1-13hit |
Jun MUNEMORI Hiroki SAKAMOTO Junko ITOU
In recent years, networking has spread substantially owing to the rapid developments made in Information & Communication Technology (ICT). It has also become easy to share highly contextual data and information, including ideas, among people. On the other hand, there exists information that cannot be expressed in words (tacit knowledge) and useful knowledge or know-how that is not shared well in an organization. The idea generation method enables the expression of explicit knowledge, which enables the expression of tacit knowledge by words, and can utilize explicit knowledge as know-how in organizations. We propose an idea generation consistent support system, GUNGEN-Web II. This system has suggestion functions for a concrete idea label and a concrete island name. The suggestion functions convey an idea and the island name to other participants more precisely. This system also has an illustration support function and a document support function. In this study, we aimed to improve the quality of the sentence obtained using the KJ method. We compared the results of our proposed systems with conventional GUNGEN-Web by conducting experiments. The results are as follows: The evaluation of the sentence of GUNGEN-Web II was significantly different to those obtained using the conventional GUNGEN-Web.
Owen Noel Newton FERNANDO Kazuya ADACHI Uresh DUMINDUWARDENA Makoto KAWAGUCHI Michael COHEN
Our group is exploring interactive multi- and hypermedia, especially applied to virtual and mixed reality multimodal groupware systems. We are researching user interfaces to control source→sink transmissions in synchronous groupware (like teleconferences, chatspaces, virtual concerts, etc.). We have developed two interfaces for privacy visualization of narrowcasting (selection) functions in collaborative virtual environments (CVES): for a workstation WIMP (windows/icon/menu/pointer) GUI (graphical user interface), and for networked mobile devices, 2.5- and 3rd-generation mobile phones. The interfaces are integrated with other CVE clients, interoperating with a heterogeneous multimodal groupware suite, including stereographic panoramic browsers and spatial audio backends & speaker arrays. The narrowcasting operations comprise an idiom for selective attention, presence, and privacy-- an infrastructure for rich conferencing capability.
Kentaro FUKUI Kensaku HONDA Kenichi OKADA
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.
Yoshihiko SAKASHITA Tetsuo IDEGUCHI Fumiaki SATO Tadanori MIZUNO
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.
Takashi FUJI Takeshi TANIGAWA Masahiro INUI Takeo SAEGUSA
In the information engineering learning environment, there may be more than one solution to any given problem. We have developed CAMELOT using the Nominal Group Technique for group problem solving. This paper describes the collaborative learning system on the Internet using discussion model, the effectiveness of collaborative learning in modeling the entity-relationship diagram within the field of information engineering, and how to apply AI technologies such as rule-based reasoning and case-based reasoning to the pedagogical strategy. By using CAMELOT, each learner learns how to analyze through case studies and how to collaborate with his or her group in problem solving. As a result. We have found evidence for the effectiveness of collaborative learning, such as getting a deeper understanding by using CAMELOT than by individual learning, because they can reach better solutions through discussion, tips from other learners, examination of one another's individual solutions, and understanding alternative solutions using case-based reasoning.
Takashi FUJI Takeshi TANIGAWA Masahiro INUI Takeo SAEGUSA
In the business systems design learning environment, there may be more than one solution to any given problem. For instance, the data model will be different depending on each learner's perspective. Accordingly, group learning systems are very effective in this domain. We have developed CAMELOT (Collaborative and Multimedia Environment for Learners on Teams) [18] using the Nominal Group Technique for group problem solving. In this paper, the basic framework of the collaborative learning system and the effectiveness of collaborative learning in designing the Data Model are described. By using CAMELOT, each learner learns how to analyze through case studies and how to cooperate with his or her group in problem solving. Learners come to a deeper understanding from using CAMELOT than from studying independently because they are enabled to reach better solutions through discussion, tips from other learners, and examination of one another's works.
Information systems to support cooperative work among people should be first designed to help humam communication. However, there are few systems based on the analysis of human communication. Standing on this situation, we propose a meeting support system for the participants' understandings by indicating the suitable information about the topic of the scene". Our system provides only useful information by monitoring each statement without complex methods. To show something useful multi-media information for members, we propose the following structure of the meeting on the basis of the analysis of communication. Each statement is classified into two levels, either; a statement about the progress" of the meeting (context-level utterances) or, a statement about objects" (content-level utterances). Further, content-level utterances are classified into two types, position utterances and argument utterances. Using this classification of statements, the proceeding of the meeting is represented as the tree model which is called a context-tree". If the structure of meetings is fixed, it is possible to select only useful information from all shared information for members by analyzing each content-level utterance. The system introduced in this paper shows appropriate multi-media information about the topic of the scene" by using the above model. We have implemented a prototype system based on the above ideas. Moreover, we have mode some experiments to show the effectiveness of this system. Those results show that our method is effective to improve the productivity" of meetings.
Yoshiaki SEKI Toshihiko YAMAKAMI Akihiro SHIMIZU
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.
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.
Minoru KOBAYASHI Hiroshi ISHII
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.
The groupware for new idea generation system, GUNGEN, has been developed. GUNGEN consists of a distributed and cooperative KJ method support system and an intelligent productive work card support system. The system was implemented on a network consisting of a number of personal computers. The distributed and cooperative KJ method is carried out on computers. The ideas proposed by participants are classified into several groups on the basis of similarity and then a conclusion is derived. The intelligent productive work card support system can be used as a multimedia database to refer to the previous data of the distributed and cooperative KJ method.
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.
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.