17,684 research outputs found
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Out there and in here: design for blended scientific inquiry learning
One of the beneďŹts of mobile technologies is to combine âthe digitalâ (e.g., data, information, photos) with âďŹeldâ experiences in novel ways that are contextualized by peopleâs current located activities. However, often cost, mobility disabilities and time exclude students from engaging in such peripatetic experiences. The Out There and In Here project, is exploring a combination of mobile and tabletop technologies in support for collaborative learning. A system is being developed for synchronous collaboration between geology students in the ďŹeld and peers at an indoor location. The overarching goal of this research is to develop technologies that support people working together in a suitable manner for their locations. There are two OTIH project research threads. The ďŹrst deals with disabled learner access issues: these complex issues are being reviewed in subsequent evaluations and publications. This paper will deal with issues of technology supported learning design for remote and co-located science learners. Several stakeholder evaluations and two ďŹeld trials have reviewed two research questions:
1. What will enhance the learning experience for those in the ďŹeld and laboratory?
2. How can learning trajectories and appropriate technologies be designed to support equitable co-located and remote learning collaboration?
This paper focuses on describing the iterative linked development of technologies and scientiďŹc inquiry pedagogy. Two stages within the research project are presented. The 1st stage details several pilot studies over 3 years with 21 student participants in synchronous collaborations with traditional technology and pedagogical models. Findings revealed that this was an engaging and useful experience although issues of equity in collaboration needed further research. The 2nd stage, in this project, has been to evaluate data from over 25 stakeholders (academics, learning and technology designers) to develop pervasive ambient technological solutions supporting orchestration of mixed levels of pedagogy (i.e. abstract synthesis to speciďŹc investigation). Middleware between tabletop âsurfaceâ technologies and mobile devices are being designed with Microsoft and OOKL (a mobile software company) to support these developments. Initial ďŹndings reveal issues around equity, ownership and professional identity
Computer-Supported Collaborative Production
This paper proposes the concept of collaborative production as a focus of concern within the general area of collaborative work. We position the concept with respect to McGrath's framework for small group dynamics and the more familiar collaboration processes of awareness, coordination, and communication (McGrath 1991). After reviewing research issues and computer-based support for these interacting aspects of collaboration, we turn to a discussion of implications for how to design improved support for collaborative production. We illustrate both the challenges of collaborative production and our design implications with a collaborative map-updating scenario drawn from the work domain of geographical information systems
A CONCEPTUAL FRAMEWORK FOR MOBILE GROUP SUPPORT SYSTEMS
The rapid development of wireless communication and mobile devices has created a great opportunity to support mobile group coordination at a more efficient level than before. This article presents a framework for Mobile Group Support Systems (MGSS) that considers four dimensions: supporting whom, supporting what, where to support and how to support. A good MGSS design should take consideration with the characteristics of each dimension: the system should be able to support mobile users working jointly with members from multiple parties; using available and advanced mobile technology, the system should be able to support context freedom, context dependent, and ad hoc coordination under dynamic, uncertain, frequent disrupting, time and space stretched and fluid context. To meet these requirements, we discuss the issues related to three basic functions of MGSS: mobile communication, group coordination, and context awareness
Designing to Support Workspace Awareness in Remote Collaboration using 2D Interactive Surfaces
Increasing distributions of the global workforce are leading to collaborative workamong remote coworkers. The emergence of such remote collaborations is essentiallysupported by technology advancements of screen-based devices ranging from tabletor laptop to large displays. However, these devices, especially personal and mobilecomputers, still suffer from certain limitations caused by their form factors, that hinder supporting workspace awareness through non-verbal communication suchas bodily gestures or gaze. This thesis thus aims to design novel interfaces andinteraction techniques to improve remote coworkersâ workspace awareness throughsuch non-verbal cues using 2D interactive surfaces.The thesis starts off by exploring how visual cues support workspace awareness infacilitated brainstorming of hybrid teams of co-located and remote coworkers. Basedon insights from this exploration, the thesis introduces three interfaces for mobiledevices that help users maintain and convey their workspace awareness with their coworkers. The first interface is a virtual environment that allows a remote person to effectively maintain his/her awareness of his/her co-located collaboratorsâ activities while interacting with the shared workspace. To help a person better express his/her hand gestures in remote collaboration using a mobile device, the second interfacepresents a lightweight add-on for capturing hand images on and above the deviceâsscreen; and overlaying them on collaboratorsâ device to improve their workspace awareness. The third interface strategically leverages the entire screen space of aconventional laptop to better convey a remote personâs gaze to his/her co-locatedcollaborators. Building on the top of these three interfaces, the thesis envisions an interface that supports a person using a mobile device to effectively collaborate with remote coworkers working with a large display.Together, these interfaces demonstrate the possibilities to innovate on commodity devices to offer richer non-verbal communication and better support workspace awareness in remote collaboration
Groupware design : principles, prototypes, and systems
Computers are valuable tools for a wide range of work tasks. A substantial limitation on their value, however, is the predominant focus on enhancing the work of individuals. This fails to account for the issues of collaboration that affect almost all work. Research into computer supported cooperative work (CSCW) aims to eliminate this deficiency, but the promise of computer systems for group work has not been met.
