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Wysiwls revised: early experiences with multi-user interfaces

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... Since then, there has been an explosion of interest and development of groupware systems ranging from multi-user text editors (Crowley et al. 1990; Ellis et al. 1991), to annotation systems (Cavalier et al. 1991;Neuwirth et al. 1990), sketching programs (Ishii 1990;Ishii et al. 1993;Jacobson and McCanne 1993b;Minneman and Bly 1991;Stefik et al. 1987a), and group support systems (Nunamaker et al. 1991). ...
... Essentially, multi user interfaces require some sense of shared context, but they also should preserve some degree of private control over the fate of the workspace. This has led to relaxed WYSIWIS, or what-you-see-is-not-what-I-see (WYSINWIS), which allows a mixture of public and private windows, and personalized window layouts (Stefik et al. 1987a). However, personalized views of public windows may also cause confusion if one participant points to data that does not appear in another participant's view, causing sudden context switches. ...
... However, notification of other users' activities should not be exceedingly distracting. For example, techniques to display data sharing include graying out portions of the screen to provide a busy signal for data being modified by another group member, and using color to "age" text modifications (transitioning them through a series of colors, such as yellow, orange, red, brown, black) to indicate regions of recent and not-so-recent activity (Ellis et al. 1991; (Stefik et al. 1987a). ...
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As integrated services have become available to the desktop, users have embraced new modes of interaction, such as multimedia conferencing and collaborative computing. In this paper, we provide a survey of past and present research that has influenced this application area, and describe research directions for the future.
... Shared interfaces allowing multiuser interaction in co-presence on a single device is a challenging Human Computer Interaction (HCI) research field. Though, from the Xerox Parc Colab project in 1986 dedicated to informal group meetings [1] [2], the domain produces relatively few literature in comparison to collaborative systems based on distant personal workstation. The relevance of shared interfaces has been yet precisely identified. ...
... The development of shared interfaces relies on the advent of new display devices , such as large wall-screens or tabletops, and on the development of platforms assuming multiple independent inputs. Thus, in a first attempt to address multiuser application on a single display in co-presence, the Xerox Parc Colab Project (1987 Project ( -1992) [1] proposed a PC network allowing private work as well as control of a shared digital white-board. In 1993, Pederson et al. [2] extended the Xerox Liveboard concept and proposed Tivoli, an electronic white-board application for supporting informal workgroup meetings, using a large screen pen-based interactive display allowing up to three simultaneous pen interactions. ...
... Tivoli strove to provide its users with simplicity of use, easily understood functionalities , and access to computational power to augment informal meeting practices. However, multiuser interaction was not the main focus of [1] [2]. In 1991, also at Xerox Parc, Bier et al. [7] developed MMM, a multiuser editor managing up to three mice simultaneously on the same computer. ...
Conference Paper
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Shared interface allowing several users in co-presence to interact simultaneously on digital data on a single display is an uprising challenge in Human Computer Interaction (HCI). Its development is motivated by the advent of large displays such as wall-screens and tabletops. It affords fluid and natural digital interaction without hindering human communication and collaboration. It enables mutual awareness, making participant conscious of each other activities. In this paper, we are interested in Mixed Presence Groupware (MPG), when two or more remote shared interfaces are connected for a distant collaborative session. Our contribution strives to answer to the question: Can the actual technology provide sufficient presence feeling of the remote site to enable efficient collaboration between two distant groups? We propose DigiTable, an experimental platform we hope lessen the gap between collocated and distant interaction. DigiTable is combining a multiuser tactile interactive tabletop, a video-communication system enabling eye-contact with real size distant user visualization and a spatialized sound system for speech transmission. A robust computer vision module for distant users’ gesture visualization completes the platform. We discuss first experiments using DigiTable for a collaborative task (mosaic completion) in term of distant mutual awareness. Although DigiTable does not provide the same presence feeling in distant and or collocated situation, a first and important finding emerges: distance does not hinder efficient collaboration anymore.
... What I See (WYSIWIS) described by Stefik et al. [231]: WYSIWIS means that the information of the shared application state is presented to all users in the same way. Strict WYSIWIS requires that all users have an identical view of the shared workspace, i.e., each application instance displays the same information in the same way. ...
