170 research outputs found
Distributed VR-based simulation for manufacturing
VR-based simulation has been applied to a wide range of
industrial applications. The rapid development of
networking and Internetworked 3D graphics techniques
has already begun to foster the distributed VR-based
simulation system. The WWW as the delivery
mechanism has made the VR-based simulator widely
available and affordable. In this paper, we propose a
cost-effective approach to create distributed VR-based
simulation systems for manufacturing applications.
Using this approach, three VRML manufacturing
simulators machining, process flow, factory layout, are
described in detail. The current challenges of a
distributed VR-based simulator are also discussed
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Lyceum: internet voice groupware for distance learning
This paper describes the design, implementation and deployment of Lyceum, a groupware system providing students and tutors with real time voice conferencing and visual workspace tools, over the standard internet. Lyceum uses a Java client/server architecture to tackle a formidable set of networking requirements: multi-way voice communication with synchronous shared displays, scalable to hundreds of simultaneous users, running over normal modem connections via unknown internet service providers, on home PCs. Additionally, the design had to support multiple courses with different requirements. We describe the interdisciplinary requirements analysis, and iterative design process, by which an academic course team was able to specify and evaluate prototypes. We present the systemÃs architecture, describe the technical successes and failures from LyceumÃs first large scale deployment, and summarise its affordances for interaction and learning
Donald P. Brutzman: a biography
Design and implement large-scale networked underwater virtual worlds using
Web-accessible 3D graphics and network streams. Integrate sensors, models and
datasets for real-time interactive use by scientists, underwater robots, ships and
students of all ages
Distributed VR for collaborative design and manufacturing
Virtual Manufacturing (VM) applies Virtual Reality (VR) technology to provide a digital manufacturing solution in both 3D visual and interactive ways. It makes VR no longer a state-of-the art but rather an innovation technology to support modern industry. With the rapid growth of network technology and Web 3D graphics techniques, we propose a cost-effective distributed VM system for Small and Medium-sized Enterprises (SMEs) with limited equipment, funds and technical capabilities. The system enables SMEs to perform collaborative tasks including product design, manufacturing and resources sharing through the World Wide Web (WWW) in lower cost. This paper describes the design and critical integration issues of the system and the use of the Web 3D technology - X3D. It also evaluates the distributed VM system by comparing it to the conventional standalone CAD/CAM system
Interorganizational Networking in the Local Government Sector: Case Study of the Municom Network
This paper examines the potential implications of information and communication technologies on interorganizational relations in the local government sector based on a case study of the Municom Network, which was designed to electronically link Ontario municipalities. The findings reveal that the Municom Network could be an important addition in strengthening interorganizational relationships in the future, as it provides a number of useful tools for direct communication, it is an efficient and powerful means of keeping municipal practitioners updated on events that affect their organization, and it serves as a central repository of municipal information
Virtual Architecture: Designing and Directing Curriculum-Based Telecomputing
Is it worth it, all this Internet stuff? Worth the time and energy it takes? Worth it because your students will learn more? Worth it because you\u27ll be a better teacher? The answer to these questions-yes and no-can be found in this readable, conversational, practical, and slyly revolutionary work. The author proposes that integrating computer-mediated technology into your classroom is well worth it if accomplished in a way that helps new and worthwhile things happen there. And then she shows you how to do just that. You\u27ll begin building with a flexible framework-clear, strong, and simple activity structures-that becomes your foundation for designing and implementing powerful curriculum-based telecomputing projects. Don\u27t expect a project directory, general reference, or manual. This is a book you\u27ll read from start to finish and be glad you did. It\u27s worth it
Web Environments for Group-Based Project Work in Higher Education
