1,488 research outputs found

    Freeform User Interfaces for Graphical Computing

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    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

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    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

    Tablet PCs in schools: case study report

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    Video Game Development in a Rush: A Survey of the Global Game Jam Participants

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    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

    Creating a Relational Distributed Object Store

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    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

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    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

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    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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