This thesis presents four design principles that promote the development of successful groupware. The principles identify the particular problems encountered by groupware, and provide guidelines and strategies to avoid, overcome, or minimise their impact. Derived from several sources, the major influence on the principles development is an investigation into the relationship between factors affecting groupware failure. They are stimulated by observations of groupware use, and by design insights arising from the development of two groupware applications and their prototypes: Mona and TELEFREEK.
Mona provides conversation-based email management. Several groupware applications allow similar functionality, but the design principles result in Mona using different mechanisms to achieve its user-support.
TELEFREEK provides a platform for accessing computer-supported communication and collaboration facilities. It attends to the problems of initiating interaction, and supports an adaptable and extendible set of "social awareness" assistants. TELEFREEK offers a broader range of facilities than other groupware, and avoids the use of prohibitively high-bandwidth communication networks. TELEFREEK demonstrates that much can be achieved through current and widely accessible technology.
Together, Mona and TELEFREEK forcefully demonstrate the use of the design principles, and substantiate the claim of their utility
AFFECTIVE COMPUTING AND AUGMENTED REALITY FOR CAR DRIVING SIMULATORS
Car simulators are essential for training and for analyzing the behavior, the responses and the performance of the driver. Augmented Reality (AR) is the technology that enables virtual images to be overlaid on views of the real world. Affective Computing (AC) is the technology that helps reading emotions by means of computer systems, by analyzing body gestures, facial expressions, speech and physiological signals. The key aspect of the research relies on investigating novel interfaces that help building situational awareness and emotional awareness, to enable affect-driven remote collaboration in AR for car driving simulators. The problem addressed relates to the question about how to build situational awareness (using AR technology) and emotional awareness (by AC technology), and how to integrate these two distinct technologies [4], into a unique affective framework for training, in a car driving simulator
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Smart labs and social practice: social tools for pervasive laboratory workspaces: a position paper
The emergence of pervasive and ubiquitous computing stimulates a view of future work environments where sharing of information, data and knowledge is easy and commonplace, particularly in highly interactive settings. Much of the work in this area focuses on tool development to support activities such as data collection, data recording and sharing, and so on. We are interested in this kind of technical development, which is both challenging and essential for science communities. But we are also interested in a broader interpretation of knowledge sharing and the human/social side of tools we develop to support this. We are keen to know more about how groups of different kinds of scientists can make their work understandable and shareable with each other in a multidisciplinary setting. This is a complex task because boundaries and barriers can emerge between disciplines engendered by differences in discourses and practices, which may not easily translate into other discipline areas. In the worst case, there may be some hostility between disciplines, or at least doubt and scepticism. Nevertheless, sharing approaches to research, research expertise, data and methods across disciplines can be a very fruitful exercise, and encouragement to engage in this activity is particularly pertinent in the digital era. Issues of privacy and security are also key aspects â knowing when and how to release data or information to other groups is crucial to providing a safe environment for people to work, and there are several sensitivities to be explored here.
In this paper we describe an evolving situation that captures many of these issues, which we aim to track longitudinally
Periscope: A Robotic Camera System to Support Remote Physical Collaboration
We investigate how robotic camera systems can offer new capabilities to
computer-supported cooperative work through the design, development, and
evaluation of a prototype system called Periscope. With Periscope, a local
worker completes manipulation tasks with guidance from a remote helper who
observes the workspace through a camera mounted on a semi-autonomous robotic
arm that is co-located with the worker. Our key insight is that the helper, the
worker, and the robot should all share responsibility of the camera view--an
approach we call shared camera control. Using this approach, we present a set
of modes that distribute the control of the camera between the human
collaborators and the autonomous robot depending on task needs. We demonstrate
the system's utility and the promise of shared camera control through a
preliminary study where 12 dyads collaboratively worked on assembly tasks.
