4,048 research outputs found
Mobile support in CSCW applications and groupware development frameworks
Computer Supported Cooperative Work (CSCW) is an established subset of the field of Human Computer Interaction that deals with the how people use computing technology to enhance group interaction and collaboration. Mobile CSCW has emerged as a result of the progression from personal desktop computing to the mobile device platforms that are ubiquitous today.
CSCW aims to not only connect people and facilitate communication through using computers; it aims to provide conceptual models coupled with technology to manage, mediate, and assist collaborative processes. Mobile CSCW research looks to fulfil these aims through the adoption of mobile technology and consideration for the mobile user. Facilitating collaboration using mobile devices brings new challenges. Some of these challenges are inherent to the nature of the device hardware, while others focus on the understanding of how to engineer software to maximize effectiveness for the end-users. This paper reviews seminal and state-of-the-art cooperative software applications and development frameworks, and their support for mobile devices
USAge of Groupware in Software Engineering Education at the Cscw Laboratory of University Duisburg-essen: Possibilities and Limitations
This paper analyzes the application level in CSCW laboratory there are Electronic meeting rooms, Video Conferencing, Desktop Conference (Passenger), and BSCW system which conducting in The University Duisburg – Essen Germany. This analysis included short analysis and discussion about possibilities and limitation of each experiment followed by outlook how this lab can be further developed.Multi-user to Multipoint Videoconferences is introduced to cover all of devices join to the conferences. A computer network, PSTN (Public Switched Telephone Network), ISDN Phone, Wireless Infrastructures (accessed by laptop, smart phone, PDA) and videoconferences systems is proposed to be integrate
The future of enterprise groupware applications
This paper provides a review of groupware technology and products. The purpose of this review is to investigate the appropriateness of current groupware technology as the basis for future enterprise systems and evaluate its role in realising, the currently emerging, Virtual Enterprise model for business organisation. It also identifies in which way current technological phenomena will transform groupware technology and will drive the development of the enterprise systems of the future
A review of the empirical studies of computer supported human-to-human communication
This paper presents a review of the empirical studies of human-to-human communication which have been carried out over the last three decades. Although this review is primarily concerned with the empirical studies of computer supported human-to-human communication, a number of studies dealing with group work in non-computer-based collaborative environments, which form the basis of many of the empirical studies of the recent years in the area of CSCW, are also discussed. The concept of person and task spaces is introduced and then subsequently used to categorise the large volume of studies reported in this review. This paper also gives a comparative analysis of the findings of these studies, and draws a number of general conclusions to guide the design and evaluation of future CSCW systems
Collaborative video searching on a tabletop
Almost all system and application design for multimedia systems is based around a single user working in isolation to perform some task yet much of the work for which we use computers to help us, is based on working collaboratively with colleagues. Groupware systems do support user collaboration but typically this is supported through software and users still physically work independently. Tabletop systems, such as the DiamondTouch from MERL, are interface devices which support direct user collaboration on a tabletop. When a tabletop is used as the interface for a multimedia system, such as a video search system, then this kind of direct collaboration raises many questions for system design. In this paper we present a tabletop system for supporting a pair of users in a video search task and we evaluate the system not only in terms of search performance but also in terms of user–user interaction and how different user personalities within each pair of searchers impacts search performance and user interaction. Incorporating the user into the system evaluation as we have done here reveals several interesting results and has important ramifications for the design of a multimedia search system
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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 systemís architecture, describe the technical successes and failures from Lyceumís first large scale deployment, and summarise its affordances for interaction and learning
Using the Java Media Framework to build Adaptive Groupware Applications
Realtime audio and video conferencing has not yet been satisfactorily integrated into web-based groupware environments. Conferencing tools are at best only loosely linked to other parts of a shared working environment, and this is in part due to their implications for resource allocation and management. The Java Media Framework offers a promising means of redressing this situation. This paper describes an architecture for integrating the management of video and audio conferences into the resource allocation mechanism of an existing web-based groupware framework. The issue of adaptation is discussed and a means of initialising multimedia session parameters based on predicted QoS is described
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The evolution of a cooperative work framework for e-Learning
This paper details the evolution of a Framework for e-Learning, to a Cooperative Work Framework for e-Learning, as presented at the IASK conference (Graham 2008a) and annotated accordingly. It begins by discussing the development of the original Framework for e-Learning, and how this study resulted in a further study investigating whether the use of Blended Learning could fulfill or at least accommodate some of the human requirements presently neglected by current e-Learning systems as identified by the original Framework. This second study evaluated an in-house system: Teachmat, and discussed how the use of Blended Learning had become increasingly prevalent as a result of the enhancement and expansion of Teachmat. It looked at the employment of Blended Learning and Teachmat’s relationship to human and pedagogical issues, as well as both the positive and negative implications of this reality. PESTE factors from Sociology were then applied to appraise the adoption of e-Learning, leading to the proposal of PESTE factors for educational software and e-Learning in particular. Finally, the study evolved to reconsider e-Learning in relation to a Cooperative Work Framework, revealing critical weakness in the fundamental nature of e-Learning and its consequent propensity for failure
Mobile-awareness:designing for mobile interactive systems
In recent years, we have witnessed a significant increase in the availability and adoption of mobile devices with wireless communications capabilities. Such devices can be used as the end-system in network-based (single or multi
Establishing the design knowledge for emerging interaction platforms
While awaiting a variety of innovative interactive products and services to appear in the market in the near future such as interactive tabletops, interactive TVs, public multi-touch walls, and other embedded appliances, this paper calls for preparation for the arrival of such interactive platforms based on their interactivity. We advocate studying, understanding and establishing the foundation for interaction characteristics and affordances and design implications for these platforms which we know will soon emerge and penetrate our everyday lives. We review some of the archetypal interaction platform categories of the future and highlight the current status of the design knowledge-base accumulated to date and the current rate of growth for each of these. We use example designs illustrating design issues and considerations based on the authors’ 12-year experience in pioneering novel applications in various forms and styles
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