... The task of synchronization algorithms is to ensure that all local copies of the application's state that are managed by the individual application instances are identical. This is a major requirement for the collaboration of multiple users [14,59,238] and is also expressed by the WYSIWIS principle [231]. In this thesis, we cover synchronization algorithms for consistency control and for the handling of late-join situations. ...
... In particular, collaboration transparent systems try to provide shared use of applications that were originally intended for a single user, following a WYSIWIS ( " what you see is what I see " ) [40] paradigm. Later relaxed variants of WYSIWIS were introduced that allow users to share individual windows rather than the complete desktop, or set an individual non-shared viewpoint for a specific window [39, 29, 20]. This development is mirrored in the DVE area in concepts such as subjective views [38], privacy widgets [8], or even dead reckoning techniques [23]. ...
... This development is mirrored in the DVE area in concepts such as subjective views [38], privacy widgets [8], or even dead reckoning techniques [23]. While users of relaxed WYSIWIS can suffer from a lack of mutual location awareness and have to use tools like telepointers [34, 39], collaborative augmented reality allows users to truly share a 3D space, providing excellent location awareness. Building collaboration aware applications that have true multi-user interface elements should be only " slightly harder " than building conventional applications or application programmers will be reluctant to do so [34]. ...
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This paper focuses on the distributed architecture of the collaborative three-dimensional user interface management system Studierstube. The system allows multiple users to experience a shared 3D workspace populated by multiple applications using see-through head mounted displays or other presentation media such as projection systems. The system design is based on a distributed shared scene graph that alleviates the application programmer from explicitly considering distribution, and avoids a separation of graphical and application data. The idea of unifying all system data in the scene graph is taken to its logical consequence by implementing application instances as nodes in the scene graph. Through the distributed shared scene graph mechanism, consistency of scene graph replicas and the contained application nodes is assured. Multi-user 3D widgets allow concurrent interaction with minimal coordination effort from the application. Special interest is paid to migration of application nodes from host to host allowing dynamic workgroup management, load balancing, ad-hoc collaboration, and ubiquitous computing.
... In particular, collaboration transparent systems try to provide shared use of applications that were originally intended for a single user, following a WYSIWIS ( " what you see is what I see " ) [35] paradigm. Later relaxed variants of WYSIWIS were introduced that allow users to share individual windows rather than the complete desktop, or set an individual non-shared viewpoint for a specific window [34, 25, 18]. This development is mirrored in the DVE area in concepts such as subjective views [33], privacy widgets [7], or even dead reckoning techniques [20]. ...
... This development is mirrored in the DVE area in concepts such as subjective views [33], privacy widgets [7], or even dead reckoning techniques [20]. While users of relaxed WYSIWIS can suffer from a lack of mutual location awareness and have to use tools like telepointers [30, 34], collaborative augmented reality allows users to truly share a 3D space, providing excellent location awareness. Building collaboration aware applications that have true multi-user interface elements should be only " slightly harder " than building conventional applications, or application programmers will be reluctant to do so [30]. ...
Article
Full-text available
This paper focuses on the distributed architecture of the collaborative augmented reality system Studierstube. The system allows multiple users to experience a shared 3D workspace populated by multiple applications using seethrough head mounted displays or other presentation media such as projection systems. The system design is based on a distributed shared scene graph that alleviates the application programmer from explicitly considering distribution, and avoids a separation of graphical and application data. The idea of unifying all system data in the scene graph is taken to its logical consequence by implementing application instances as nodes in the scene graph. Through the distributed shared scene graph mechanism, consistency of scene graph replicas and the contained application nodes is assured. Multi-user 3D widgets allow concurrent interaction with minimal coordination effort from the application. Special interest is paid to migration of application nodes from host to host allowing dynamic workgroup management, such as load balancing, late joining and early exit of hosts, and some forms of ubiquitous computing.
... Collaborative computing is characterisable as an endeavour where the emphasis is placed on computermediated collaboration [3,4,20,14]. It is concerned with a group of people (or automated processes working on their behalf) jointly interacting to execute a task (or tasks) related to the group's activities [33,15,42]. Contributions come from a variety of sources. ...
... Beizer's classification contains eight main categories where each category contains errors that will cause program failure on some input if not removed and errors that can be considered as enhancements. Knuth [42] views programming errors from an algorithmic perspective. His definition of an inappropriate action includes non-optimal features as well as actions which cause program failure on some input if not removed. ...
