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[Keyword] CSCW(16hit)

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  • GKJ: Group KJ Method Support System Utilizing Digital Pens

    Motoki MIURA  Taro SUGIHARA  Susumu KUNIFUJI  

     
    PAPER

      Vol:
    E94-D No:3
      Page(s):
    456-464

    Practitioners of the Jiro Kawakita (KJ) method, a method for organizing ideas, typically use paper labels and four-colored ball-point pens to record their ideas during the creative thinking process. A similar approach is used in group KJ method sessions; however, the effectiveness of capturing and sharing the diagrams and information is limited because of the large amount of paper required. Considering the merits of the conventional paper-pen approach and the demand for quick sharing of diagrams after a session, we designed and implemented a system to digitize group KJ sessions--not just the diagrams but also the details of the creative process. We used digital pens during the session to capture the position and orientation of labels as well as their content. We confirmed the efficiency of our system by applying it to several GKJ sessions.

  • Tile-Image Merging and Delivering for Virtual Camera Services on Tiled-Display for Real-Time Remote Collaboration

    Giseok CHOE  Jongho NANG  

     
    PAPER-Image Processing and Video Processing

      Vol:
    E93-D No:7
      Page(s):
    1944-1956

    The tiled-display system has been used as a Computer Supported Cooperative Work (CSCW) environment, in which multiple local (and/or remote) participants cooperate using some shared applications whose outputs are displayed on a large-scale and high-resolution tiled-display, which is controlled by a cluster of PC's, one PC per display. In order to make the collaboration effective, each remote participant should be aware of all CSCW activities on the titled display system in real-time. This paper presents a capturing and delivering mechanism of all activities on titled-display system to remote participants in real-time. In the proposed mechanism, the screen images of all PC's are periodically captured and delivered to the Merging Server that maintains separate buffers to store the captured images from the PCs. The mechanism selects one tile image from each buffer, merges the images to make a screen shot of the whole tiled-display, clips a Region of Interest (ROI), compresses and streams it to remote participants in real-time. A technical challenge in the proposed mechanism is how to select a set of tile images, one from each buffer, for merging so that the tile images displayed at the same time on the tiled-display can be properly merged together. This paper presents three selection algorithms; a sequential selection algorithm, a capturing time based algorithm, and a capturing time and visual consistency based algorithm. It also proposes a mechanism of providing several virtual cameras on tiled-display system to remote participants by concurrently clipping several different ROI's from the same merged tiled-display images, and delivering them after compressing with video encoders requested by the remote participants. By interactively changing and resizing his/her own ROI, a remote participant can check the activities on the tiled-display effectively. Experiments on a 32 tiled-display system show that the proposed merging algorithm can build a tiled-display image stream synchronously, and the ROI-based clipping and delivering mechanism can provide individual views on the tiled-display system to multiple remote participants in real-time.

  • Promotion of Multiparty Conference in Collaborative Virtual Environments

    Kentaro FUKUI  Kensaku HONDA  Kenichi OKADA  

     
    INVITED PAPER

      Vol:
    E87-D No:12
      Page(s):
    2540-2547

    Currently, multi-party video conference does not provide equivalent quality in comparison to face-to-face conference. One assumed reason is that participants cannot be aware of "who is focusing on whom". We introduce virtual space to a multi-party conference system, allocating avatars in a space. We also introduce intuitive input interface using motion processor in order to construct a multi-party conference system, which the user can use without being aware of it. A new displaying method is essential for this system, and we introduce a way by which a user can obtain the feedback of which user he/she is focusing on. We introduce e-MulCS as the system that fulfils these proposals. By comparing this system with the video conference system, the results show that our system supports the intuitive multi-party communication better.

  • Role-Based Autonomous and Collaborative Mechanism for Cooperative Behavior

    Yoshihiko SAKASHITA  Tetsuo IDEGUCHI  Fumiaki SATO  Tadanori MIZUNO  

     
    PAPER-Artificial Intelligence, Cognitive Science

      Vol:
    E83-D No:6
      Page(s):
    1255-1265

    It has been proposed that the collaborative working environments have been created by the computing assistance for human behaviors with the instructions of related information and items. The purpose of this study is to propose the collaboration mechanism and the environments constrained by the roles. The basic principle at issue in this studies is that all members should behave autonomously, and behave collaboratively with understanding the surrounding environments. We have already presented the Distributed Collaborative Computing architecture called Noah that has the concept of field with tupple space. On this mechanism, we designed the role-based cooperative work environments on the collaboration and coordination mechanism. We applied this mechanism to the typical models in the industrial system's domain.

