806 research outputs found

    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

    Ontology-based collaborative framework for disaster recovery scenarios

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    This paper aims at designing of adaptive framework for supporting collaborative work of different actors in public safety and disaster recovery missions. In such scenarios, firemen and robots interact to each other to reach a common goal; firemen team is equipped with smart devices and robots team is supplied with communication technologies, and should carry on specific tasks. Here, reliable connection is mandatory to ensure the interaction between actors. But wireless access network and communication resources are vulnerable in the event of a sudden unexpected change in the environment. Also, the continuous change in the mission requirements such as inclusion/exclusion of new actor, changing the actor's priority and the limitations of smart devices need to be monitored. To perform dynamically in such case, the presented framework is based on a generic multi-level modeling approach that ensures adaptation handled by semantic modeling. Automated self-configuration is driven by rule-based reconfiguration policies through ontology

    CSCW Systems on PvC Environments

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    CSCW is a well-suited discipline for appropriate communicating ideas inside a group and even in an inter-group cooperation. Though basic technology for communication annoy people with too many computer-related tasks to deliver at-the-time elaborated notes in the meanwhile of a group activity. An emerging trend that promises to bring a solution on this matter is that of ubiquitous, or pervasive computing. PvC is about computation becoming part of the environment with the ambition to accomplish accessing information anytime no matter the distance of user's location. This is not only related to largely distributed systems and applications, but about highly dynamic and mobile sets – clusters of participants, interacting with each other and storing data on mobile devices, as well as in remote facilities. PvC systems certainly come to facilitate CSCW making every kind of such systems to look as the simplest groupware option and providing a new and particular kind of such systems, what might be called as PvCE-SCW. This paper reports on current efforts on this type of systems describing their requirements and challenges with the intent to provide a summary of successful accomplishments on this matter.Eje: Ingeniería de SoftwareRed de Universidades con Carreras en Informática (RedUNCI

    CSCW Systems on PvC Environments

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    CSCW is a well-suited discipline for appropriate communicating ideas inside a group and even in an inter-group cooperation. Though basic technology for communication annoy people with too many computer-related tasks to deliver at-the-time elaborated notes in the meanwhile of a group activity. An emerging trend that promises to bring a solution on this matter is that of ubiquitous, or pervasive computing. PvC is about computation becoming part of the environment with the ambition to accomplish accessing information anytime no matter the distance of user's location. This is not only related to largely distributed systems and applications, but about highly dynamic and mobile sets – clusters of participants, interacting with each other and storing data on mobile devices, as well as in remote facilities. PvC systems certainly come to facilitate CSCW making every kind of such systems to look as the simplest groupware option and providing a new and particular kind of such systems, what might be called as PvCE-SCW. This paper reports on current efforts on this type of systems describing their requirements and challenges with the intent to provide a summary of successful accomplishments on this matter.Eje: Ingeniería de SoftwareRed de Universidades con Carreras en Informática (RedUNCI

    A Methodology for Engineering Collaborative and ad-hoc Mobile Applications using SyD Middleware

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    Today’s web applications are more collaborative and utilize standard and ubiquitous Internet protocols. We have earlier developed System on Mobile Devices (SyD) middleware to rapidly develop and deploy collaborative applications over heterogeneous and possibly mobile devices hosting web objects. In this paper, we present the software engineering methodology for developing SyD-enabled web applications and illustrate it through a case study on two representative applications: (i) a calendar of meeting application, which is a collaborative application and (ii) a travel application which is an ad-hoc collaborative application. SyD-enabled web objects allow us to create a collaborative application rapidly with limited coding effort. In this case study, the modular software architecture allowed us to hide the inherent heterogeneity among devices, data stores, and networks by presenting a uniform and persistent object view of mobile objects interacting through XML/SOAP requests and responses. The performance results we obtained show that the application scales well as we increase the group size and adapts well within the constraints of mobile devices

    A Framework For Flexible Data Consistency In Collaborative Editing

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    Persekitaran penulisan secara kolaboratif kebiasaannya dihadkan kepada aspek-aspek kolaborasi data yang tertentu. Collaborative editing environments are usually restrictive to specific data collaboration aspects

    Computer-Supported Collaborative Production

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    This paper proposes the concept of collaborative production as a focus of concern within the general area of collaborative work. We position the concept with respect to McGrath's framework for small group dynamics and the more familiar collaboration processes of awareness, coordination, and communication (McGrath 1991). After reviewing research issues and computer-based support for these interacting aspects of collaboration, we turn to a discussion of implications for how to design improved support for collaborative production. We illustrate both the challenges of collaborative production and our design implications with a collaborative map-updating scenario drawn from the work domain of geographical information systems

    CSCW Systems on PvC Environments

    Get PDF
    CSCW is a well-suited discipline for appropriate communicating ideas inside a group and even in an inter-group cooperation. Though basic technology for communication annoy people with too many computer-related tasks to deliver at-the-time elaborated notes in the meanwhile of a group activity. An emerging trend that promises to bring a solution on this matter is that of ubiquitous, or pervasive computing. PvC is about computation becoming part of the environment with the ambition to accomplish accessing information anytime no matter the distance of user's location. This is not only related to largely distributed systems and applications, but about highly dynamic and mobile sets – clusters of participants, interacting with each other and storing data on mobile devices, as well as in remote facilities. PvC systems certainly come to facilitate CSCW making every kind of such systems to look as the simplest groupware option and providing a new and particular kind of such systems, what might be called as PvCE-SCW. This paper reports on current efforts on this type of systems describing their requirements and challenges with the intent to provide a summary of successful accomplishments on this matter.Eje: Ingeniería de SoftwareRed de Universidades con Carreras en Informática (RedUNCI

    Bridging the Digital Divide: Digital Technology and Church

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    The proliferation of digital technology provides churches with more paths for reaching a broader audience to facilitate and foster spiritual engagement across members and non-members of the church. Digital technology brings a significant change in how we communicate and commune. The digital revolution is opening doors for quick forms of communication, interaction, and response. Digital technology provides semiotic resources through digital platforms, websites, social media, videos, and images which facilitate and foster multimodal communication. These digital technology semiotic resources offer a dimension of technology that is still underutilized in many sectors of life, including the church. The ministry context of this project focuses on the proliferation of digital technology, which provides churches with more paths for reaching a broader audience to facilitate and foster spiritual engagement and communication across members and non-members of the church. The main objective of this project ( The Virtual Sanctuary ) aims to improve digital discipleship and foster a more robust digital community of fellowship and communication in the 21st-century church. This project, The Virtual Sanctuary website, is an interdisciplinary multimedia platform that is solution-based and addresses the opportunity to close the digital technology gap in churches. The key objective of this project is to deliver a multimedia platform that is a discipleship model for using digital interactive content to foster and facilitate spiritual engagement in churches. The Virtual Sanctuary website benefits church leaders with tips, best practices, resources, marketing strategies, and training for best connecting the church through digital technology in several ways but not limited to 1) being all-inclusive and supporting various learning types (visual, auditory and kinesthetic), 2) increasing engagement and providing more variety of digital content for users, 3) housing and incorporating training materials for E-learning content including webinars, podcasts, training videos, asynchronous/synchronous online courses, and digital slide-based courses
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