166,599 research outputs found

    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

    Innovation through virtual communities of practice: motivation and constraints in the knowledge-creation process

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    Communities of Practice are places which provide a sound basis for organizational learning, enabling knowledge creation and acquisition thus improving organizational performance, leveraging innovation and consequently increasing competitively. Virtual Communities of Practice (VCoP‟s) can perform a central role in promoting communication and collaboration between members who are dispersed in both time and space. The ongoing case study, described here, aims to identify both the motivations and the constraints that members of an organization experience when taking part in the knowledge creating processes of the VCoP‟s to which they belong. Based on a literature review, we have identified several factors that influence such processes; they will be used to analyse the results of interviews carried out with the leaders of VCoP‟s in four multinationals. As future work, a questionnaire will be developed and administered to the other members of these VCoP‟

    Playing Well With Others: The Social Edition and Computational Collaboration

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    This article draws on the Social Edition of the Devonshire Manuscript&rsquo;s RDFa encoding practice as a case study of how to formalize statements about entities on the Web in a way that is machine-parsable. RDFa encoding allows machines to become collaborators with human readers in the discovery of new connections between entities (people, places, and events) even between websites. The edition&rsquo;s encoding is motivated by the INKE Modelling and Prototyping team&rsquo;s guiding research question about the implications and impact of real-time applications in relation to traditionally static knowledge objects. The authors argue for the value of bringing texts into communication with other texts, through RDFa, allowing virtual collaboration even when the scholars behind the projects do not know one another

    Constructing a gazebo: supporting teamwork in a tightly coupled, distributed task in virtual reality

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    Many tasks require teamwork. Team members may work concurrently, but there must be some occasions of coming together. Collaborative virtual environments (CVEs) allow distributed teams to come together across distance to share a task. Studies of CVE systems have tended to focus on the sense of presence or copresence with other people. They have avoided studying close interaction between us-ers, such as the shared manipulation of objects, because CVEs suffer from inherent network delays and often have cumbersome user interfaces. Little is known about the ef-fectiveness of collaboration in tasks requiring various forms of object sharing and, in particular, the concurrent manipu-lation of objects. This paper investigates the effectiveness of supporting teamwork among a geographically distributed group in a task that requires the shared manipulation of objects. To complete the task, users must share objects through con-current manipulation of both the same and distinct at-tributes. The effectiveness of teamwork is measured in terms of time taken to achieve each step, as well as the impression of users. The effect of interface is examined by comparing various combinations of walk-in cubic immersive projection technology (IPT) displays and desktop devices

    The use of virtual environments as an extended classroom – A case study with adult learners in tertiary education

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    This study was conducted in immersive 3D virtual environment Second LifeÂź, with the support of web 2.0 tools as a complement to physical classroom - extended classroom. It was assumed that socialization is a key factor for collaborative learning and knowledge construction. The study aims to identify the variables that may influence knowledge sharing in learning contexts using virtual environments; with the aim of contributing to the improvement of learning situations using the online tools. This research is exploratory in nature and falls within the field of phenomenological studies. The study was implemented in a tertiary education institution involving regular and adult learners. We conclude that in virtual environments learners tend to feel more confident, open, participatory, creative, understanding and seem to participate in training sessions because they are indeed interested in learning. On the other hand, the possibility of providing online tutorial session allows reaching a larger number of learners. These online sessions can be established in a time and place (virtual) free of constraints and can be tailored, allowing a more effective participation from learners.info:eu-repo/semantics/publishedVersio

    Applications used in workgroup information systems. Group collaboration in business

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    Individuals in a business usually do not work entirely alone, but instead in teams, committees, departments, and other types of workgroups. To collaborate on common tasks, workgroup members can have meetings, talk on the telephone, send faxes, and distribute memos. Group members can also use workgroup information systems to help them collaborate. This type of system is also called a group support system because it supports the work of people in a group. This article looks at applications used in workgroup information systems, and shows how these applications affect group collaboration in businesses. First, we explain how workgroup information systems encourage group collaboration. Then we examine the characteristics of group collaboration and describe common workgroup applications and the software used for these applications, and finally we discuss about office automation and the virtual work environment.group collaboration, workgroups, office automation, virtual environment

    Collaboration in Augmented Reality: How to establish coordination and joint attention?

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    Schnier C, Pitsch K, Dierker A, Hermann T. Collaboration in Augmented Reality: How to establish coordination and joint attention? In: Boedker S, Bouvin NO, Lutters W, Wulf V, Ciolfi L, eds. Proceedings of the 12th European Conference on Computer Supported Cooperative Work (ECSCW 2011). Springer-Verlag London; 2011: 405-416.We present an initial investigation from a semi-experimental setting, in which an HMD-based AR-system has been used for real-time collaboration in a task-oriented scenario (design of a museum exhibition). Analysis points out the specific conditions of interacting in an AR environment and focuses on one particular practical problem for the participants in coordinating their interaction: how to establish joint attention towards the same object or referent. Analysis allows insights into how the pair of users begins to familarize with the environment, the limitations and opportunities of the setting and how they establish new routines for e.g. solving the ʻjoint attentionʌ-problem

    A Collaborative Lecture in Information Retrieval for Students at Universities in Germany and Switzerland

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    K3, work in progress, is an acronym for Kollaboration (collaboration), Kommunikation (communication), and Kompetenz (competence). K3 provides a platform in the context of knowledge management to support collaborative knowledge production in learning environments. The underlying hypothesis states that collaborative discourse conciliates information as well as communication competence in learning contexts. The collaborative, communicative paradigm of K3 is implemented by asynchronous communication tools as a means of constructivist learning methodology. In this paper we will describe a K3 course. The lecture was organized and carried out at two places in two different countries (Germany and Switzerland) with students from different universities in the context of Library and Information Science. The paper informs about the management of the lecture and about the problems we had to run the lecture at two places. The circumstances in coordinating the presentations, the exercises, the examinations and evaluation, and the time schedule are presented. The conclusions of the lecturers and the results of a questionnaire for the students are explained in detail

    Lab and Slack. Situated Research Practices in Digital Humanities Introduction to the DHQ Special Issue

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    Although the concept of digital comes with an assumption of placelessness and detachment from physical space and geographical location, these matters still play a significant role in the way the digital humanities research is practiced today, and also in the future. The location, the surroundings and infrastructure open the questions of accessibility and equality: space shapes the opportunities for doing digital humanities research, both enables and hinders collaboration, and both unifies and divides scholars.The purpose of this special issue is to examine the different aspects of situated research practices of the digital humanities covering two perspectives: physical and virtual. The physical places of research refer to the various digital humanities sites (laboratories, centers, departments) all over the world and more widely to the surroundings a location in a particular city, country, cultural sphere or continent affecting research practices. As virtual environments of digital humanities scholarship, we define the digital internet-based platforms, services, and tools that enable research and scholarly collaboration. The aspects that determine digital humanities research in both physical and virtual places are infrastructure (material and non-material), social interaction (communication and collaboration), and context (social, cultural, and political situatedness). The aspects influence each other and changes in one of them can affect the others. They have also impact on what is studied, the ways research can be done, and, in the end the results of our knowledge, what kind of knowledge digital humanities research can provide
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