21 research outputs found

    On sharing and synchronizing groupware calendars under android platform

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    (c) 2016 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.Sharing a calendar of tasks and events is a cornerstone in collaborative group work. Indeed, the individual work of the members of the group as well as the group work as a whole need the calendar to guide their activity and to meet the deadlines, milestones, deliverables of a project, etc. Additionally the members of the group should be able to work both offline and online, which arises when members of the group use smartphones and can eventually run out of Internet connection from time to time, or simply want to develop some activities locally. In the former case, they should have access to the calendar locally, while in the later case they should access the calendar online, shared by all members of the group. In both cases they should be able to see eventually the same information, namely the local calendars of the members should be synchronized with the group calendar. For the case of smartphones under Android system, one solution could be using the Google calendar, however, that is not easily tailorable to collaborative group work. In this paper we present an analysis, design and implementation of group work calendar that meets several requirements such as 1) sharing among all of members of the group, 2) synchronization among local calendars of members and global group calendar, 3) conflict resolution through a voting system, 4) awareness of changes in the entries (tasks, members, events, etc.) of the calendar and 5) all these requirements under proper privacy, confidentiality and security mechanisms. Moreover, we extend the sharing of calendars among different groups, a situation which often arises in enterprises when different groups need to be aware of other projects' development, or, when some members participate in more than one project at the same time.Peer ReviewedPostprint (author's final draft

    Replacing Microsoft’s collaboration software with Open-Source software

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    Thema der vorliegenden Arbeit ist zu untersuchen ob mittels Verwendung von Open- Source Software (OSS) die Funktionalität von Microsoft’s Software- Kollaborationsprodukten erreicht werden kann. Microsoft Serverprodukte die zu diesem Zweck evaluiert werden sind Microsoft Exchange Server 2007, Microsoft Office SharePoint Server 2007 und Microsoft Office Live Communications Server 2005. Auf der Client-Seite werden das Microsoft Windows Betriebssystem, Microsoft Office 2003 und 2007 sowie weitere, für die Verwendung mit Microsoft’s Serverprodukten bestimmte Applikationen, untersucht. Eine realistische Annahme in dieser Diplomarbeit muss sein, dass nicht notwendigerweise innerhalb eines lokalen Netzwerkes kollaboriert wird sondern über das Internet. Um einen Gesamteindruck über das Thema zu geben werden ebenfalls Punkte wie mobiles Arbeiten oder unzureichender Hardware-Support für Laptop-Computer bei Einsatz von OSS behandelt.The purpose of the thesis at hand is to assess if similar functionality to a Microsoft-only collaboration solution can be achieved using Open-Source software (OSS) on the server as well as on the client. Specifically, the software to be replaced includes Microsoft Exchange Server 2007, Microsoft Office SharePoint Server 2007 and Microsoft Office Live Communications Server 2005 on the server side. For the client the list includes the Microsoft Windows operating system as well as Microsoft Office 2003/2007 and any other client software tailored for use with the server software. A realistic assumption in this undertaking has to be that much of the collaboration will be done over the Internet and not necessarily on a local network. To provide a complete overview, topics such as mobile computing or inadequate hardware support for laptops when using OSS will be included as well

    A conversation centric approach to understanding and supporting the coordination of social group-activities

