3,225 research outputs found

    Developing front-end Web 2.0 technologies to access services, content and things in the future Internet

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    The future Internet is expected to be composed of a mesh of interoperable web services accessible from all over the web. This approach has not yet caught on since global user?service interaction is still an open issue. This paper states one vision with regard to next-generation front-end Web 2.0 technology that will enable integrated access to services, contents and things in the future Internet. In this paper, we illustrate how front-ends that wrap traditional services and resources can be tailored to the needs of end users, converting end users into prosumers (creators and consumers of service-based applications). To do this, we propose an architecture that end users without programming skills can use to create front-ends, consult catalogues of resources tailored to their needs, easily integrate and coordinate front-ends and create composite applications to orchestrate services in their back-end. The paper includes a case study illustrating that current user-centred web development tools are at a very early stage of evolution. We provide statistical data on how the proposed architecture improves these tools. This paper is based on research conducted by the Service Front End (SFE) Open Alliance initiative

    An extensible manufacturing resource model for process integration

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    Driven by industrial needs and enabled by process technology and information technology, enterprise integration is rapidly shifting from information integration to process integration to improve overall performance of enterprises. Traditional resource models are established based on the needs of individual applications. They cannot effectively serve process integration which needs resources to be represented in a unified, comprehensive and flexible way to meet the needs of various applications for different business processes. This paper looks into this issue and presents a configurable and extensible resource model which can be rapidly reconfigured and extended to serve for different applications. To achieve generality, the presented resource model is established from macro level and micro level. A semantic representation method is developed to improve the flexibility and extensibility of the model

    IS Design Principles for Empowering Domain Experts in Innovation: Findings From Three Case Studies

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    Today a significant part of innovation activities in firms is carried out within innovation networks of cooperating enterprises. In such networks, one key challenge is to provide software that enables to systematically share and adaptively integrate knowledge between the partners’ domains of expertise. One potential answer is to apply application software that allows for end-user or domain expert configuration. We provide preliminary empiric evidence from a field test of an expert-configurable collaborative information system in three innovation networks. In a three-year qualitative study, we have identified challenges to software support originating from knowledge, methodical and relational diversity in the networks. We formulate design challenges and design principles relevant for developing and applying domain expert-configurable software. We provide insights into the significance of related user roles in cooperative innovation projects, and offer the role of ‘facilitators’ as mediating agents in application configuration

    Design and implementation of an integrative system for configurable exergames targeting the senior population