We discuss problems confronting the use of group-based project work as an instructional strategy in higher education and describe two courses in which course-specific World Wide Web (Web) environments have evolved over a series of course sequences and are used both as tool environments for group-process support and as the product environment of the project work itself. In particular we describe the use of specific Web-embedded shared workspace, communication-management and evaluation tools and their contribution to the management and educational value of group-based project work. The integration of instructional principles and strategies with the Web-based tools is also of particular importance. The 1996-97 versions of the courses analysed in this article can be found at http://www.to.utwente.nl/ism/ism1-96/home.htm for the first-year course in educational media design, and at www.edu.cs.utwente.nl/~aitnlpbg/, for the first-year course in applications of information technology. Both courses, at the University of Twente, use group-based project work as a major organizational form, but integrate all aspects of the courses within cohesive Web environments
System and method for providing structured tours of hypertext files
A system and method for providing structured tours of hypertext files. A server controls the presentation of hypertext files to a user. Accompanying information to the hypertext files in the form of an automated tour guide is presented and synchronized with the hypertext files by the tour server. A user may depart from the structured tour to explore linked files for a predetermined period of time, and may effect the content and order of the tour by indicating preferences at predetermined points along the tour. More than one user may take a tour, and the users on a tour may communicate with each other. Items may be purchased on a tour, and the user may send postcards based upon visited hypertext files to other users.Published versio
The Planetary Collegium: Master Plan for a Distributed Mixed Reality Campus
This paper describes the design for a Mixed Reality campusfor the Planetary Collegium. The Collegium is an international research network centered at Plymouth, U.K. Its plans call for seven sub-centers, or nodes, to be builtin different parts of the world. These nodes would be linked by shared virtual spaces and digital networks. The paper describes how the Collegium's seeming contradictions (distributed/unified, simulated/physical, local/remote) can be reconciled. The resulting project is a mixed reality that transcends scales from global to local and, ultimately, to the constituent buildings and their digital spaces
Talking to the Empowered Consumer Dealing with the Shift of Power
The concept of the empowered consumer cannot be considered as a field of exact scientific
research yet. Nevertheless, it has become part of scholars’ interest and gains more and more
importance in the research of organisational relationships with customers. It is suggested that
two influencing criteria are especially at the forefront: The emergence of the Internet, which
effected that barriers to collect and to disseminate information across boundaries were
decisively reduced. As a consequence consumers could organise globally and collect and
exchange information and experiences about organisations and their products. Furthermore,
flexible interactivity between companies and consumers, but particularly from consumers to
consumers enable direct interaction changing many previously established rules of doing
business. Due to these new opportunities new business models developed and the proposition
is that intangible values such as reputation gained even more importance and influence
tangible outcomes.
Suggestions are that 1.), this concept links communication, corporate behaviour and
legitimacy of activities influencing reputation as a driver of value. 2.), reputation as a
corporate asset can be managed but it is beyond the pure control of an organisation. 3.),
reputation is part of public perception, which an organisation has to build, maintain and
expand depending on communicative abilities and willingness to accept consumers as a centre
of power. The following discussion will present Grunig et al.’s communication model
explaining changed organisational challenges. It is put forward as a framework for marketing
for times in which online opportunities added to the earlier b2b and b2c models c2c and P2P
considerations and architectures.
The annual studies of the market research institute puls undertaking regular representative
research among German consumers since November 2005 will present evidence for the
relationship of improved prices, which may be achieved, and the perception a firm possesses.
This paper deals mostly with German examples and data, but the hypothesis is that a) the
general situation in other Western countries is alike, but needs b) specific additional research,
since cultural differences are expected to have a considerable influence, especially when
criteria such as individualist and collectivist organisation of society and high and low context
communication styles are involved. Hence, the results of the same study in different countries
are therefore expected to present some variation.
Additionally, the Cluetrain Manifesto challenges corporate behaviour of those companies still
believing to have the ability to control information disseminated by and written about it.
Examples provided will support the hypothesis that powerful consumers may have significant
impact on organisational behaviour, decision-making and outcomes.
Keywords: Empowered Consumer Concept, Symmetric Two-way communication,
Reputation, c2c, P2
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