  • New Generation Database Technologies for Collaborative Work Support and Spatio-Temporal Data Management

    Yoshifumi MASUNAGA  

     
    REVIEW PAPER

      Vol:
    E82-D No:1
      Page(s):
    45-53

    Support of collaborative work and management of spatio-temporal data has become one of the most interesting and important database applications, which is due to the tremendous progress of database and its surrounding technologies in the last decade. In this paper, we investigate the new generation database technologies that are needed to support such advanced applications. Because of the recent progress of virtual reality technology, virtual work spaces are now available. We examine a typical CSCW (Computer Supported Cooperative Work) fsystem to identify database problems that arise from it. We introduce typical approaches to database improvement based on the high-level view and the virtual reality technique. Also, in this paper, the following are introduced and discussed: the design and implementation of three- and four-dimensional spatio-temporal database systems, VRML (Virtual Reality Modeling Language) database systems, fast access methods to spatio-temporal data, and the interval-based approach to temporal multimedia databases.

  • Integrated Management of Enterprise Networks: Group Cooperation Perspective

    Pradeep RAY  

     
    PAPER-Architecture/Modeling

      Vol:
    E80-B No:6
      Page(s):
    811-817

    There is now a world-wide trend towards the downsizing of information systems using a number techniques, such as clientserver architecture. Consequently, enterprise networks are fast growing in terms of size and functionality. These networks need to be managed effectively. Researchers have been working on the development of management solutions for enterprise networks, using recent advances in software engineering, communication protocols, and artificial intelligence techniques. However, not much work has been published on the role of human factors in the integrated management of networks and systems. This paper presents a new Cooperative management Methodology for Enterprise Networks (CoMEN), based on Computer Supported Cooperative Work (CSCW) techniques.

  • Information on Demand on Nomadic Collaboration Support System

    Shinya MURAI  Akihiko SUGIKAWA  

     
    LETTER

      Vol:
    E79-B No:8
      Page(s):
    1083-1085

    The use of high-performance portable computers has become widespread. It is expected that many people will carry large amounts of multimedia information in these portable computers. In face-to-face communication, however, few systems are capable of exchanging multimedia information. Previously, we developed the Nomadic Collaboration Support System, which supports face-to-face communication through conversation and the distribution of documents. The system makes it possible for each participant in face-to-face communication to distribute electronic documents to other participants and edit them synchronously. However, it is often impossible for participants to obtain suitable amounts of information during face-to-face communication because of the difficulty in tailoring the documents for each participant. In this paper, we propose a technique to exchange hypertext documents on the Nomadic Collaboration Support System, which will allow each participant to obtain the most suitable amount of information possible from the distributor without his tailoring documents for each participant.

  • Program Production in the Age of Multimedia --DTPP: Desktop Program Production--

    Kazumasa ENAMI  Kazuo FUKUI  Nobuyuki YAGI  

     
    INVITED PAPER

      Vol:
    E79-D No:6
      Page(s):
    659-666

    In order to produce high quality multimedia contents efficiently, DTPP -desktop program production system- has been proposed. The DTPP is capable of supporting all the necessary procedures of program production, from planning to broadcasting, by molding each process into the desktop environment of program producers. The DTPP system consists of multimedia terminals, a media server, a computing server, and network system. In the DTPP, new technological concepts such as cooperative program production, indexing and utilization of attribute information of images, and video components and spatio-temporal editing will be installed.

  • A Two-Way Dual-View Teleteaching System Conveying Gestures and Chalkboard Contents

