2,250 research outputs found

    Mobile support in CSCW applications and groupware development frameworks

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    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

    A Collaborative Visualization Framework Using JINI™ Technology

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    It is difficult to achieve mutual understanding of complex information between individuals that are separated geographically. Two well-known techniques commonly used to deal with this difficultly are collaboration and information visualization. This thesis develops a generic flexible framework that supports both collaboration and information visualization. It introduces the Collaborative Visualization Environment (COVE) framework, which simplifies the development of real-time synchronous multi-user applications by decoupling the elements of collaboration from the application. This allows developers to focus on building applications and leave the difficulties of collaboration (i.e., concurrency controls, user awareness, session management, etc.) to the framework. The framework uses an object sharing approach to share information and views between participants in a collaborative session. This approach takes advantage of several Java technologies (i.e., JavaBeans™, Jini™, and JavaSpaces™). JavaBeans™ establish a well-known standard for applications to operate within the framework. Jini™ services provide framework stability and enable code sharing across the network. Objects are shared between remote clients through the JavaSpaces™ service

    Designing a novel virtual collaborative environment to support collaboration in design review meetings

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    Project review meetings are part of the project management process and are organised to assess progress and resolve any design conflicts to avoid delays in construction. One of the key challenges during a project review meeting is to bring the stakeholders together and use this time effectively to address design issues as quickly as possible. At present, current technology solutions based on BIM or CAD are information-centric and do not allow project teams to collectively explore the design from a range of perspectives and brainstorm ideas when design conflicts are encountered. This paper presents a system architecture that can be used to support multi-functional team collaboration more effectively during such design review meetings. The proposed architecture illustrates how information-centric BIM or CAD systems can be made human- and team-centric to enhance team communication and problem solving. An implementation of the proposed system architecture has been tested for its utility, likability and usefulness during design review meetings. The evaluation results suggest that the collaboration platform has the potential to enhance collaboration among multi-functional teams

    Designing multiplayer games to facilitate emergent social behaviours online

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    This paper discusses an exploratory case study of the design of games that facilitate spontaneous social interaction and group behaviours among distributed individuals, based largely on symbolic presence 'state' changes. We present the principles guiding the design of our game environment: presence as a symbolic phenomenon, the importance of good visualization and the potential for spontaneous self-organization among groups of people. Our game environment, comprising a family of multiplayer 'bumper-car' style games, is described, followed by a discussion of lessons learned from observing users of the environment. Finally, we reconsider and extend our design principles in light of our observations

    Collaborative behavior, performance and engagement with visual analytics tasks using mobile devices

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    Interactive visualizations are external tools that can support users’ exploratory activities. Collaboration can bring benefits to the exploration of visual representations or visu‐ alizations. This research investigates the use of co‐located collaborative visualizations in mobile devices, how users working with two different modes of interaction and view (Shared or Non‐Shared) and how being placed at various position arrangements (Corner‐to‐Corner, Face‐to‐Face, and Side‐by‐Side) affect their knowledge acquisition, engagement level, and learning efficiency. A user study is conducted with 60 partici‐ pants divided into 6 groups (2 modes×3 positions) using a tool that we developed to support the exploration of 3D visual structures in a collaborative manner. Our results show that the shared control and view version in the Side‐by‐Side position is the most favorable and can improve task efficiency. In this paper, we present the results and a set of recommendations that are derived from them

    From mirroring to guiding: A review of the state of art technology for supporting collaborative learning

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    We review systems that support the management of collaborative interaction, and propose a classification framework built on a simple model of coaching. Our framework distinguishes between mirroring systems, which display basic actions to collaborators, metacognitive tools, which represent the state of interaction via a set of key indicators, and coaching systems, which offer advice based on an interpretation of those indicators. The reviewed systems are further characterized by the type of interaction data they assimilate, the processes they use for deriving higher-level data representations, and the type of feedback they provide to users

    Distributed Synchronous Visualization Design: Challenges and Strategies

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    We reflect on our experiences as designers of COVID-19 data visualizations working in a distributed synchronous design space during the pandemic. This is especially relevant as the pandemic posed new challenges to distributed collaboration amidst civic lockdown measures and an increased dependency on spatially distributed teamwork across almost all sectors. Working from home being 'the new normal', we explored potential solutions for collaborating and prototyping remotely from our own homes using the existing tools at our disposal. Since members of our cross-disciplinary team had different technical skills, we used a range of synchronous remote design tools and methods. We aimed to preserve the richness of co-located collaboration such as face-to-face physical presence, body gestures, facial expressions, and the making and sharing of physical artifacts. While meeting over Zoom, we sketched on paper and used digital collaboration tools, such as Miro and Google Docs. Using an auto-ethnographic approach, we articulate our challenges and strategies throughout the process, providing useful insights about synchronous distributed collaboration.Comment: Final published versio

    1st International Workshop on Tools for Managing Globally Distributed Software Development (TOMAG 2007)

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