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    Exergames have been proposed as a solution for the promotion of physical activity in the senior population. The diversity of needs and limitations of the target users demand that the exergaming systems allow the configuration and adjustment of game parameters according to each user profile. Such systems are ideal to use in nursing homes, senior gymnasiums, or even rehabilitation centers. Health and sports professionals are then the main interacting users with the interface of such exergaming systems. Configuration can be difficult and time-consuming when considering complex systems with a significant amount of parameter choices. Since professionals working on such places already have time constraints, if they face long-time configuration of these systems they might give up of using them. Therefore, there is an evident need for systems that assist professionals in two ways. First, providing management support for training sessions and plans with exergames. Second, providing automatic decision-making processes that assist in game selection and parameters configuration to fit the user needs. The acceptance and effectiveness of such systems can only be achieved if the main prospective interactors with the system are involved in the development process so that the system can fulfill the users’ needs and expectations. This thesis reports on the design, implementation, and usability evaluation of an integrative system using some of the most-known human-centric techniques, such as interviews, card sorting, and paper prototyping. Results of a usability study of the UI and the main functionalities of the system showed a considerable acceptance and interest by the professionals. The usability study revealed to be a great resource to find aspects of the system that should be further considered for improvement in future iterations. Furthermore, the high results of the USE (Usefulness, Satisfaction, and Ease of use) questionnaire confirm that this system is a promising tool that sports professionals may be willing to use in their daily practice.A literatura suporta que os exergames, ou jogos que requerem exercício físico, constituem uma opção válida para promoção da atividade física na população idosa. A diversidade de necessidades e limitações do público-alvo exige que estes exergames sejam configuráveis de forma a permitir ajustar os parâmetros do jogo de acordo com o perfil de cada indivíduo. Estes sistemas personalizáveis são ideais para a utilização em lares, centros de dia, ginásios específicos para idosos ou até mesmo em centros de reabilitação. Os profissionais de saúde e de desporto são, assim, os principais utilizadores a definir as configurações destes exergames. Neste contexto, escolher as definições ideais para cada perfil pode ser um processo difícil e demorado, tendo em conta que a interface destes sistemas apresenta normalmente uma quantidade significativa de opções. Considerando que estes profissionais já têm constrangimentos de tempo na sua prática diária, se forem confrontados com uma interação longa e complexa com estes sistemas, podem acabar por desistir de usá-los. Neste sentido, existe uma clara necessidade de sistemas que auxiliem os profissionais a incluir os exergames na sua prática diária com a população idosa. Este sistema deverá assistir os profissionais de duas maneiras. Primeiro, que permita gerir sessões e planos de treino com os exergames. Segundo, que disponibilize processos de decisão automáticos de forma a auxiliar na escolha dos jogos, bem como nas configurações ideais para cada perfil de utilizador. A aceitação e a eficácia destes sistemas podem apenas ser alcançadas se os profissionais forem envolvidos no processo de desenvolvimento desde o início. Tal permitirá que este possa ser desenhado tendo em conta as suas necessidades e expectativas. Esta dissertação descreve as técnicas aplicadas no desenho, implementação e avaliação de um sistema integrativo para exergames, com base em algumas técnicas bem conhecidas na área de interação homemmáquina, como por exemplo entrevistas, card sorting e prototipagem em papel. Resultados de um estudo de usabilidade da interface do sistema integrativo demonstraram uma considerável aceitação e interesse por parte dos profissionais. O estudo de usabilidade revelou ser um bom recurso para encontrar aspetos do sistema que devem ser considerados para melhoramento em futuras iterações. Além disso, os resultados promissores do questionário USE (Utilidade, satisfação e facilidade de uso) confirmam que os profissionais poderão estar interessados em usar este sistema na sua prática diária

    Toward Business Domain-Specific eCollaboration: Requirements for Integrated Virtual Cooperation in Product Costing

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    In enterprises, limitations of time and place vanish more and more due to virtual collaboration. As a business domain, product costing is characterized by a high demand for communication, coordination, and information exchange. A prior study revealed that virtual cooperation has not been integrated into this particular business area and that there is a need to find ways to enable and support such specific forms of virtual collaboration. To navigate the challenge of integrating virtual cooperation support directly into the core process of a particular business domain we introduce Business Domain-Specific eCollaboration. We present a requirements model for integrated virtual cooperation in product costing derived from expert interviews. It shows what an integrative approach can offer in order to link collaboration support directly into the process of a particular business domain

    Defining Configurable Virtual Reality Templates for End Users

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    This paper proposes a solution for supporting end users in configuring Virtual Reality environments by exploiting reusable templates created by experts. We identify the roles participating in the environment development and the means for delegating part of the behaviour definition to the end users. We focus in particular on enabling end users to define the environment behaviour. The solution exploits a taxonomy defining common virtual objects having high-level actions for specifying event-condition-Action rules readable as natural language sentences. End users exploit such actions to define the environment behaviour. We report on a proof-of-concept implementation of the proposed approach, on its validation through two different case studies (virtual shop and museum), and on evaluating the approach with expert users

    Proceedings of the ECSCW'95 Workshop on the Role of Version Control in CSCW Applications

