1,488 research outputs found
Freeform User Interfaces for Graphical Computing
報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専
Information scraps: how and why information eludes our personal information management tools
In this paper we describe information scraps -- a class of personal information whose content is scribbled on Post-it notes, scrawled on corners of random sheets of paper, buried inside the bodies of e-mail messages sent to ourselves, or typed haphazardly into text files. Information scraps hold our great ideas, sketches, notes, reminders, driving directions, and even our poetry. We define information scraps to be the body of personal information that is held outside of its natural or We have much still to learn about these loose forms of information capture. Why are they so often held outside of our traditional PIM locations and instead on Post-its or in text files? Why must we sometimes go around our traditional PIM applications to hold on to our scraps, such as by e-mailing ourselves? What are information scraps' role in the larger space of personal information management, and what do they uniquely offer that we find so appealing? If these unorganized bits truly indicate the failure of our PIM tools, how might we begin to build better tools? We have pursued these questions by undertaking a study of 27 knowledge workers. In our findings we describe information scraps from several angles: their content, their location, and the factors that lead to their use, which we identify as ease of capture, flexibility of content and organization, and avilability at the time of need. We also consider the personal emotive responses around scrap management. We present a set of design considerations that we have derived from the analysis of our study results. We present our work on an application platform, jourknow, to test some of these design and usability findings
Video Game Development in a Rush: A Survey of the Global Game Jam Participants
Video game development is a complex endeavor, often involving complex
software, large organizations, and aggressive release deadlines. Several
studies have reported that periods of "crunch time" are prevalent in the video
game industry, but there are few studies on the effects of time pressure. We
conducted a survey with participants of the Global Game Jam (GGJ), a 48-hour
hackathon. Based on 198 responses, the results suggest that: (1) iterative
brainstorming is the most popular method for conceptualizing initial
requirements; (2) continuous integration, minimum viable product, scope
management, version control, and stand-up meetings are frequently applied
development practices; (3) regular communication, internal playtesting, and
dynamic and proactive planning are the most common quality assurance
activities; and (4) familiarity with agile development has a weak correlation
with perception of success in GGJ. We conclude that GGJ teams rely on ad hoc
approaches to development and face-to-face communication, and recommend some
complementary practices with limited overhead. Furthermore, as our findings are
similar to recommendations for software startups, we posit that game jams and
the startup scene share contextual similarities. Finally, we discuss the
drawbacks of systemic "crunch time" and argue that game jam organizers are in a
good position to problematize the phenomenon.Comment: Accepted for publication in IEEE Transactions on Game
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Tablet PCs in schools: Case study report: A report for Becta by the Open University
The publication provides an analysis of twelve case studies involving schools in England that were using Tablet PCs. The analysis is complemented by brief individual reports describing aspects of how each of these schools was using Tablet PCs
Creating a Relational Distributed Object Store
In and of itself, data storage has apparent business utility. But when we can
convert data to information, the utility of stored data increases dramatically.
It is the layering of relation atop the data mass that is the engine for such
conversion. Frank relation amongst discrete objects sporadically ingested is
rare, making the process of synthesizing such relation all the more
challenging, but the challenge must be met if we are ever to see an equivalent
business value for unstructured data as we already have with structured data.
This paper describes a novel construct, referred to as a relational distributed
object store (RDOS), that seeks to solve the twin problems of how to
persistently and reliably store petabytes of unstructured data while
simultaneously creating and persisting relations amongst billions of objects.Comment: 12 pages, 5 figure
Collaborative web whiteboard based on the SVG technology
As innovation on web standards proceeds, web browsers have the option
of becoming the generic user interface for any computer application,
even those involving extensive user interaction.
This thesis is placed in the domain of web graphics, where we tried a
standard based approach, relying on the SVG standard for web vector
graphics. SVG is less supported than its propertary counterpart, Adobe
Flash, but we use a recent shim library to bring SVG support to all
browsers capable of running Flash content; this way, the advantages of
the two technologies can be combined. The library, called ``SVG Web'',
is unobtrusive with reference to the application code, simply
requiring a certain style for javascript handling of SVG elements and
sometimes simplifying the handling of the SVG tree and improving its
portability also among native renderers.
To investigate the our approach, we have developed a shared, web-based
whiteboard which allows different users to interact across the network
using standard web browsers and servers. The whiteboard is thought for
quick sketches, and built with the requirement of being lightweight
and portable both for the client and the server side.
The resulting application is capable of providing a good level of user
interaction, still remaining fairly simple and maintainable in its
code. The important achieved outcome is the possibility of developing
all client side logic with the same language (Javascript), with a
strong integration between the graphic environment and the rest of
client-side functions, including AJAX communications
Bridging the gap between research and agile practice: an evolutionary model
There is wide acceptance in the software engineering field that industry and research can gain significantly from each other and there have been several initiatives to encourage collaboration between the two. However there are some often-quoted challenges in this kind of collaboration. For example, that the timescales of research and practice are incompatible, that research is not seen as relevant for practice, and that research demands a different kind of rigour than practice supports. These are complex challenges that are not always easy to overcome. Since the beginning of 2013 we have been using an approach designed to address some of these challenges and to bridge the gap between research and practice, specifically in the agile software development arena. So far we have collaborated successfully with three partners and have investigated three practitioner-driven challenges with agile. The model of collaboration that we adopted has evolved with the lessons learned in the first two collaborations and been modified for the third. In this paper we introduce the collaboration model, discuss how it addresses the collaboration challenges between research and practice and how it has evolved, and describe the lessons learned from our experience
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