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We describe the Ignite Distributed Collaborative Scientific Visualization System (IDCVS), a system which permits real-time interaction and visual collaboration around large data sets, with an initial emphasis on scientific data. The IDCVS offers such a collaborative environment, with real-time interaction on any device between users separated across the wide area. It provides seamless interaction...
We present Alone Together, a collaborative virtual ball playing environment augmented with three sets of Microsoft Kinect. The play environment fulfills a 'sport over the distance' them via the attempt to mimic the real world ballpassing exercise (or rehabilitation sessions) except that the players can be miles away from each other, and they interact without a physical ball. Moreover, our system allows...
Consider the emerging role of data science teams embedded in larger organizations. Individual analysts work on loosely related problems, and must share their findings with each other and the organization at large, moving results from exploratory data analyses (EDA) into automated visualizations, diagnostics and reports deployed for wider consumption. There are two problems with the current practice...
This paper looks at the potential of information visualization for multi-device co-located synchronous collaboration. That is, the capability of interactive graphical user interfaces to support face-to-face collaboration with networked devices such as large displays with motion recognition and mobile touchscreen devices. This is done by first considering how information visualization can be developed...
The medieval Church of Zelemér was located in the Great Hungarian Plain, approximately 200 km to the east of Budapest, the capital of Hungary. Nowadays, only the ruins of the church exist and there is no accurate description about the original building. The place and the church itself have religious and historical importance, its ruins and surroundings are frequently visited by tourists. There have...
The Virtual eXperiences Lab at RMIT is a “21st century lab scope,” an enabling platform for research and prototyping in industrial automation, focusing on software engineering, next generation human-machine interaction experiences, user interfaces, and training. VxLab combines high resolution visualization, industrial automation facilities and cloud-based simulation servers in a dedicated private...
In this talk we discuss our experience making state of the art software technologies including vector functional programming, collaborative analytics and visualization consumable by demanding customers we call Thinkers. The emerging discipline of Computational Science brings Thinkers and Software Experts together to create environments for Thinkers. Thinkers are well educated domain and problem focused...
Interest in the area of collaborative Unmanned Aerial Vehicles (UAVs) in a Multi-Agent System is growing to compliment the strengths and weaknesses of the human-machine relationship. To achieve effective management of multiple heterogeneous UAVs, the status model of the agents must be communicated to each other. This paper presents the effects on operator Cognitive Workload (CW), Situation Awareness...
Game-based learning systems or educational games have highly influenced the learning industry over the past decade. The modeling and development of an effective educational game has been a constant challenge for game developers in understanding the relationships between game play (rules and regulations), game environment, learning theories, and the subject-matter (learner's achievement to achieve...
Kanban is a method used in agile software development. It is a most important tool as it acts as a central communication hub among the members of an agile development team. In this research, the authors develop a prototype of a Kanban tool. The tool displays each developer's tasks across multiple horizontal rows. Therefore, users can assess the task assignment and workloads of team members in one...
In this paper, we propose a new paradigm for human-robot collaboration. In this paradigm, the collaboration properly takes advantage of the superior visual performance of the humans and the field exploration capabilities of robots, allowing the robot to only ask humans for help when needed. More specifically, we consider a robotic field exploration and classification task with limited communications...
The purpose of this paper is to implement the theoretical closeness centrality measurement algorithm [1] that was proposed by the authors' research group in order to numerically analyze closeness centrality measures among workflow-performers on a workflow-supported social network model. We implement the essential part of the proposed algorithm[l], which is a closeness centrality analysis equation...
In this paper we are focusing on the collaborative competencies associated with group learning and required by many of today's complex, fast-changing learning environments. Our pedagogical approach called Learning to learn together (L2L2) was implemented in the Metafora project's web-based environment and provides various tools to support collaboration, mutual engagement, and conflict management....
As discussions move online, we need means that compensate for what we take for granted in face-to-face meetings: voice modulation, mimics, or gestures. There are three functions of these 'metadiscoursive' expressions: 1) to navigate conversations and to direct the attention of our interlocutors, deciding what to discuss, reviewing what has been said, or how things are framed 2) to signal attitudes...
Complex collaborative learning activities require the learners to self-regulate and reflect on their learning process. Learning Analytics can be a means to support them in these tasks. Yet, current approaches of representing analytics results are mainly oriented towards researchers or instructors of online courses. In this paper we will present our position on learner-centered visualisations for analytics...
High quality face image acquisition from huge video data obtained in visual sensor network is of great significance in applications related to face processing, such as face recognition and reconstruction. This paper proposes an optimal face image acquisition method in visual sensor network, which is based on collaborative face frames acquisition and heterogeneous feature fusion-based face quality...
Collaborative visualization is a study field that emerged by combining computer-supported cooperative work (CSCW) and information visualization. The main goal is to analyze how visualization techniques can be used to support collaboration. One of the key aspects for the effective use of visual representations as a facilitator for collaboration is the analysis of how this feature influences collaborative...
The use of immersive Virtual Reality applications for training in industrial areas has been increasing due to the benefits related to that technology. This paper presents an application to perform training of power system operators in a collaborative and immersive environment. This application aims to enhance the user immersion and increase collaborative training in a Virtual Reality using Collaborative...
The main purpose of this paper is to present the made improvements to an innovative tool called Assessment Manager. These improvements are related with the implementation of analytic rubrics to help the instructors in the design of the assessment from the collaborative learning process completed by the students into Learning Management System courses. The assessment tool is part of a Teaching Assistant...
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