Article
Despite the existence of aids for programming, errors in programming development remain, and often prove very costly. Much more work is required in error management. This paper shows how error classifications can provide useful error management information. A number of error classifications already exist. Along with looking at some of these existing classifications, two classifications of looping errors are presented in this paper. The motivation behind the developed classifications is to relate a task under development to an existing repository of programming information which is stored according to the developed classifications. The relation of such information may assist one or more users working on the same or similar programming tasks.
... Par rapport à notre problématique, ces approches sont assez diérentes, principalement en raison du contexte synchrone. En eet, un éditeur synchrone est basé sur l'idée de wysiwis [64] : ...
Article
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Currently, Wikis are the most popular form of collaborative editors. They allow users to concurrently edit and modify a shared set of wiki pages. We anticipate large increasing of amount and complexity of data. To face this problem, some researches have been done to shift from centralized architecture to fully decentralized wikis relying on peer-to-peer networks. However, this approach leads to new problem related to concurrency and the way remote modifications are integrated at each site. To overcome this problem, this thesis introduces the idea of concurrency awareness and proposes two contributions. The first one is to build a concurrency awareness mechanism for a P2P wiki. This mechanism makes users aware of the status of the pages they access regarding concurrency: is it an edited page or a merged page? In addition, in case of merged page, it indicates which region of the page has been merged. This mechanism depends over a concurrency detection mechanism which labels the generated patches by the set of servers. The second contribution deals with the representation of the concurrent history. Our visualisation is based over the classical history visualisation: the local versions are presented at the same order of their creation, and we added the information that present the status of these versions according to the concurrence.
... Such devices are envisaged for smart spaces or fixed intelligent environments that break away from the screen-keyboardmouse metaphor, rather than ad-hoc pervasive computing interactions. In this regard the DiamondTouch is functionally similar to the PARC CoLab project [36], the SmartSkin project from Sony [37], the MIMIO or the BlueBoard from IBM. ...
Article
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This paper on technology directions in pervasive and ubiquitous computing and provides a synopsis of global and national research trends upto the start of 2004. The successful implementation of pervasive computing does not hinge on any particular type of technology but the use of a range of different technologies and end-user applications. Mobile devices, controllers, interfaces, sensors, identity readers and networks all play a role in building a picture of the environmental context that is key for pervasive computing. Pervasive computing appears to hold significant potential for meeting the latent demand for more intuitive and seamless connections with technology. Its ability to understand changes in context and provide a path for convenient access to information and data in a variety of forms permits a simple and effective technology interface to be constructed. These developments could lead to changes in business models and hence industry structure and potential benefits in accessibility for people with special needs. Yet it also has the potential for increased risks to privacy, identity management and tracking movements. Pervasive computing offers significant potential to people with special needs. Neuro-electrical interfaces for controlling virtual devices hold tremendous promise for people with mobility difficulties. In addition, an early demand driver for pervasive computing is likely to be in the health area. This would facilitate remote patient monitoring allowing convalescence to be done in the home rather than using expensive hospital facilities. Broadband connections could aid contact with health staff, health monitoring could be performed remotely using wireless connections to local home hubs and extended support communities could be used to provide additional services. Another potential driver is for home security. The current trend towards household renovations could emerge as an extended trend towards further renovations involving the setting up of home network systems that provide pervasive computing technologies, enhanced security services, remote monitoring, and entertainment
... • Workspace awareness involves understanding others' interaction within a shared workspace. To provide an example, WYSIWIS (What You See Is What I See) systems (Stefik et al., 1987) provide users with a view into the location and focus of attention of others in a multi-user or groupware system. ...
... Separately, VR is also proving it can support collaborative tasks. When used as a medium for telepresence [8] – the feeling of being there – VR has been shown to increase situation awareness [9] and the vividness [10], interactivity [8] and media richness [11], as well as the proprioceptive [12] or kinesthetic [13] properties of remote experiences. These qualities have been shown to enhance collaborative teleoperation scenarios like remote driving [14] and surgery [15], just to cite a few. ...