Finally, we discuss design and research implications of our work for future
robotic camera systems that facilitate remote collaboration.Comment: This is a pre-print of the article accepted for publication in PACM
HCI and will be presented at CSCW 202
Collaborative video editing
Samarbeid i videoredigering
Denne avhandlingen tar opp følgende spørsmül: Hvordan kan vi støtte samarbeid i videoredigering? I ulike anvendelsesomrüder, som skriving og design, er bruk av samarbeidsverktøy utbredt. Likevel er programvare for videoredigering i hovedsak utviklet for individuell bruk. Videoredigering bør forstüs som en sosial aktivitet og blir i profesjonelle sammenhenger ofte utført som et samarbeid mellom ulike aktører.
Basert pü intervjuer og designverksteder, undersøker denne avhandlingen hvordan videoredigerere samarbeider og utforsker mulighetsrommet for ü støtte samarbeid i videoredigering gjennom design av nye løsninger.
I tre studier undersøker denne avhandlingen videoredigering fra tre perspektiver. Først undersøker den samarbeidspraksiser blant profesjonelle videoredigerere og identifiserer ulike strategier og sosiale mekanismer som brukes for ü oppnü enighet mellom aktørene som er involvert i videoproduksjon. Denne første studien identifiserer ni temaer som beskriver hvordan videoredigerere hündterer usikkerhet og oppnür enighet, spesielt gjennom organisatoriske mekanismer, dokumentasjon og ikoniske referanser. Studien foreslür ogsü tre ulike retninger for design av nye løsninger for ü støtte samarbeid i videoredigering.
Det andre studiet undersøker videoproduksjon fra et organisatorisk perspektiv, med fokus pü en pügüende overgang til distribuert arbeid og dets innvirkning pü videoproduksjon. Den andre studien skisserer de kortsiktige og langsiktige implikasjonene av ü innføre distribuerte arbeidsformer i TV-produksjonsorganisasjoner under COVID-19-pandemien.
Den siste studien ser pü samarbeid i videoredigering som et designproblem og presenterer designideer for hvordan man kan støtte et slikt samarbeid. I tillegg peker denne studien pü utfordringer som kan vÌre til hinder for innføringen av nye videoredigeringsverktøy som skal støtte samarbeid.
Ved ü sammenstille resultatene fra de tre studiene, samt analysere tidligere forskning og eksisterende videoredigeringsverktøy, identifiserer avhandlingen tre designtilnÌrminger for ü støtte samarbeid i videoredigeringsprogramvare: holistisk, skreddersydd og konfigurerbar. Selv om disse tilnÌrmingene diskuteres med tanke pü samarbeid i videoredigeringspraksiser, kan de tilby et bredere analytisk rammeverk for ü vurdere utformingen av samarbeidsverktøy ogsü for andre anvendelsesomrüder.This thesis addresses the following question: how can collaboration be supported in video editing? In many domains, such as writing and design, collaborative tools have become common and widespread. However, video-editing software is still predominantly designed for solo users. Nevertheless, video editing is a social activity that, in a professional setting, often involves various people working together.
Based on interviews and design workshops, this thesis investigates the collaborative practices of video editors and explores the design space of collaborative video editing.
In three studies, this thesis looks at video editing from three angles. First, it investigates the collaborative practices of video editors and identifies the strategies and social mechanisms they employ to reach agreements with various parties involved in the videoproduction process. The first study identifies nine themes that characterise the ways video editors manage uncertainties and reach agreements, particularly through organisational mechanisms, documentation, and iconic referencing. The study also suggests three design paths to explore further.
Second, it examines video production from an organisational point of view, focusing on the recent shift towards remote work and its impact on video production. The second study delineates the short-term and long-term implications of adopting remote work in TV production organisations during the COVID-19 pandemic.
Third, it approaches collaborative video editing as a design problem and offers design ideas to enhance collaboration. Additionally, it uncovers challenges that might impede the adoption of new collaborative video-editing tools.
In synthesising the results of the three studies, as well as analysing previous research and existing video-editing tools, this thesis identifies three design approaches for supporting collaboration in video-editing software: holistic, tailored, and configurable. While discussed in the context of collaborative video editing, these approaches offer a broader analytical framework for considering the design of collaborative production tools.Doktorgradsavhandlin
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ďŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
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