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    Despite the widespread and large variety of communication tools available to us such as, text messaging, Skype, email, twitter, Facebook, instant messaging, GroupMe, WhatsApp, Snapchat, etc., many people still routinely find coordinating activities with our friends to be a very frustrating experience. Everyone, has at least once, encountered the difficulties involved with deciding what to do as a group. Some friends may be busy, others may have already seen the movie that the others want to see, and some do not like Mexican food. It is a challenge everyone has faced and continue to face. This is a result of system designers and researchers primarily focusing on understanding and supporting workplace coordination. This workplace bias has led to an assumption that the same technologies employed to facilitate workplace coordination can easily transfer to social coordination. This has created a divergence between how people actually communicate and coordinate for social reasons versus how the systems and technologies developed to support such coordination and communication are designed. As a result, researchers and designers are faced with dearth of knowledge about how to design and research systems that support people engaging in coordination and communication for more social reasons. This dissertation moves beyond previous work, both academic and commercial, which has either focused on providing structured and process oriented communication and coordination support or on the creation of yet another text chat. This research focuses on a narrower aspect of social communication and coordination, specifically, the problem of social group-activity coordination. Generally, this is the stuff people do to coordinate going out to dinner or the movies with a group of friends. This area has been under researched and as personal experience informs, poorly supported. This dissertation contains four main contributions. First, a diary study of 37 young adults aged 18 to 28 investigated the current social group-activity coordination practices resulting in an expansion of the knowledge about how social groups coordinate social group-activities and what technologies people use and why. Second, via iterative design and testing following a research through design methodology the design space for social group-activity coordination is explored over multiple design iterations. This results in the design and instantiation of a social group-activity coordination support tool improving understanding of the design requirements of tools that support social group-activity coordination. Third, a quantitative survey which confirmed many of the findings discovered during the dairy study. Fourth, the tool is evaluated in a laboratory study with 84 participants during 21 sessions. This study finds that using the conversation centric design perspective presented in this dissertation it is possible to reduce information overload and support consensus building. Also, the features provided are overwhelmingly desired with 91.4% of the participants desiring the ability and interface to make suggestions about important activity details (vs open chat) and two-thirds of the participants reporting they would prefer to use this tool over text messaging. The combination of all these different investigations into social group-activity coordination extends the knowledge about how to improve the support of social group-activity coordination and move beyond the process and systems oriented perspectives and towards conversation centric designs

    Brave New Wireless World: Mapping the Rise of Ubiquitous Connectivity from Myth to Market

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    This dissertation offers a critical and historical analysis of the myth of ubiquitous connectivity—a myth widely associated with the technological capabilities offered by “always on” Internet-enabled mobile devices like smartphones and tablets. This myth proclaims that work and social life are optimized, made more flexible, manageable, and productive, through the use of these devices and their related services. The prevalence of this myth—whether articulated as commercial strategy, organizational goal, or mode of social mediation—offers repeated claims that the experience and organization of daily life has passed a technological threshold. Its proponents champion the virtues of the invisible “last mile” tethering individuals (through their devices) primarily to commercial networks. The purpose of this dissertation is to uncover the interaction between the proliferation of media artifacts and the political economic forces and relations occluded by this myth. To do this, herein the development of the BlackBerry, as a specific brand of devices and services, is shown to be intimately interrelated with the myth of ubiquitous connectivity. It demonstrates that the BlackBerry is a technical artifact whose history sheds light on key characteristics of our media environment and the political economic dynamics shaping the development of other technologies, workforce composition and management, and more general consumption proclivities. By pointing to the analytic significance of the BlackBerry, this work does not intend to simply praise its creators for their technical and commercial achievements. Instead, it aims to show how these achievements express a synthesis that represents the motivations of economic actors and prevailing modes of thought most particularly as they are drawn together in and through the myth of ubiquitous connectivity. The narrative arc of this dissertation is anchored by moments of harmonization among political economic interests as these shape (and are shaped by) prevailing modes of producing and relating through ubiquitous connectivity

    HIVE-MIND SPACE: A META-DESIGN APPROACH FOR CULTIVATING AND SUPPORTING COLLABORATIVE DESIGN.