    Amane NAKAJIMA  Takashi SAKAIRI  Fumio ANDO  Masahide SHINOZAKI  

     
    PAPER

      Vol:
    E77-D No:12
      Page(s):
    1335-1343

    In current teleteaching systems, video conferencing systems have been used to transmit a motion video from a teacher's site. A video that captures a teacher or his or her chalkboard is transmitted to a remote site through a communication channel. Since the resolution of the video is not very high, a camera captures either a teacher or a chalkboard, but not both at the same time. Thus, remote students have difficulty in obtaining realistic sensation. Another approach to realizing teleteaching is to use a computer-based desktop conferencing system that supports a motion video and a computer-based shared chalkboard. In this approach, a teacher has to use a mouse or a handwriting tablet for input, and therefore cannot use a real chalkboard. Moreover, the teacher cannot use gestures to remote students. This paper presents a multimedia teleteaching system that integrates an electronic whiteboard with a multimedia desktop conferencing system for providing realistic sensation to remote students. The system provides two-way communication of a video and a computerized chalkboard. A teacher uses an electronic whiteboard as a real whiteboard using direct manipulation, and transmits his or her gestures to remote students by using video communication. The system provides dual views; one view is for teacher's gestures and the other is for chalkboard contents. By providing the dual views, the system can transmit teacher's gestures all the time. Since chalkboard contents are processed and displayed as computer data, students can see them clearly. With the computerized chalkboard, a teacher or a student can zoom contents, input data written on a paper using a scanner, or add annotation.

  • The Concept of Tool-Based Direct Deformation Method for Networked Cooperative CAD Interface

    Juli YAMASHITA  Hiroshi YOKOI  Yukio FUKUI  Makoto SHIMOJO  

     
    PAPER

      Vol:
    E77-D No:12
      Page(s):
    1350-1354

    This paper proposes the concept of Tool-Based Direct Deformation Method (TB-DDM) which supports networked CAD (Computer Aided Design) systems with virtual reality technologies. TB-DDM allows designers to sculpt free forms directly with tools; each tool has its deforming characteristics, such as, the area and the shape of deformation. TB-DDM's direct deformation interface is independent of form representations because the system automatically calculates appropriate deformation according to its form representation when a tool pushes" a form. The deformation with TB-DDM is concisely described by the initial shape, types of tools, and thier loci; the description enables cooperative CAD systems with narrow bandwidth network to share design process rapidly and to distribute computational load.

  • Flexible Information Sharing and Handling System--Towards Knowledge Propagation--

    Yoshiaki SEKI  Toshihiko YAMAKAMI  Akihiro SHIMIZU  

     
    PAPER

      Vol:
    E77-B No:3
      Page(s):
    404-410

    The use of computers with private networks has accelerated the electronic storage of business information in office systems. With the rapid progress in processing capability and small sizing of the computer world, private networks are going to be more intelligent. The utilization of shared information is a key issue in modern organizations, in order to increase the productivity of white-collar workers. In the CSCW research field, it is said that informal and unstructured information is important in group work contexts but difficult to locate in a large organization. Many researchers are paying particular attention to the importance of support systems for such information. These kinds of information are called Organizational memory or Group Memory. Our research focuses on knowledge propagation with private networks in the organization. This means emphasis on the process; with which organized information or the ability to use information is circulated throughout the organization. Knowledge propagation has three issues: knowledge transmission, destination locating and source locating. To cope with these issues we developed FISH, which stands for Flexible Information Sharing and Handling system. FISH was designed to provide cooperative information sharing in a group work context and to explore knowledge propagation. FISH stores fragmental information as cards with multiple keywords and content. This paper discusses a three-layered model that describes computer supported knowledge transmission. Based on this model, three issues are discussed regarding knowledge propagation. FISH and its two-year experiment are described and knowledge propagation is explored based on the results of this experiment.

  • Multimedia Communication Protocols and Services for Broadband Private Networks

    Shiro SAKATA  

     
    INVITED PAPER

      Vol:
    E77-B No:3
      Page(s):
    283-293

    There has been growing interest in Broadband ISDN (B-ISDN) based on ATM (Asynchronous Transfer Mode) technologies, since ATM is expected to support a wide range of applications through high-speed and flexible multimedia communication capabilities. This paper reviews and discusses technical issues on multimedia communication protocols and services from the integration points of view of computer and communication technologies. An ISDN-based distributed multimedia and multi-party desktop conference system called MERMAID is introduced as an example which offers highly-sophisticated functions for remote collaborations among multiple users. This system, which was developed in early 1989 and has been used for daily research work since then, involves B-ISDN key technologies related to multimedia and multicast protocols, and computer architecture for groupware applications.