Conference Paper
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Effective data visualization is a key part of the discovery process in the era of big data. It is the bridge between the quantitative content of the data and human intuition, and thus an essential component of the scientific path from data into knowledge and understanding. Visualization is also essential in the data mining process, directing the choice of the applicable algorithms, and in helping to identify and remove bad data from the analysis. However, a high complexity or a high dimensionality of modern data sets represents a critical obstacle. How do we visualize interesting structures and patterns that may exist in hyper-dimensional data spaces? A better understanding of how we can perceive and interact with multi dimensional information poses some deep questions in the field of cognition technology and human computer interaction. To this effect, we are exploring the use of immersive virtual reality platforms for scientific data visualization, both as software and inexpensive commodity hardware. These potentially powerful and innovative tools for multi dimensional data visualization can also provide an easy and natural path to a collaborative data visualization and exploration, where scientists can interact with their data and their colleagues in the same visual space. Immersion provides benefits beyond the traditional desktop visualization tools: it leads to a demonstrably better perception of a datascape geometry, more intuitive data understanding, and a better retention of the perceived relationships in the data.
... Separately, VR is also proving it can support collaborative tasks. When used as a medium for telepresence [16] [17] – the feeling of being there – VR has been shown to increase situation awareness [18] and the vividness [19], interactivity [17] and media richness [20] [21], as well as the proprioceptive [22] or kinesthetic [23] properties of remote experiences. These qualities have been shown to enhance collaborative teleoperation [12] scenarios like remote driving [24] and surgery [25], again, just to cite a few. ...
Article
The growing complexity of scientific data poses serious challenges for an effective visualization. Data sets, e.g., catalogs of objects detected in sky surveys, can have a very high dimensionality, ~ 100 - 1000. Visualizing such hyper-dimensional data parameter spaces is essentially impossible, but there are ways of visualizing up to ~ 10 dimensions in a pseudo-3D display. We have been experimenting with the emerging technologies of immersive virtual reality (VR) as a platform for a scientific, interactive, collaborative data visualization. Our initial experiments used the virtual world of Second Life, and more recently VR worlds based on its open source code, OpenSimulator. There we can visualize up to ~ 100,000 data points in ~ 7 - 8 dimensions (3 spatial and others encoded as shapes, colors, sizes, etc.), in an immersive virtual space where scientists can interact with their data and with each other. We are now developing a more scalable visualization environment using the popular (practically an emerging standard) Unity 3D Game Engine, coded using C#, JavaScript, and the Unity Scripting Language. This visualization tool can be used through a standard web browser, or a standalone browser of its own. Rather than merely plotting data points, the application creates interactive three-dimensional objects of various shapes, colors, and sizes, and of course the XYZ positions, encoding various dimensions of the parameter space, that can be associated interactively. Multiple users can navigate through this data space simultaneously, either with their own, independent vantage points, or with a shared view. At this stage ~ 100,000 data points can be easily visualized within seconds on a simple laptop. The displayed data points can contain linked information; e.g., upon a clicking on a data point, a webpage with additional information can be rendered within the 3D world. A range of functionalities has been already deployed, and more are being added. We expect to make this visualization tool freely available to the academic community within a few months, on an experimental (beta testing) basis.
... Most have focused on advancing the shared usage of electronic whiteboards and vertically projected screen spaces. Projects like i-Land [17], PARC's Colab [22] and iRoom [13] all explored environments in which tabletops and walls were used in a distributed manner for collaborative and individual activities. These projects cannot be directly applied in classrooms because they assume fairly symmetric relationships between individuals in their work environments and that they all have similar roles and capabilities. ...
Article
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Multi-touch interactive tabletops are becoming increasingly affordable and are likely to become commonplace in schools. Despite the significant research exploring collaboration around tabletops, little has been done to integrate multi-touch technology for collaborative learning in classrooms. This paper explores the teachers' requirements and the challenges associated with the use of multi-touch surfaces in classroom conditions. To better understand the potential of multi-touch technology in education, we designed a novel experimental classroom comprising networked multi-touch tables, a wall display, a teacher console and a system incorporating techniques to facilitate teacher-learner interaction and teacher-led activities. The paper also reports on an experiment conducted with twelve groups of school teachers and pupils for the aim of exploring the use of our classroom and the integrated design solutions in practice. The findings confirm the feasibility of the system in supporting the teacher-learner interaction and the control of different aspects of classroom activity.
... We used elastic windows to mitigate the issue of limited screen real estate [3]. Because we did not employ strict WYSIWIS [20] users could reshape the frames according to their personal preferences without effecting their partner's views. The Chat frame provides a means for explicit communication outside the source code in the editor. ...
