19 research outputs found

    GeNeMe ÂŽ99 - Virtuelle Organisation und Neue Medien 1999: Workshop GeNeMe99 - Gemeinschaften in Neuen Medien: TU Dresden, 28./29.10.1999

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    Aus dem Vorwort: 'Wir freuen uns, mit dem Band GeNeMe99 die BeitrĂ€ge des zweiten Workshops zu GeNeMe - Gemeinschaften in neuen Medien - prĂ€sentieren zu können. Damit erfĂŒllt sich zumindest im Ansatz die mit der GeNeMe98 verbundene Absicht, eine Arbeits und Veranstaltungslinie zu begrĂŒnden. Treffend aktuell reflektiert folgende dpa-Meldung zum diesjĂ€hrigen 'European IT Forum' in Paris vom 13. September des Jahres die Herausforderungen an Forschung und Praxis zur Verwirklichung des GeNeMe-Trends. Europa wird nach EinschĂ€tzung von Analysten in den nĂ€chsten Jahren im elektronischen Handel ĂŒber das Internet krĂ€ftig aufholen. Damit könne Europa zum grĂ¶ĂŸten zusammenhĂ€ngenden Markt im E-Commerce werden. Um im Wettbewerb bestehen zu können, mĂŒĂŸten die Unternehmen aber ihre gesamte Firmenstruktur auf die elektronische Zukunft ausrichten. Das gelte auch fĂŒr Unternehmen außerhalb der Technologie-Branche.:A. EINFÜHRUNG 1 Gemeinschaften in Neuen Medien - Quality of Service aus der Sicht von Nutzer, Betreiber und Service Provider 1 Dr.-Ing. habil. W. Pretzsch, Dipl.-Inform. D. Neumann B. AUSGEWÄHLTE ANSÄTZE ZUR ENTWICKLUNG UND TECHNOLOGIE VON VIRTUELLEN GEMEINSCHAFTEN 25 B. 1. Gruppenorientiertes Requirement Engineering auf der Basis von Lotus Notes 25 Prof. Dr. R Liskowsky, Dipl.-Ing. R Pjater, Dipl.-Inf. H. Steher B.2. Die technische Infrastruktur zur Teilnahme von unternehmen an Gemeinschaften in Neuen Medien 49 M. Ecks, M. Senft Prof. Dr. J. Raasch B. 3. Context modeling of agile software and a context-based approach to support virtual enterprises 73 Dipl.-Inform. Duy-TuanNguyen, Dr. V. Do B. 4. StabilitĂ€t und Sicherheit im Web - Der Test webbasierter Anwendungen 89 Dr. R Schröder C. REFERENZMODELLE UND ARCHITEKTUREN VON GEMEINSCHAFTEN IN NEUEN MEDIEN 109 C. l. Ein Referenzmodell fĂŒr virtuelle Unternehmen 109 Dipl.-Inform. (FH) J. Homann, Dipl.-Inform. D. Neumann C.2. Ein Referenzmodell fĂŒ r Gemeinschaften und Medien - Case Study Amazon.com 125 Dr. U. Lechner, Prof. Dr. B. Schmid, Dr. P. Schubert, Dipl. Inform. M. Klose, Stud. oec. O. Miler VIII C.3. Formalisierung und Architektur von Medien und ihren Gemeinschaften 151 Dr. U. Lechner, Prof. Dr. B. Schmid, Dipl. Inform. M. Klose CA. Analyse und Bewertung von wirtschaftsrelevanten Internet-Auftritten MittelstĂ€ndischer Unternehemen in den neuen BundeslĂ€ndern 181 Dipl.-Wirtsch.-Inf. E. Kosilek D. KOMMUNIKATION IN VIRTUELLEN GEMEINSCHAFTEN 197 D. 1. Das Potential von Virtual Communities auf Basis von Distributed Virtual Environments fĂŒr Kundengewinnung und -Bindung 197 J. Templin, Dipl.-Inform. R. Dachselt D.2. Der Einsatz von Desktop-VR fĂŒr E-Commerce-Anwendungen - Konzepte fĂŒr dreidimensionale ProduktprĂ€sentationen 213 Dipl.-Inform. R. Dachselt D. 3. Die 3D Community als ein Frontend fĂŒr internetbasierte Anlagenmanagementsysteme 233 Dr.-Ing. K. Richter E. LERNEN IN VIRTUELLEN GEMEINSCHAFTEN 255 E. 1. Ein Web-basierter Compuiergraphik-Kurs im Baukastensysten 255 F. Hanisch, Dr. R. Klein, Prof. Dr. W. Straßer E.2. Integration von Telelearning- und Teleworking-Applikationen 271 Dipl.-Inform. I. Braun, Dipl.-Inform. K. Franze, Dipl.-Inform. R. HEss, Dipl.-Inform. O. Neumann, Prof. Dr. A. Schill E.3. Ein Dokumentmodell fĂŒr Kursdokumente in Webbasierten Virtuellen Lernumgebungen 291 Prof. Dr. K. Meißner, Dipl.-Inform. F. Wehner E.4. Die Net Academy als Medium fĂŒr die Learning Community eines Masterprogramms an der UniversitĂ€t St. Gallen 307 S. Seufert, P. Schubert E.5. Das Project Net Academy 329 Dipl.-Kffr. D. Wittig E.6. „Distributed Learning“ unter Lotus Notes - ein Erfahrungsbericht 351 W. Schröter IX F. FACHÜBERGREIFENDE ASPEKTE 371 F. 1. Information Systems for Managing Second Order Dynamics of Organizations 371 Dr. F. Wierda F.2. E-commerce und seine MarktplĂ€tze 385 M. Skrzypek F.3. UnternehmensĂŒbergreifendes Workflow-Management als Instrument zur UnterstĂŒtzung von Lieferketten (SUPPLY CHAIN MANAGEMENT) 393 Dipl.-Inform. M. Halatchev, Dipl.-Phys., Dipl-SWTE. Közle G. ANSCHRIFTEN DER AUTOREN 409 H. HINWEIS AUF DIE SPONSOREN 41

