanding about computer integrated environments and Building Information Modelling (BIM). In doing so, previous experiences of the authors about systems developments for computer integrated environments are explained in detail as the CIE/BIM case studies. In the light of contextual knowledge gained about requirements engineering in chapter 2, in order to realize the critical necessity of requirements engineering to combine technology, process and people issues in the right balance, chapter 4 will critically evaluate the requirements engineering activities of CIE systems developments that are explained in chapter 3. Furthermore, to support the necessity of requirements engineering for human centred CIE systems development, the findings from semi-structured interviews are shown in a concept map that is also explained in this chapter. In chapter 5, requirements engineering is investigated from different angles to pick up the key issues from discrete research studies and practice such as traceability through process and product modelling, goal-oriented requirements engineering, the essential and incidental complexities in requirements models, the measurability of quality requirements, the fundamentals of requirements engineering, identifying and involving the stakeholders, reconciling software requirements and system architectures and barriers to the industrial uptake of requirements engineering. In addition, a comprehensive research study measuring the success of requirements engineering processes through a set of evaluation criteria is introduced. Finally, the key issues and the criteria are comparatively analyzed and evaluated in order to match each other and confirm the validity of the criteria for the evaluation and assessment of the requirements engineering implementation in the CIE case study projects in chapter 7 and the key issues will be used in chapter 9 to support the CMM (Capability Maturity Model) for acceptance and wider implications of the requirements engineering framework to be proposed in chapter 8. Chapter 6 explains and particularly focuses on how the requirements engineering activities in the case study projects were handled by highlighting strengths and weaknesses. This will also include the experiences and lessons learnt from these system development practices. The findings from these developments will also be utilized to support the justification of the necessity of a requirements engineering framework for the CIE systems developments. In particular, the following are addressed. ‱ common and shared understanding in requirements engineering efforts, ‱ continuous improvement, ‱ outputs of requirement engineering ‱ reflections and the critical analysis of the requirements engineering approaches in these practices. The premise of chapter 7 is to evaluate and assess the requirements engineering approaches in the CIE case study developments from multiple viewpoints in order to find out the strengths and the weaknesses in these requirements engineering processes. This evaluation will be mainly based on the set of criteria developed by the researchers and developers in the requirements engineering community in order to measure the success rate of the requirements engineering techniques after their implementation in the various system development projects. This set of criteria has already been introduced in chapter 5. This critical assessment includes conducting a questionnaire based survey and descriptive statistical analysis. In chapter 8, the requirements engineering techniques tested in the CIE case study developments are composed and compiled into a requirements engineering process in the light of the strengths and the weaknesses identified in the previous chapter through benchmarking with a Capability Maturity Model (CMM) to ensure that it has the required level of maturity for implementation in the CIE systems developments. As a result of this chapter, a framework for a generic requirements engineering process for CIE systems development will be proposed. In chapter 9, the authors will discuss the acceptance and the wider implications of the proposed framework of requirements engineering process using the CMM from chapter 8 and the key issues from chapter 5. Chapter 10 is the concluding chapter and it summarizes the findings and brings the book to a close with recommendations for the implementation of the Proposed RE framework and also prescribes a guideline as a way forward for better implementation of requirements engineering for successful developments of the CIE systems in the future

    Computer game technology, collaborative software environments and participatory design

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    This paper presents a project that explores the possibilities for the use of computer game technologies in the participatory design process. Interactive 3D environments designed with the Virtools development environment were used in a Home Zone consultation process, which allowed participants to navigate, explore and contribute to proposed developments to their residential environment. These technologies were observed to benefit the participatory design process in some areas, namely the visualization and contextualizing of the developments, but also presented traditional technological barriers in others. While these barriers did not completely remove the participants from the process, they reduced the apparent level of engagement of these participants with the process. This paper concludes that the technology overall, is a positive addition to the participatory design process, and while there is still much research to be undertaken, it has many more potential applications in related areas

    Managing evolution and change in web-based teaching and learning environments

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    The state of the art in information technology and educational technologies is evolving constantly. Courses taught are subject to constant change from organisational and subject-specific reasons. Evolution and change affect educators and developers of computer-based teaching and learning environments alike – both often being unprepared to respond effectively. A large number of educational systems are designed and developed without change and evolution in mind. We will present our approach to the design and maintenance of these systems in rapidly evolving environments and illustrate the consequences of evolution and change for these systems and for the educators and developers responsible for their implementation and deployment. We discuss various factors of change, illustrated by a Web-based virtual course, with the objective of raising an awareness of this issue of evolution and change in computer-supported teaching and learning environments. This discussion leads towards the establishment of a development and management framework for teaching and learning systems
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