Article
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This paper describes the pedagogical implications of GREWP (Groupware Research in Education and the Workforce Project), a same time dierent place groupware tool built to support synchronous, collaborative coding among small to medium sized groups. GREWP exploits the educational benefits of paired programming while extending the model to allow stu- dents synchronous control of the same code. This eectively drops the constraints of turn taking, and allows for a richer interaction. By recording user activity we were also able to ameliorate the issues of accountability and individual as- sessment common to group work. The result was a powerful tool that can be used to provide interactive lectures, struc- ture classroom activity, and facilitate paired programming during labs. In this paper we present the design, implemen- tation, and deployment of GREWP with an emphasis on how it enhances the classroom experience. In particular, we give a qualitative analysis of how this tool has been used in six small lab courses over the past year.
... However, participants felt that distributed sessions provide better access to information and facilitates parallel work. WYSIWIS ("What You See Is What I See") interfaces allow users to share viewports and undoubtedly play an important role in inter-referential awareness [48]. of the technician"s view [53]; however, these references quickly become stale if the technician changes his viewpoint. A further variation of this is to allow the expert to freeze the current video frame and then annotate over top of it, at the cost of not seeing a current view of the world [15]; this research further recognized the importance of speech when referencing an object, including absolute referencing, relative referencing and deictic referencing. ...
Article
For successful collaboration to occur, a workspace must support inter-referential awareness - or the ability for one participant to refer to a set of artifacts in the environment, and for that reference to be correctly interpreted by others. While referring to objects in our everyday environment is a straight-forward task, the non-tangible nature of digital artifacts presents us with new interaction challenges. Augmented reality (AR) is inextricably linked to the physical world, and it is natural to believe that the re-integration of physical artifacts into the workspace makes referencing tasks easier; however, we find that these environments combine the referencing challenges from several computing disciplines, which compound across scenarios. This dissertation presents our studies of this form of awareness in collaborative AR environments. It stems from our research in developing mixed reality environments for molecular modeling, where we explored spatial and multi-modal referencing techniques. To encapsulate the myriad of factors found in collaborative AR, we present a generic, theoretical framework and apply it to analyze this domain. Because referencing is a very human-centric activity, we present the results of an exploratory study which
... A student can create or connect to multiple groups, switching from one to another via the tabs at the top of the window. To endorse maximum individual customization of screen real estate and to mitigate the issues that arise from a lack of sufficient display space, we chose not to implement a strict WYSIWIS tool (Stefik, Bobrow, Foster, Lanning, & Tatar, 1997). Instead, we encapsulated the major software pieces in elastic windows (Kandogan and Shneiderman, 1997) that allow the students to resize them to their liking, and according to their particular activity needs. ...
Article
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Collaborative learning continues to be a hot topic in education. There are many advantages in creating assignments, which promote collaboration. Progress towards the creation of a detailed model of student collaboration, that can be used to derive effective methods for scaffolding, has been hampered by the lack of precise data. In this paper, we explore online computer-mediated cooperative work as a method of investigating the process of learning. We have developed an experimental platform, GREWPtool, that supports collaboration amongst non- collocated students as they construct simple websites and programs. GREWPtool records a precise history of their interaction, including all keystrokes. In VCR mode, GREWPtool is able to replay the transcript of a group session at variable speeds (both forward and reverse), as well as to search for specific types of events (e.g. a coding event) and tally relevant statistics. In this paper we describe the tool, expound on the advantages and possible applications of this type of technology for other education studies, and discuss how it is being used in a large-scale study of cooperative programming in pre-novices.
... Additionally, one or more large-scale screens may be used to display information of interest to the group as a whole, or as ancillary displays controllable from individual participants' workstations. In Engelbart and English's system [8], Begeman et al.'s Project Nick [9], and Xerox PARC's Colab project [10], participants are seated at workstations arranged around a table, leveraging some of the affordances of table-centred interaction, albeit without an interactive tabletop surface. Project Nick and Colab augmented these workstations with a large-screen display used to display information to the group. ...
Article
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Tables have historically played a key role in many real-time collaborative environments, often referred to as "Operation Centres". Today, these environments have been transformed by computational technology into spaces with large vertical displays surrounded by numerous desktop computers. Despite significant research activity in the area of tabletop computing, very little is known about how to best integrate a digital tabletop into these multi-surface environments. In this paper, we identify the unique characteristics of this problem space, and present the evaluation of a system proposed to demonstrate how an interactive tabletop can be used in a real-time operations centre to facilitate collaborative situation-assessment and decision-making.
