69 research outputs found

    Proceedings of the ECSCW'95 Workshop on the Role of Version Control in CSCW Applications

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    The workshop entitled "The Role of Version Control in Computer Supported Cooperative Work Applications" was held on September 10, 1995 in Stockholm, Sweden in conjunction with the ECSCW'95 conference. Version control, the ability to manage relationships between successive instances of artifacts, organize those instances into meaningful structures, and support navigation and other operations on those structures, is an important problem in CSCW applications. It has long been recognized as a critical issue for inherently cooperative tasks such as software engineering, technical documentation, and authoring. The primary challenge for versioning in these areas is to support opportunistic, open-ended design processes requiring the preservation of historical perspectives in the design process, the reuse of previous designs, and the exploitation of alternative designs. The primary goal of this workshop was to bring together a diverse group of individuals interested in examining the role of versioning in Computer Supported Cooperative Work. Participation was encouraged from members of the research community currently investigating the versioning process in CSCW as well as application designers and developers who are familiar with the real-world requirements for versioning in CSCW. Both groups were represented at the workshop resulting in an exchange of ideas and information that helped to familiarize developers with the most recent research results in the area, and to provide researchers with an updated view of the needs and challenges faced by application developers. In preparing for this workshop, the organizers were able to build upon the results of their previous one entitled "The Workshop on Versioning in Hypertext" held in conjunction with the ECHT'94 conference. The following section of this report contains a summary in which the workshop organizers report the major results of the workshop. The summary is followed by a section that contains the position papers that were accepted to the workshop. The position papers provide more detailed information describing recent research efforts of the workshop participants as well as current challenges that are being encountered in the development of CSCW applications. A list of workshop participants is provided at the end of the report. The organizers would like to thank all of the participants for their contributions which were, of course, vital to the success of the workshop. We would also like to thank the ECSCW'95 conference organizers for providing a forum in which this workshop was possible

    ECSCW 2013 Adjunct Proceedings The 13th European Conference on Computer Supported Cooperative Work 21 - 25. September 2013, Paphos, Cyprus

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    This volume presents the adjunct proceedings of ECSCW 2013.While the proceedings published by Springer Verlag contains the core of the technical program, namely the full papers, the adjunct proceedings includes contributions on work in progress, workshops and master classes, demos and videos, the doctoral colloquium, and keynotes, thus indicating what our field may become in the future

    Teaching about Madrid: A Collaborative Agents-Based Distributed Learning Course

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    Interactive art courses require a huge amount of computational resources to be running on real time. These computational resources are even bigger if the course has been designed as a Virtual Environment with which students can interact. In this paper, we present an initiative that has been develop in a close collaboration between two Spanish Universities: Universidad Politécnica de Madrid and Universidad Rey Juan Carlos with the aim of join two previous research project: a Collaborative Awareness Model for Task-Balancing-Delivery (CAMT) in clusters and the “Teaching about Madrid” course, which provides a cultural interactive background of the capital of Spain

    Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies

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    This paper argues that traditional and mainstream mythologies, which have been continually told within the Information Technology domain among designers and advocators of conceptual modelling since the 1960s in different fields of computing sciences, could now be renovated or substituted in the mould of more recent discourses about performativity, complexity and end-user creativity that have been constructed across different fields in the meanwhile. In the paper, it is submitted that these discourses could motivate IT professionals in undertaking alternative approaches toward the co-construction of socio-technical systems, i.e., social settings where humans cooperate to reach common goals by means of mediating computational tools. The authors advocate further discussion about and consolidation of some concepts in design research, design practice and more generally Information Technology (IT) development, like those of: task-artifact entanglement, universatility (sic) of End-User Development (EUD) environments, bricolant/bricoleur end-user, logic of bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical construction. Points backing these and similar concepts are made to promote further discussion on the need to rethink the main assumptions underlying IT design and development some fifty years later the coming of age of software and modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D. Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded Technologies: A European Challenge (2013, forthcoming) with the title "Building Socially Embedded Technologies: Implications on Design" within an EUSSET editorial initiative (www.eusset.eu/

    Groupware: Conceitos Fundamentais e Caracterização dos Principais Blocos Construtivos