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    The ever-growing complexity of design projects requires more knowledge than any individual can have and, therefore, needs the active engagement of all stakeholders in the design process. Collaborative design exploits synergies from multidisciplinary communities, encourages divergent thinking, and enhances social creativity. The research documented in this thesis supports and deepens the understanding of collaborative design in two dimensions: (1) It developed and evaluated socio-technical systems to support collaborative design projects; and (2) It defined and explored a meta- design framework focused on how these systems enable users, as active contributors, to modify and further develop them. The research is grounded in and simultaneously extends the following major dimensions of meta-design: (1) It exploits the contributions of social media and web 2.0 as innovative information technologies; (2) It facilitates the shift from consumer cultures to cultures of participation; (3) It fosters social creativity by harnessing contributions that occur in cultures of participation; (4) It empowers end-users to be active designers involved in creating situated solutions. In a world where change is the norm, meta-design is a necessity rather than a luxury because it is impossible to design software systems at design time for problems that occur only at use time. The co-evolution of systems and users\u2bc social practices pursued in this thesis requires a software environment that can evolve and be tailored continuously. End-user development explores tools and methods to support end users who tailor software artifacts. However, it addresses this objective primarily from a technical perspective and focuses mainly on tailorability. This thesis, centered on meta-design, extends end-user development by creating social conditions and design processes for broad participation in design activities both at design time and at use time. It builds on previous research into meta- design that has provided a strategic overview of design opportunities and principles. And it addresses some shortcomings of meta-design, such as the lack of guidelines for building concrete meta-design environments that can be assessed by empirical evaluation. Given the goal of this research, to explore meta-design approaches for cultivating and supporting collaborative design, the overarching research question guiding this work is: How do we provide a socio-technical environment to bring multidisciplinary design communities together to foster creativity, collaboration, and design evolution? 8 To answer this question, my research was carried out through four different phases: (1) synthesizing concepts, models, and theories; (2) framing conceptual models; (3) developing several systems in specific application areas; and (4) conducting empirical evaluation studies. The main contributions of this research are: \uf0a7 The Hive-Mind Space model, a meta-design framework derived from the \u201csoftware shaping workshop\u201d methodology and that integrates the \u201cseeding, evolutionary growth, reseeding\u201d model. The bottom-up approach inherent in this framework breaks down static social structures so as to support richer ecologies of participation. It provides the means for structuring communication and appropriation. The model\u2bcs open mediation mechanism tackles unanticipated communication gaps among different design communities. \uf0a7 MikiWiki, a structured programmable wiki I developed to demonstrate how the hive-mind space model can be implemented as a practical platform that benefits users and how its features and values can be specified so as to be empirically observable and assessable; \uf0a7 Empirical insights, such as those based on applying MikiWiki to different collaborative design studies, provide evidence that different phases of meta-design represent different modes rather than discrete levels

    Remote presence: supporting deictic gestures through a handheld multi-touch device

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    This thesis argues on the possibility of supporting deictic gestures through handheld multi-touch devices in remote presentation scenarios. In [1], Clark distinguishes indicative techniques of placing-for and directing-to, where placing-for refers to placing a referent into the addressee’s attention, and directing-to refers to directing the addressee’s attention towards a referent. Keynote, PowerPoint, FuzeMeeting and others support placing-for efficiently with slide transitions, and animations, but support limited to none directing-to. The traditional “pointing feature” present in some presentation tools comes as a virtual laser pointer or mouse cursor. [12, 13] have shown that the mouse cursor and laser pointer offer very little informational expressiveness and do not do justice to human communicative gestures. In this project, a prototype application was implemented for the iPad in order to explore, develop, and test the concept of pointing in remote presentations. The prototype offers visualizing and navigating the slides as well as “pointing” and zooming. To further investigate the problem and possible solutions, a theoretical framework was designed representing the relationships between the presenter’s intention and gesture and the resulting visual effect (cursor) that enables the audience members to interpret the meaning of the effect and the presenter’s intention. Two studies were performed to investigate people’s appreciation of different ways of presenting remotely. An initial qualitative study was performed at The Hague, followed by an online quantitative user experiment. The results indicate that subjects found pointing to be helpful in understanding and concentrating, while the detached video feed of the presenter was considered to be distracting. The positive qualities of having the video feed were the emotion and social presence that it adds to the presentations. For a number of subjects, pointing displayed some of the same social and personal qualities [2] that video affords, while less intensified. The combination of pointing and video proved to be successful with 10-out-of-19 subjects scoring it the highest while pointing example came at a close 8-out-of-19. Video was the least preferred with only one subject preferring it. We suggest that the research performed here could provide a basis for future research and possibly be applied in a variety of distributed collaborative settings.Universidade da Madeira - Madeira Interactive Technologies Institut

