2,686 research outputs found

    Designing a novel virtual collaborative environment to support collaboration in design review meetings

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    Project review meetings are part of the project management process and are organised to assess progress and resolve any design conflicts to avoid delays in construction. One of the key challenges during a project review meeting is to bring the stakeholders together and use this time effectively to address design issues as quickly as possible. At present, current technology solutions based on BIM or CAD are information-centric and do not allow project teams to collectively explore the design from a range of perspectives and brainstorm ideas when design conflicts are encountered. This paper presents a system architecture that can be used to support multi-functional team collaboration more effectively during such design review meetings. The proposed architecture illustrates how information-centric BIM or CAD systems can be made human- and team-centric to enhance team communication and problem solving. An implementation of the proposed system architecture has been tested for its utility, likability and usefulness during design review meetings. The evaluation results suggest that the collaboration platform has the potential to enhance collaboration among multi-functional teams

    Design and implementation of an autonomous, proactive, and reactive software infrastructure to help improving the management level of projects

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    Dissertação apresentada na Faculdade de CiĂȘncias e Tecnologia da Universidade Nova de Lisboa para obtenção do grau de Mestre em Engenharia ElectrotĂ©cnica e de ComputadoresOver the years, collaboration between humans and organizations have been increasing and becoming vital to face new challenges and achieve the greatest common goals. The development of new technologies and internet capabilities promoted the emergence of new collaboration types, i.e., collaboration using software connected through internet (Collaborative Workspaces software). The use of the internet amplifies the range of action and the speed of communication among the actors involved in a collaboration. The collaboration amongst organizations is project-oriented (the common goal is to deal with projects) where several actors involved in the collaboration share their knowledge with each other. These actors are, indeed, the knowledge holders and the system which supports the collaboration has to collect and assess the knowledge from them. For this reason, this thesis aims to design and implement a software infrastructure to capture and capitalize the knowledge created over several projects. Such software is human-centered and has an autonomous, proactive and reactive behaviour to handle all users‟ needs. This software promotes its own continuous learning by analysing humans‟ behaviour over several projects, extracting information from that behaviour, and having Context-awareness. Additionally, it relies on Data mining technologies and semantic services, in order to provide a continuous monitoring of the whole project during its life cycle. The software developed is called “Companion” and has been assessed as a part of the CoSpaces Integrated Project

    Collaborative trails in e-learning environments

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    This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future

    Web 2.0 systems supporting childhood chronic disease management: A pattern language representation of a general architecture

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    <p>Abstract</p> <p>Background</p> <p>Chronic disease management is a global health concern. By the time they reach adolescence, 10–15% of all children live with a chronic disease. The role of educational interventions in facilitating adaptation to chronic disease is receiving growing recognition, and current care policies advocate greater involvement of patients in self-care. Web 2.0 is an umbrella term for new collaborative Internet services characterized by user participation in developing and managing content. Key elements include Really Simple Syndication (RSS) to rapidly disseminate awareness of new information; weblogs (blogs) to describe new trends, wikis to share knowledge, and podcasts to make information available on personal media players. This study addresses the potential to develop Web 2.0 services for young persons with a chronic disease. It is acknowledged that the management of childhood chronic disease is based on interplay between initiatives and resources on the part of patients, relatives, and health care professionals, and where the balance shifts over time to the patients and their families.</p> <p>Methods</p> <p>Participatory action research was used to stepwise define a design specification in the form of a pattern language. Support for children diagnosed with diabetes Type 1 was used as the example area. Each individual design pattern was determined graphically using card sorting methods, and textually in the form <it>Title, Context, Problem, Solution, Examples and References</it>. <it>Application references </it>were included at the lowest level in the graphical overview in the pattern language but not specified in detail in the textual descriptions.</p> <p>Results</p> <p>The design patterns are divided into functional and non-functional design elements, and formulated at the levels of organizational, system, and application design. The design elements specify access to materials for development of the competences needed for chronic disease management in specific community settings, endorsement of self-learning through online peer-to-peer communication, and systematic accreditation and evaluation of materials and processes.</p> <p>Conclusion</p> <p>The use of design patterns allows representing the core design elements of a Web 2.0 system upon which an 'ecological' development of content respecting these constraints can be built. Future research should include evaluations of Web 2.0 systems implemented according to the architecture in practice settings.</p