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    Este documento parte de um conjunto de conceitos fundamentais da área de CSCW (Computer Supported Cooperative Work) e procura identificar os blocos construtivos requeridos por qualquer sistema, ferramenta ou aplicação informática que se queira considerar cooperativa, à qual genericamente se designa groupware. Os blocos considerados são: comunicação, arquitectura, concorrência, coordenação, espaço público, monitorização e acess

    Gasper: A Collaborative Writing Mode for Avoiding Blind Modifications

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    In the last years network connectivity continuously expanded. However, existing collaborative environments were not designed to benefit from the fact that users are connected most of the time. For example, Wiki or version control systems allow users to work in isolation, but they tolerate blind modifications. For instance, users may concurrently perform the same task or they might work on obsolete versions of shared documents. We propose a novel writing mode for avoiding blind modifications by providing real-time information about group activities. Changes performed concurrently are filtered according to user privacy preferences and depicted in their local documents

    A Descriptive Framework to Design for Mutual Location-Awareness in Ubiquitous Computing

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    The following paper provides developers, designers and researchers of location-aware applications with a descriptive framework of applications that convey Mutual Location-Awareness. These applications rely on ubiquitous computing systems to inform people on the whereabouts of significant others. The framework describes this as a 3 steps process made of a capturing, retrieval and delivery phase. For each of these phases, it presents the implications for the users in terms of interpretations of the information. Such framework is intended to both set the design space and research questions to be answered in the field of social location-aware applications

    Large scale collaborative virtual environments

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    [N.B. Pagination of eThesis differs from printed thesis. The content is identical.] This thesis is concerned with the theory, design, realisation and evaluation of large-scale collaborative virtual environments. These are 3D audio-graphical computer generated environments which actively support collaboration between potentially large numbers of distributed users. The approach taken in this thesis reflects both the sociology of interpersonal communication and the management of communication in distributed systems. The first part of this thesis presents and evaluates MASSIVE-1, a virtual reality tele-conferencing system which implements the spatial model of interaction of Benford and Fahlén. The evaluation of MASSIVE-1 has two components: a user-oriented evaluation of the system’s facilities and the underlying awareness model; and a network-oriented evaluation and modelling of the communication requirements of the system with varying numbers of users. This thesis proposes the “third party object” concept as an extension to the spatial model of interaction. Third party objects can be used to represent the influence of context or environment on interaction and awareness, for example, the effects of boundaries, rooms and crowds. Third party objects can also be used to introduce and manage dynamic aggregates or abstractions within the environments (for example abstract overviews of distant crowds of participants). The third party object concept is prototyped in a second system, MASSIVE-2. MASSIVE-2 is also evaluated in two stages. The first is a user-oriented reflection on the capabilities and effectiveness of the third party concept as realised in the system. The second stage of the evaluation develops a predictive model of total and per-participant network bandwidth requirements for systems of this kind. This is used to analyse a number of design decisions relating to this type of system, including the use of multicasting and the form of communication management adopted

    Large scale collaborative virtual environments

    Get PDF
    [N.B. Pagination of eThesis differs from printed thesis. The content is identical.] This thesis is concerned with the theory, design, realisation and evaluation of large-scale collaborative virtual environments. These are 3D audio-graphical computer generated environments which actively support collaboration between potentially large numbers of distributed users. The approach taken in this thesis reflects both the sociology of interpersonal communication and the management of communication in distributed systems. The first part of this thesis presents and evaluates MASSIVE-1, a virtual reality tele-conferencing system which implements the spatial model of interaction of Benford and Fahlén. The evaluation of MASSIVE-1 has two components: a user-oriented evaluation of the system’s facilities and the underlying awareness model; and a network-oriented evaluation and modelling of the communication requirements of the system with varying numbers of users. This thesis proposes the “third party object” concept as an extension to the spatial model of interaction. Third party objects can be used to represent the influence of context or environment on interaction and awareness, for example, the effects of boundaries, rooms and crowds. Third party objects can also be used to introduce and manage dynamic aggregates or abstractions within the environments (for example abstract overviews of distant crowds of participants). The third party object concept is prototyped in a second system, MASSIVE-2. MASSIVE-2 is also evaluated in two stages. The first is a user-oriented reflection on the capabilities and effectiveness of the third party concept as realised in the system. The second stage of the evaluation develops a predictive model of total and per-participant network bandwidth requirements for systems of this kind. This is used to analyse a number of design decisions relating to this type of system, including the use of multicasting and the form of communication management adopted
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