    A Framework for Model-Driven Development of Mobile Applications with Context Support

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    Model-driven development (MDD) of software systems has been a serious trend in different application domains over the last 15 years. While technologies, platforms, and architectural paradigms have changed several times since model-driven development processes were first introduced, their applicability and usefulness are discussed every time a new technological trend appears. Looking at the rapid market penetration of smartphones, software engineers are curious about how model-driven development technologies can deal with this novel and emergent domain of software engineering (SE). Indeed, software engineering of mobile applications provides many challenges that model-driven development can address. Model-driven development uses a platform independent model as a crucial artifact. Such a model usually follows a domain-specific modeling language and separates the business concerns from the technical concerns. These platform-independent models can be reused for generating native program code for several mobile software platforms. However, a major drawback of model-driven development is that infrastructure developers must provide a fairly sophisticated model-driven development infrastructure before mobile application developers can create mobile applications in a model-driven way. Hence, the first part of this thesis deals with designing a model-driven development infrastructure for mobile applications. We will follow a rigorous design process comprising a domain analysis, the design of a domain-specific modeling language, and the development of the corresponding model editors. To ensure that the code generators produce high-quality application code and the resulting mobile applications follow a proper architectural design, we will analyze several representative reference applications beforehand. Thus, the reader will get an insight into both the features of mobile applications and the steps that are required to design and implement a model-driven development infrastructure. As a result of the domain analysis and the analysis of the reference applications, we identified context-awareness as a further important feature of mobile applications. Current software engineering tools do not sufficiently support designing and implementing of context-aware mobile applications. Although these tools (e.g., middleware approaches) support the definition and the collection of contextual information, the adaptation of the mobile application must often be implemented by hand at a low abstraction level by the mobile application developers. Thus, the second part of this thesis demonstrates how context-aware mobile applications can be designed more easily by using a model-driven development approach. Techniques such as model transformation and model interpretation are used to adapt mobile applications to different contexts at design time or runtime. Moreover, model analysis and model-based simulation help mobile application developers to evaluate a designed mobile application (i.e., app model) prior to its generation and deployment with respected to certain contexts. We demonstrate the usefulness and applicability of the model-driven development infrastructure we developed by seven case examples. These showcases demonstrate the designing of mobile applications in different domains. We demonstrate the scalability of our model-driven development infrastructure with several performance tests, focusing on the generation time of mobile applications, as well as their runtime performance. Moreover, the usability was successfully evaluated during several hands-on training sessions by real mobile application developers with different skill levels

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    Rethinking Productivity in Software Engineering

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    Get the most out of this foundational reference and improve the productivity of your software teams. This open access book collects the wisdom of the 2017 "Dagstuhl" seminar on productivity in software engineering, a meeting of community leaders, who came together with the goal of rethinking traditional definitions and measures of productivity. The results of their work, Rethinking Productivity in Software Engineering, includes chapters covering definitions and core concepts related to productivity, guidelines for measuring productivity in specific contexts, best practices and pitfalls, and theories and open questions on productivity. You'll benefit from the many short chapters, each offering a focused discussion on one aspect of productivity in software engineering. Readers in many fields and industries will benefit from their collected work. Developers wanting to improve their personal productivity, will learn effective strategies for overcoming common issues that interfere with progress. Organizations thinking about building internal programs for measuring productivity of programmers and teams will learn best practices from industry and researchers in measuring productivity. And researchers can leverage the conceptual frameworks and rich body of literature in the book to effectively pursue new research directions. What You'll Learn Review the definitions and dimensions of software productivity See how time management is having the opposite of the intended effect Develop valuable dashboards Understand the impact of sensors on productivity Avoid software development waste Work with human-centered methods to measure productivity Look at the intersection of neuroscience and productivity Manage interruptions and context-switching Who Book Is For Industry developers and those responsible for seminar-style courses that include a segment on software developer productivity. Chapters are written for a generalist audience, without excessive use of technical terminology. ; Collects the wisdom of software engineering thought leaders in a form digestible for any developer Shares hard-won best practices and pitfalls to avoid An up to date look at current practices in software engineering productivit
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