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    The workshop entitled "The Role of Version Control in Computer Supported Cooperative Work Applications" was held on September 10, 1995 in Stockholm, Sweden in conjunction with the ECSCW'95 conference. Version control, the ability to manage relationships between successive instances of artifacts, organize those instances into meaningful structures, and support navigation and other operations on those structures, is an important problem in CSCW applications. It has long been recognized as a critical issue for inherently cooperative tasks such as software engineering, technical documentation, and authoring. The primary challenge for versioning in these areas is to support opportunistic, open-ended design processes requiring the preservation of historical perspectives in the design process, the reuse of previous designs, and the exploitation of alternative designs. The primary goal of this workshop was to bring together a diverse group of individuals interested in examining the role of versioning in Computer Supported Cooperative Work. Participation was encouraged from members of the research community currently investigating the versioning process in CSCW as well as application designers and developers who are familiar with the real-world requirements for versioning in CSCW. Both groups were represented at the workshop resulting in an exchange of ideas and information that helped to familiarize developers with the most recent research results in the area, and to provide researchers with an updated view of the needs and challenges faced by application developers. In preparing for this workshop, the organizers were able to build upon the results of their previous one entitled "The Workshop on Versioning in Hypertext" held in conjunction with the ECHT'94 conference. The following section of this report contains a summary in which the workshop organizers report the major results of the workshop. The summary is followed by a section that contains the position papers that were accepted to the workshop. The position papers provide more detailed information describing recent research efforts of the workshop participants as well as current challenges that are being encountered in the development of CSCW applications. A list of workshop participants is provided at the end of the report. The organizers would like to thank all of the participants for their contributions which were, of course, vital to the success of the workshop. We would also like to thank the ECSCW'95 conference organizers for providing a forum in which this workshop was possible

    COLLAGE: a collaborative Learning Design editor based on patterns

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    CSCL (Computer-Supported Collaborative Learning) constitutes a significant field that has drawn the attention of many researchers and practitioners (Dillenbourg, 2002). This domain is characterized by the coexistence of very different expectations, requirements, knowledge and interests posed by both collaborative learning practitioners and experts in information and communication technologies. In other words, CSCL is an intrinsically interdisciplinary field that implies a need for mutual understanding among the implied stakeholders. This need demands the active participation of all these stakeholders during the whole development cycle of CSCL solutions. Participatory Design (PD) approaches (Muller & Kuhn, 1993) propose a diversity of theories, practices, etc. with the goal of working directly with users and other stakeholders in the design of social systems. That is, PD methodologies define processes where users and developers work together during a certain period of time, while they identify the requirements of an application. In the CSCL case, it has been shown that it is not efficient enough to simply perform the identification and analysis of requirements for the development of CSCL solutions that support effective ways of learning. Collaborative learning practitioners also become active players in the process of customizing technological solutions to their particular needs in every learning situation. PD poses a new requirement that CSCL developers should tackle: how to obtain technological solutions for collaborative learning capable of being particularized/customized by practitioners that usually do not have technological skills

    Innovative configurable and collaborative approach to automation systems engineering for automotive powertrain assembly

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    Presently the automotive industry is facing enormous pressure due to global competition and ever changing legislative, economic and customer demands. Both, agility and reconfiguration are widely recognised as important attributes for manufacturing systems to satisfy the needs of competitive global markets. To facilitate and accommodate unforeseen business changes within the automotive industry, a new proactive methodology is urgently required for the design, build, assembly and reconfiguration of automation systems. There is also need for the promotion of new technologies and engineering methods to enable true engineering concurrency between product and process development. Virtual construction and testing of new automation systems prior to build is now identified as a crucial requirement to enable system verification and to allow the investigation of design alternatives prior to building and testing physical systems. The main focus of this research was to design and develop reconfigurable assembly systems within the powertrain sector of the automotive industry by capturing and modelling relevant business and engineering processes. This research has proposed and developed a more process-efficient and robust automation system design, build and implementation approach via new engineering services and a standard library of reusable mechanisms. Existing research at Loughborough had created the basic technology for a component based approach to automation. However, no research had been previously undertaken on the application of this approach in a user engineering and business context. The objective of this research was therefore to utilise this prototype method and associated engineering tools and to devise novel business and engineering processes to enable the component-based approach to be applied in industry. This new approach has been named Configurable and Collaborative Automation Systems (CO AS). In particular this new research has studied the implications of migration to a COAS approach in terms of I) necessary changes to the end-users business processes, 2) potential to improve the robustness of the resultant system and 3) potential for improved efficiency and greater collaboration across the supply chain... cont'
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