    PROCEEDING SEMINAR NASIONAL RISET TEKNOLOGI INFORMASI 2013

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    Content rendering and interaction technologies for digital heritage systems

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    Existing digital heritage systems accommodate a huge amount of digital repository information; however their content rendering and interaction components generally lack the more interesting functionality that allows better interaction with heritage contents. Many digital heritage libraries are simply collections of 2D images with associated metadata and textual content, i.e. little more than museum catalogues presented online. However, over the last few years, largely as a result of EU framework projects, some 3D representation of digital heritage objects are beginning to appear in a digital library context. In the cultural heritage domain, where researchers and museum visitors like to observe cultural objects as closely as possible and to feel their existence and use in the past, giving the user only 2D images along with textual descriptions significantly limits interaction and hence understanding of their heritage. The availability of powerful content rendering technologies, such as 3D authoring tools to create 3D objects and heritage scenes, grid tools for rendering complex 3D scenes, gaming engines to display 3D interactively, and recent advances in motion capture technologies for embodied immersion, allow the development of unique solutions for enhancing user experience and interaction with digital heritage resources and objects giving a higher level of understanding and greater benefit to the community. This thesis describes DISPLAYS (Digital Library Services for Playing with Shared Heritage Resources), which is a novel conceptual framework where five unique services are proposed for digital content: creation, archival, exposition, presentation and interaction services. These services or tools are designed to allow the heritage community to create, interpret, use and explore digital heritage resources organised as an online exhibition (or virtual museum). This thesis presents innovative solutions for two of these services or tools: content creation where a cost effective render grid is proposed; and an interaction service, where a heritage scenario is presented online using a real-time motion capture and digital puppeteer solution for the user to explore through embodied immersive interaction their digital heritage

    Development of a Physics-Aware Dead Reckoning Mechanism for Distributed Interactive Applications