... We used elastic windows to mitigate the issue of limited screen real estate [3]. Because we did not employ strict WYSIWIS [22] users could reshape the frames according to their personal preferences without effecting their partner's views. The Chat frame provides a means for explicit communication outside the source code in the editor. ...
Article
Full-text available
This paper describes the pedagogical implications of the GREWPtool (the Groupware Research in Education and the Workforce Project), a same time different place groupware tool built to support synchronous, collaborative coding among small to medium sized groups. GREWPtool exploits the educational benefits of paired programming while extending the model to allow students synchronous control of the same code. This effectively drops the constraints of turn taking, and allows for a richer interaction. The result was a powerful tool that can be used to provide interactive lectures, structure classroom activity, and facilitate paired programming during labs. In this paper we present the design and use of GREWPtool with an emphasis on how it enhances the classroom experience. In particular, we give a qualitative analysis of how this tool has been used in six lab courses over the past two years.
... WYSIWIS (what you see is what I see), [12] refers to view the same part of a virtual workspace to different users at different displays. This approach evolved to what is called relaxes WYSIWIS in which users can have different views of the virtual workspace [11]. Most groupware designers take this principle into account when conceiving their groupware applications. ...
Article
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This paper explores the possibilities that desktop image sharing might have according three communities with Human-Computer Interaction interest. The study indicates that desktop sharing has mainly been used for remote assistance and that the function is already well known among this community. Half of the communities clearly indicated that sharing the image of the desktop has a strong relation with collaborative work. However, little attention has been put on this area that might have a crucial impact on the interface that we develop today. Different alternatives beyond the remote assistance are given by the respondent of our survey. We also present comDesk, a tool that foresees the importance of supporting a multi screen user by letting manage and control different screens. comDesk presents an alternative to solve some of the problems that we found when sharing a desktop image. Some design possibilities are presented as well.
... Un collecticiel doit pouvoir être manipulé par plusieurs utilisateurs se trouvant dans des lieux et sur des machines distinctes. Il doit aussi offrir des "vues" (Stefik et al., 1987) différentes d'un même objet aux différents utilisateurs. Pour cela, il faut définir des rôles et des règles "sociales" permettant de coordonner les actions effectuées de manière coopérative sur les objets de l'application. ...
Article
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Thème 5 : Présentation de cas et de réalisation Sous thème : Systèmes multimédias et multimodaux Communication : orale ou affichée Portée : organisation d'un système informatique et expérimentation dans le domaine du collecticiel et du multimodal Résumé Cet article décrit un environnement informatique — plateforme collecticielle — qui permet de faire collaborer un ensemble d'applications collecticielles et multimodales sur un réseau local. La plateforme est conçue pour les développeurs, l'exploitant du système et bien sûr les utilisateurs des collecticiels. L'architecture est "semi-répliquée" pour faire cohabiter des applications hétérogènes et est constituée d'agents fonctionnels permettant de prendre en compte les problèmes de transport des informations (couche basse), la gestion des ressources multimedia, les communications (couche intermédiaire), les interactions et les règles de collaboration (couche haute). Cette architecture est discutée pour ses aspects liés à la collaboration. Deux collecticiels (ICPdraw et ICPplan) ont été intégrés à la plateforme, qui en montrent l'intérêt. Nous insistons surtout dans cet article sur la gestion des objets et des transactions entre applications dans un tel environnement.
... They were limited to a small portion of space like a MUD room or a shared whiteboard where all the participants saw exactly the same view of the workspace at all times. While strict WYSIWIS means partners are always looking at the same portion of the workspace, relaxed WYSIWIS lets partners individually look at different portions of the workspace [10, 29]. That is to say, their viewports into the common space can differ. ...
Article
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This paper presents an experimental research that focuses on collaboration in a multi-player game. The aim of the project is to study the cognitive impacts of awareness tools, i.e., artifacts that allow users of a collaborative system to be aware of what is going on in the joint virtual environment. The focus is on finding an effect on performance as well as on the representation an individual builds of what his partner knows, plans and intends to do (i.e., mutual modeling). We find that using awareness tools has a significant effect by improving task performance. However, the players who were provided with this tool did not show any improvement of their mutual modeling. Further analysis on contrasted groups revealed that there was an effect of the awareness tool on mutual modeling for players who spent a large amount of time using the tool.
