109,760 research outputs found
Computer-mediated collaboration and the transitioning of intercultural spaces
The following implementation of computer-mediated collaboration\ud
aims to help international students improve the quality of their intercultural experiences by applying strategies for synthesizing and applying knowledge obtained\ud
through cross-cultural interactions. It does this by engaging learners in computermediated collaborative activities that help increase their factual knowledge in\ud
areas of individual relevance, develop personally effective retrieval and application frameworks and improve their ability to monitor their own thinking and\ud
learning
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Multimedia delivery in the future internet
The term âNetworked Mediaâ implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizensâ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications âon the moveâ, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
Free and open source software development of IT systems
IT system development, integration, deployment, and administration benefit significantly from free and open source software (FOSS) tools and services. Affordability has been a compelling reason for adopting FOSS in computing curricula and equipping computing labs with support infrastructure. Using FOSS systems and services, however, is just the first step in taking advantage of how FOSS development principles and practices can impact student learning in IT degree programs. Above all, FOSS development of IT systems requires changes to how students, instructors, and other contributors work collaboratively and openly and get involved and invested in project activities. In this paper I examine the challenges to engage students in FOSS development projects proposed by real clients. A six-week course project revealed problems with adopting FOSS development and collaboration across different activities and roles that student team members have assumed. Despite these problems, students have showed a genuine and strong interest in gaining more practice with FOSS development. FOSS development teaching was further refined in two other courses to learn about adequate teaching strategies and the competencies that students achieve when they participate in FOSS development of IT systems
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Team to Market (T2M): Creating High Performance Teams in the Digital Age
1. Teams are the essential means of product or service delivery and the fundamental building blocks of modern organisations. An effective team can produce results far outperforming a collection of even the most talented individuals when team members coalesce and jell into a single, well-functioning, fully-aligned organism. This report advances the notion of âTeam to Marketâ (T2M) to help business leaders and knowledge workers understand, create and lead high performance teams in the digital age
Toward Explaining the Transformative Power of Talk About, Around, and for Writing
This article provides an initial approach for capturing moments of talk about, around, and for writing to explain why writing groups and writing conferences are so often considered âtransformativeâ for the people involved. After describing the widespread and yet disparate transformations so often attributed to collaborative writing talk, I introduce applied conversation analysis (CA) as a method for getting at what is often difficult to identify, document, and explain: the intricacies of moments that underlie, if not directly account for, transformations. At the core of this article, I present a case study of a writer, Susan, and tutor, Kim, and analyze their talk and embodied interactions around writing. In particular, two sequences of their talkâthe first an example of âtroubles telling,â or attending to a reported trouble (Jefferson, 1981, 1984, 1988) and the second an enactment of humor that names asymmetrical power relations (Holmes, 2000)âillustrate the ways in which building affiliative relationships might allow for naming and poking fun at, if not restructuring, power relations. Further, self-reports from interview data indicate how the occasions of talk between Susan and Kim mark shifts in thinking about themselves, their writing, and their commitmentsâshifts that can be attributed to their relational, affiliative interactions and that provide supporting evidence for the transformative power of collaborative writing talk
Improving User Involvement Through Live Collaborative Creation
Creating an artifact - such as writing a book, developing software, or performing a piece of music - is often limited to those with domain-specific experience or training.
As a consequence, effectively involving non-expert end users in such creative processes is challenging.
This work explores how computational systems can facilitate collaboration, communication, and participation in the context of involving users in the process of creating artifacts while mitigating the challenges inherent to such processes.
In particular, the interactive systems presented in this work support live collaborative creation, in which artifact users collaboratively participate in the artifact creation process with creators in real time.
In the systems that I have created, I explored liveness, the extent to which the process of creating artifacts and the state of the artifacts are immediately and continuously perceptible, for applications such as programming, writing, music performance, and UI design.
Liveness helps preserve natural expressivity, supports real-time communication, and facilitates participation in the creative process.
Live collaboration is beneficial for users and creators alike: making the process of creation visible encourages users to engage in the process and better understand the final artifact.
Additionally, creators can receive immediate feedback in a continuous, closed loop with users.
Through these interactive systems, non-expert participants help create such artifacts as GUI prototypes, software, and musical performances.
This dissertation explores three topics: (1) the challenges inherent to collaborative creation in live settings, and computational tools that address them; (2) methods for reducing the barriers of entry to live collaboration; and (3) approaches to preserving liveness in the creative process, affording creators more expressivity in making artifacts and affording users access to information traditionally only available in real-time processes.
In this work, I showed that enabling collaborative, expressive, and live interactions in computational systems allow the broader population to take part in various creative practices.PHDComputer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/145810/1/snaglee_1.pd
Applications of Repeated Games in Wireless Networks: A Survey
A repeated game is an effective tool to model interactions and conflicts for
players aiming to achieve their objectives in a long-term basis. Contrary to
static noncooperative games that model an interaction among players in only one
period, in repeated games, interactions of players repeat for multiple periods;
and thus the players become aware of other players' past behaviors and their
future benefits, and will adapt their behavior accordingly. In wireless
networks, conflicts among wireless nodes can lead to selfish behaviors,
resulting in poor network performances and detrimental individual payoffs. In
this paper, we survey the applications of repeated games in different wireless
networks. The main goal is to demonstrate the use of repeated games to
encourage wireless nodes to cooperate, thereby improving network performances
and avoiding network disruption due to selfish behaviors. Furthermore, various
problems in wireless networks and variations of repeated game models together
with the corresponding solutions are discussed in this survey. Finally, we
outline some open issues and future research directions.Comment: 32 pages, 15 figures, 5 tables, 168 reference
Mobile Voices: Projecting the Voices of Immigrant Workers by Appropriating Mobile Phones for Popular Communication
Mobile Voices, also known as VozMob (www.vozmob.net), is a digital storytelling platform for first generation, low-wage immigrants in Los Angeles to create and publish stories about their communities, directly from cell phones. The project is a partnership between the Annenberg School for Communication at the University of Southern California (USC) and the Institute of Popular Education of Southern California (IDEPSCA), a nonprofit that organizes low-income immigrants in Los Angeles. Founded in 1984, IDEPSCA's programs are focused on education, economic development, health access and reform, popular communication, and worker rights. Currently IDEPSCA runs six day laborer and household worker centers and two day laborer corners where workers look for jobs in a more humane and dignified way while learning about their rights and gaining valuable leadership skills. The Annenberg School for Communication (the research partner) and IDEPSCA (the community partner) came together around the shared goal of designing communication systems and processes that promote media justice and help those without computer access gain greater participation in the digital public sphere. This chapter is a reflection on popular communication, participatory design, andcommunity-based multimedia practice from the Mobile Voices project team. It was collaboratively written by 13 members of the project and includes a project overview and an exploration of themes including the pedagogy of popular communication, participatory technology design, and the dynamic
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