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    Distributed Interactive Applications (DIAs) are a class of software that allow geographically remote users to interact within a shared virtual environment. Many DIAs seek to present a rich and realistic virtual world to users, both on a visual and behavioural level. A relatively recent addition to virtual environments (both distributed and single user) to achieve the latter has been the simulation of realistic physical phenomena between objects in the environment. However, the application of physics simulation to virtual environments in DIAs currently lags that of single user environments. This is primarily due to the unavailability of entity state update mechanisms which can maintain consistency in such physics-rich environments. The difference is particularly evident in applications built on a peer-to-peer architecture, as a lack of a single authority presents additional challenges in synchronising the state of shared objects while also presenting a responsive simulation. This thesis proposes a novel state maintenance mechanism for physics-rich environments in peer-to-peer DIAs composed of two parts: a dynamic authority scheme for shared objects, and a physics-aware dead reckoning model with an adaptive error threshold. The first part is intended to place a bound on the overall inconsistency present in shared objects, while the second is implemented to minimise the instantaneous inconsistency during users’ interactions with shared objects. A testbed application is also described, which is used to validate the performance of the proposed mechanism. The state maintenance mechanism is implemented for a single type of physicsaware application, and demonstrates a marked improvement in consistency for that application. However, several flexible terms are described in its implementation, as well as their potential relevance to alternative applications. Finally, it should be noted that the physics-aware dead reckoning model does not depend on the authority scheme, and can therefore be employed with alternative authority scheme

    Model-Driven Development of Interactive Multimedia Applications

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    The development of highly interactive multimedia applications is still a challenging and complex task. In addition to the application logic, multimedia applications typically provide a sophisticated user interface with integrated media objects. As a consequence, the development process involves different experts for software design, user interface design, and media design. There is still a lack of concepts for a systematic development which integrates these aspects. This thesis provides a model-driven development approach addressing this problem. Therefore it introduces the Multimedia Modeling Language (MML), a visual modeling language supporting a design phase in multimedia application development. The language is oriented on well-established software engineering concepts, like UML 2, and integrates concepts from the areas of multimedia development and model-based user interface development. MML allows the generation of code skeletons from the models. Thereby, the core idea is to generate code skeletons which can be directly processed in multimedia authoring tools. In this way, the strengths of both are combined: Authoring tools are used to perform the creative development tasks while models are used to design the overall application structure and to enable a well-coordinated development process. This is demonstrated using the professional authoring tool Adobe Flash. MML is supported by modeling and code generation tools which have been used to validate the approach over several years in various student projects and teaching courses. Additional prototypes have been developed to demonstrate, e.g., the ability to generate code for different target platforms. Finally, it is discussed how models can contribute in general to a better integration of well-structured software development and creative visual design

    Developing Collaborative XML Editing Systems

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    In many areas the eXtensible Mark-up Language (XML) is becoming the standard exchange and data format. More and more applications not only support XML as an exchange format but also use it as their data model or default file format for graphic, text and database (such as spreadsheet) applications. Computer Supported Cooperative Work is an interdisciplinary field of research dealing with group work, cooperation and their supporting information and communication technologies. One part of it is Real-Time Collaborative Editing, which investigates the design of systems which allow several persons to work simultaneously in real-time on the same document, without the risk of inconsistencies. Existing collaborative editing research applications specialize in one or at best, only a small number of document types; for example graphic, text or spreadsheet documents. This research investigates the development of a software framework which allows collaborative editing of any XML document type in real-time. This presents a more versatile solution to the problems of real-time collaborative editing. This research contributes a new software framework model which will assist software engineers in the development of new collaborative XML editing applications. The devised framework is flexible in the sense that it is easily adaptable to different workflow requirements covering concurrency control, awareness mechanisms and optional locking of document parts. Additionally this thesis contributes a new framework integration strategy that enables enhancements of existing single-user editing applications with real-time collaborative editing features without changing their source code
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