    Virtual workplaces : when metaphors breakdown

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1998.Includes bibliographical references (leaves 79-81).Our model of work is shaped by the places we choose to work and the tools we choose to work with. As we introduce new technologies and build new environments our model is changing. Today's virtual workplaces are grounded in models of work that have been reformed from our experiences using current technology in physical workspace. However we are discovering opportunities and possibilities for work in collaborative, virtual environments that question physical models. Emerging patterns of distributed collaboration in persistent virtual environments are changing the way we work in time and space, recasting our notion of workplace. Virtual workplaces are interpreted and experienced through metaphors that describe a space of potential for work occurrences. Through the lens of metaphors, this research focuses on breakdowns between collaborative work and the environment in which work occurs. If what we understand and predict is based on what we already know, then by examining the breakdowns between design and use of collaborative environments we can illuminate the space of possibilities for collaborative work.by Thomas W.I. Gallemore.M.S

    Healthy Offices: Conceptualizing Healthy Activity-based Offices

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    This thesis explores the interrelations between the design characteristics of activity-based offices, users’ perceptions of them, and users’ sense of coherence. The goal is twofold: (i) contribute to conceptualizations of healthy activity-based offices and (ii) facilitate practical use of the sense of coherence theory for office designers. Most research into healthy offices has focused on harm-causing factors (pathogenic aspects) while overlooking the health-promoting design characteristics in activity-based offices (salutogenic aspects). This thesis is a response to the call for a paradigm shift and explores the particular design characteristics of activity-based offices that promote health, drawing on the salutogenic approach and sense of coherence theory.The thesis builds on a literature review and two mixed methods case studies on activity-based offices. Drawing on the sense of coherence framework, three types of design characteristics were identified: (i) those that promote a clear understanding of office environments, (ii) those that enhance users\u27 access to relevant resources, and (iii) those that evoke meaning for users to cope with stressors. These characteristics and the perceptions of them are interrelated meaning that they can have multiple impacts on users’ sense of coherence. The findings also highlighted temporal changes in users’ perceptions, indicating that novelties of the new office wore off and the initial problems observed in the office environment worsened. Moreover, activity-based offices were not always perceived as intended because of suboptimal design solutions and contextual factors. In conclusion, there are no definitive answers to how to design healthy activity-based offices. Activity-based offices are complex environments and consist of many interacting aspects including the design characteristics, individuals’, and their work-related prerequisite as well as organization-related factors that influence users’ perceptions and their sense of coherence. The framework developed in this thesis may contribute to better-informed discussions about designing for sense of coherence.The thesis suggests that healthy activity-based offices should be viewed as a "moving project" that develops over time through experimentation and adaptation, with management’s involvement. Thus, a healthy activity-based office provides users resources and opportunities to codesign an environment that enables them (i) build meaningful social relationships, (ii) manage visual and acoustic distractions, (iii) read and understand workspaces, and (iv) receive support from management in their daily work

    From geographical innovation clusters towards virtual innovation clusters: The innovation virtual system

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    The opportunities of the new economic landscape have determined radical changes in the organizational structures of the firms, till the creation of new virtual clusterization forms, that is distinct systems of suppliers, distributors, service providers and clients that use the 'internetworking technologies' as a principal way for co-operating and competing. These 'virtual clusterization forms' that have been also defined as 'e-business communities' or 'b-web communities' (Tapscott, Lowy & Ticoll, 2000), are here defined as 'virtual clusters'. In a virtual cluster (VC), each enterprise adds one or more distinct aspects of product/service value to the value of the network, by exchanging digital knowledge with other members. Recent studies, focused on VCs, highlight that the VC enabling factors may be identified in ICTs ubiquity (increasingly wireless) and bandwidth robustness, that allow firms to access real-time what they need and to co-ordinate their intra and inter-firm activities, creating value both by offering innovative and personalized products, services and by cutting transaction costs. (Davin and Botkin, 1994) (Rayport and Sviokla, 1995). This paper focuses on these VCs innovation processes, in order to make some comparisons between the traditional geographical innovation clusters and the emerging virtual innovation clusters. To this end, the paper is organized in two logical patterns: Some empirical evidence for describing ad discussing the more important features of the emerging VCs. Specifically, the paper focuses on the following issues: - Some first results on VCs characteristics, regarding four distinctive features of their new world of business: i. Agents: radical increase in the number of agents that form a cluster. ii. Connections: virtually unlimited increase in the number of connections and therefore in the potential size of the cluster. iii. Space: delocalization of transactions which become space independent. iv. Time: information transmission takes place at the speed of electronic communication. - The analysis of the VC basic unit, the Internetworked Enterprise (IE), and of its learning process with customers and trough strategic alliances. A model of the VCs global virtual learning environment, here conceived as a system of innovation, defined as 'Innovation Virtual System' (IVS). IVS is here interpreted as a new way of projecting the traditional systems of innovation into a global scale.
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