... We designed the virtual space with the objective of allowing one or more remote learners to interact simultaneously over a shared collaborative workspace. The system uses a " what you see is what I see " interaction metaphor [22] in which all participants share the same visual perspective of the shared workspace (same-side configuration). This configuration allows both remote groups to have equal opportunities for interaction, allowing them to make contributions for solving the problem and avoiding territoriality division of the surface [23]. ...
Conference Paper
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This paper presents a customizable system used to develop a collaborative multi-user problem solving game. It addresses the increasing demand for appealing informal learning experiences in museum-like settings. The system facilitates remote collaboration by allowing groups of learners to communicate through a videoconferencing system and by allowing them to simultaneously interact through a shared multi-touch interactive surface. A user study with 20 user groups indicates that the game facilitates collaboration between local and remote groups of learners. The videoconference and multi-touch surface acted as communication channels, attracted students' interest, facilitated engagement, and promoted inter-and intra-group collaboration— favoring intra-group collaboration. Our findings suggest that augmenting videoconferencing systems with a shared multitouch space offers new possibilities and scenarios for remote collaborative environments and collaborative learning.
... Most have focused on advancing the shared usage of electronic whiteboards and vertically projected screen spaces. Projects like i-Land [17], PARC's Colab [22] and iRoom [13] all explored environments in which tabletops and walls were used in a distributed manner for collaborative and individual activities. These projects cannot be directly applied in classrooms because they assume fairly symmetric relationships between individuals in their work environments and that they all have similar roles and capabilities. ...
Conference Paper
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The potential of tabletops to enable simultaneous interaction and face-to-face collaboration can provide novel learning opportunities. Despite significant research in the area of collaborative learning around tabletops, little attention has been paid to the integration of multi-touch surfaces into classroom layouts and how to employ this technology to facilitate teacher-learner dialogue and teacher-led activities across multi-touch surfaces. While most existing techniques focus on the collaboration between learners, this work aims to gain a better understanding of practical challenges that need to be considered when integrating multi-touch surfaces into classrooms. It presents a multi-touch interaction technique, called TablePortal, which enables teachers to manage and monitor collaborative learning on students' tables. Early observations of using the proposed technique within a novel classroom consisting of networked multi-touch surfaces are discussed. The aim was to explore the extent to which our design choices facilitate teacher-learner dialogue and assist the management of classroom activity.
... This idea has been exploited before in 2D shared editors and whiteboards, as in [8] [15] and [30]. Tight view coupling is also known as WYSIWIS (What You See Is What I See), and has been a widely used paradigm in collaboration [34]. It has, however, been rarely employed in 3D environments. ...
Conference Paper
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Recent proliferation of computing devices has brought attention to heterogeneous collaborative systems, where key challenges arise from the resource limitations and disparities. Sharing data across disparate devices makes it necessary to employ mechanisms for adapting the original data and presenting it to the user in the best possible way. However, this could represent a major problem for effective collaboration, since users may find it difficult to reach consensus with everyone working with individually tailored data. This paper presents a novel approach to controlling the coupling of heterogeneous collaborative systems by combining concepts from complex systems and data adaptation techniques. The key idea is that data must be adapted to each individual's preferences and resource capabilities. To support and promote collaboration this adaptation must be interdependent, and adaptation performed by one individual should influence the adaptation of the others. These influences are defined according to the user's roles and collaboration requirements. We model the problem as a distributed optimization problem, so that the most useful data--both for the individual and the group as a whole--is scheduled for each user, while satisfying their preferences, their resource limitations, and their mutual influences. We show how this approach can be applied in a collaborative 3D design application and how it can be extended to other applications.
... Since the beginning of groupware-software development, WYSIWIS has been viewed as an essential capability in groupware systems. However, although the WYSIWIS idealization recognizes that efficient reference to common objects depends on a common view of the work at hand, strict WYSIWIS was found to be too limiting, and relaxed versions were proposed to accommodate personalized screen layouts [Stefik et al. 1987]. In subsequent work [Tatar et al. 1991], problems were reported with non-WYSIWIS systems because manipulation and editing processes were private and only results were shared. ...
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