  • ClearBoard: A Novel Shared Drawing Medium that Supports Gaze Awareness in Remote Collaboration

    Minoru KOBAYASHI  Hiroshi ISHII  

     
    PAPER

      Vol:
    E76-B No:6
      Page(s):
    609-617

    The goal of visual telecommunication has been to create a sense of "being there" or "telepresence." This paper introduces a novel shared drawing medium called ClearBoard that goes beyond "being there" by providing virtual shared workspace. It realizes (1) a seamless integration of shared drawing space and partner's image, and (2) eye contact to support real-time and remote collaboration by two users. We devised the key metaphor: "talking through and drawing on a transparent glass window" to design ClearBoard. A prototype, ClearBoard-1 is implemented based on the "Drafter-Mirror" architecture. This paper first reviews previous work on shared drawing support to clarify our design goals. We then examine three metaphors that fulfill these goals. The design requirements and the two possible system architectures of ClearBoard are described. Finally, some findings gained through the experimental use of the prototype, including the feature of "gaze awareness," are discussed.

  • Exocentric Control of Audio Imaging in Binaural Telecommunication

    Michael COHEN  Nobuo KOIZUMI  

     
    PAPER

      Vol:
    E75-A No:2
      Page(s):
    164-170

    Sound field telecommunication describes a voice communication system, intended to implement a virtual meeting, in which participants at distant sites experience the sensation of sharing a single room for conversation. Binaural synthesis reconstructs the sound propagation pattern of a particular room or environment in the vicinity of each ear, which seems appropriate for a personal multimedia environment. Localization cues in spatial hearing comprise both the sink's transfer function and source attenuation. Sink directional cues are captured by binaural head related transfer functions (HRTFs). Source attenuation is modeled as a frequency-independent function of the direction, dispersion, and distance of the source, capturing sensitivity, amplification, and mutual position. Audio windows, aural analogues of video windows, can be thought of as a user interface to binaural sound presentation for a teleconferencing system. Exocentric representation of audio window entities allows manipulation of all teleconferees in a projected egalitarian medium. We are implementing a system that combines dynamically selected HRTFs with dynamically determined source and sink position, azimuth, focus, and size parameters, controlled via iconic manipulation in a graphical window. With such an interface, users may arrange a virtual conference environment, steering the virtual positions of teleconferees.

  • Translucent Multiuser Interface for Realtime Collaboration

    Hiroshi ISHII  

     
    INVITED PAPER

      Vol:
    E75-A No:2
      Page(s):
    122-131

    The new notion of "multiuser interface", an interface for groups working together in a shared workspace, originated from the expansion of CSCW research and the spread of the groupware concept. This paper introduces a new multiuser interface design approach based on the translucent video overlay technique. This approach was realized in the multimedia desktop conference system Team WorkStation. Team WorkStation demonstrates that this translucent video overlay technique can achieve two different goals: (1) fused overlay for realizing the open shared workspace, and (2) selective overlay for effectively using limited screen space. This paper first describes the concept of open shared workspace and its implementation based on the fused overlay technique. The shared work window of Team-WorkStation is created by overlaying translucent individual workspace images. Each video layer is originally physically separated. However, because of the spatial relationships among marks on each layer, the set of overlaid layers provides users with sufficient semantics to fuse them into one image. The usefulness of this cognitive fusion was demonstrated through actual usage in design sessions. Second, the problem of screen space limitation is described. To solve this problem, the idea of ClearFace based on selective overlay is introduced. The ClearFace idea is to lay translucent live face video windows over a shared work window. Through the informal observations of experimental use in design sessions, little difficulty was experienced in switching the focus of attention between the face images and the drawing objects. The theory of selective looking accounts for this flexible perception mechanism. Although users can see drawn objects behind a face without difficulty, we found that users hesitate to draw figures or write text over face images. Because of this behavior, we devised the "movable" face window strategy.

  • Trouble Communication Model in a Software Development Project

    Mie NAKATANI  Shogo NISHIDA  

     
    PAPER

      Vol:
    E75-A No:2
      Page(s):
    196-206

    This paper deals with communication model in a software development project when there happens some trouble on it. First, we analyze a communication process in the real projects, and investigate what type of communication exists and which aspect is thought to be important by the members of the projects. Then we propose a communication model based on the analysis. We focus on the communication in case of troubles, and the process is modeled using charge, competence and knowledge of each member in the project. The features of the model lies in the ability to simulate communication route dynamically. The results of the simulation is compared with the real data, and also the use of the model for communication support system is discussed.