27,665 research outputs found
Building KidPad: An Application for Children's Collaborative Storytelling
Collaborating in small groups can be beneficial to children's learning and
socializing. However, there is currently little computer support for
children's collaborative activities. This was our motivation for
building KidPad, a collaborative storytelling tool for children. KidPad
provides children with drawing, typing, and hyperlinking capabilities in a
large, two-dimensional canvas. It supports collaboration by accepting
input from multiple mice. In building KidPad, we developed solutions to
problems common to all single-display groupware applications for children:
obtaining input from multiple devices, and using an intuitive user
interface metaphor that can support collaboration. Our solution for
obtaining input from multiple devices was MID, an architecture written in
Java. We addressed the need for an appropriate user interface metaphor byusing the local tools metaphor. This paper describes our work on MID and
local tools in the context of building of KidPad, and aims to provide
developers with valuable insights into how to develop collaborative
applications for children.
(UMIACS-TR-2003-44)
(HCIL-2003-18
Symmetric Synchronous Collaborative Navigation
Synchronous collaborative navigation is a form of social navigation where users virtually share a web browser. In this paper, we present a symmetric, proxy-based architecture where each user can take the lead and guide others in visiting web sites, without the need for a special browser or other software. We show how we have applied this scheme to a problem-solving-oriented e-learning system
Towards the realisation of an integratated decision support environment for organisational decision making
Traditional decision support systems are based on the paradigm of a single decision maker working at a standâalone computer or terminal who has a specific decision to make with a specific goal in mind. Organizational decision support systems aim to support decision makers at all levels of an organization (from executive, middle management managers to operators), who have a variety of decisions to make, with different priorities, often in a distributed and dynamic environment. Such systems need to be designed and developed with extra functionality to meet the challenges such as collaborative working. This paper proposes an Integrated Decision Support Environment (IDSE) for organizational decision making. The IDSE distinguishes itself from traditional decision support systems in that it can flexibly configure and reâconfigure its functions to support various decision applications. IDSE is an open software platform which allows its users to define their own decision processes and choose their own exiting decision tools to be integrated into the platform. The IDSE is designed and developed based on distributed client/server networking, with a multiâtier integration framework for consistent information exchange and sharing, seamless process coâordination and synchronisation, and quick access to packaged and legacy systems. The prototype of the IDSE demonstrates good performance in agile response to fast changing decision situations
Tracking decision-making during architectural design
There is a powerful cocktail of circumstances governing the way decisions are made during the architectural design process of a building project. There is considerable potential for misunderstandings, inappropriate changes, change which give rise to unforeseen difficulties, decisions which are not notified to all interested parties, and many other similar problems. The paper presents research conducted within the frame of the EPSRC funded ADS project aiming at addressing the problems linked with the evolution and changing environment of project information to support better decision-making. The paper presents the conceptual framework as well as the software environment that has been developed to support decision-making during building projects, and reports on work carried out on the application of the approach to the architectural design stage. This decision-tracking environment has been evaluated and validated by professionals and practitioners from industry using several instruments as described in the paper
Visual communication in urban planning and urban design
This report documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web(WWW).Firstly, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. A review is carried out on the use of Virtual Worldsand their role in visualising urban form within multi-user environments. The use of Virtual Worlds is developed into a case study of the possibilities and limitations of Virtual Internet Design Arenas (ViDAs), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDAs is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan.Secondly, photorealistic media in the process of communicating plans is examined.The process of creating photorealistic media is documented, examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is drawn that although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling is reviewed in the creation of Augmented Reality. Augmented Reality is seen to provide an important step forward in the ability to quickly and easily visualise urban planning and urban design information.Thirdly, the role of visual communication of planning data through GIS is examined interms of desktop, three dimensional and Internet based GIS systems. The evolution to Internet GIS is seen as a critical component in the development of virtual cities which will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality.Finally a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design
A gentle transition from Java programming to Web Services using XML-RPC
Exposing students to leading edge vocational areas of relevance such as Web Services can be difficult. We show a lightweight approach by embedding a key component of Web Services within a Level 3 BSc module in Distributed Computing. We present a ready to use collection of lecture slides and student activities based on XML-RPC. In
addition we show that this material addresses the central topics in the context of web services as identified by Draganova (2003)
Semantic Component Composition
Building complex software systems necessitates the use of component-based
architectures. In theory, of the set of components needed for a design, only
some small portion of them are "custom"; the rest are reused or refactored
existing pieces of software. Unfortunately, this is an idealized situation.
Just because two components should work together does not mean that they will
work together.
The "glue" that holds components together is not just technology. The
contracts that bind complex systems together implicitly define more than their
explicit type. These "conceptual contracts" describe essential aspects of
extra-system semantics: e.g., object models, type systems, data representation,
interface action semantics, legal and contractual obligations, and more.
Designers and developers spend inordinate amounts of time technologically
duct-taping systems to fulfill these conceptual contracts because system-wide
semantics have not been rigorously characterized or codified. This paper
describes a formal characterization of the problem and discusses an initial
implementation of the resulting theoretical system.Comment: 9 pages, submitted to GCSE/SAIG '0
A design recording framework to facilitate knowledge sharing in collaborative software engineering
This paper describes an environment that allows a development team to share knowledge about software artefacts
by recording decisions and rationales as well as supporting the team in formulating and maintaining design constraints. It explores the use of multi-dimensional design spaces for capturing various issues arising during development and presenting this meta-information using a network of views. It describes a framework to underlie the collaborative environment and shows the supporting architecture and its implementation. It addresses how the artefacts and their meta-information are captured in a non-invasive way and shows how an artefact repository is embedded to store and manage the artefacts
Mobile support in CSCW applications and groupware development frameworks
Computer Supported Cooperative Work (CSCW) is an established subset of the field of Human Computer Interaction that deals with the how people use computing technology to enhance group interaction and collaboration. Mobile CSCW has emerged as a result of the progression from personal desktop computing to the mobile device platforms that are ubiquitous today.
CSCW aims to not only connect people and facilitate communication through using computers; it aims to provide conceptual models coupled with technology to manage, mediate, and assist collaborative processes. Mobile CSCW research looks to fulfil these aims through the adoption of mobile technology and consideration for the mobile user. Facilitating collaboration using mobile devices brings new challenges. Some of these challenges are inherent to the nature of the device hardware, while others focus on the understanding of how to engineer software to maximize effectiveness for the end-users. This paper reviews seminal and state-of-the-art cooperative software applications and development frameworks, and their support for mobile devices
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