scholarly journals LibreSource: Web Based Platform for Supporting Collaborative Activities

Author(s):  
H. Skaf-Molli ◽  
P. Molli ◽  
O. Marjanovic ◽  
C. Godart
2012 ◽  
Vol 2012 ◽  
pp. 1-13 ◽  
Author(s):  
George Adam ◽  
Christos Bouras ◽  
Vaggelis Kapoulas ◽  
Andreas Papazois

Supporting collaborative activities among the online players are one of the major challenges in the area of Massively Multiplayer Online Games (MMOG), since they increase the richness of gaming experience and create more engaged communities. To this direction, our study has focused on the provision of services supporting and enhancing the players' in-game community and collaboration activities. We have designed and implemented innovative tools exploiting a game adaptation technology, namely, the In-game Graphical Insertion Technology (IGIT), which permits the addition of web-based applications without any need from the game developers to modify the game at all, nor from the game players to change their game installation. The developed tools follow a design adapted to the MMOG players' needs and are based on the latest advances on Web 2.0 technology. Their provision is performed through the core element of our system, which is the so-called Community Network Game (CNG) Server. One of the important features provided by the implemented system's underlying framework is the utilization of enhanced Peer-to-Peer (P2P) technology for the distribution of user-generated live video streams. In this paper, we focus on the architecture of the CNG Server as well as on the design and implementation of the online community and collaboration tools.


Target ◽  
2018 ◽  
Vol 31 (1) ◽  
pp. 77-97 ◽  
Author(s):  
Henry Jones

Abstract Recent research has highlighted the emergence and proliferation of online communities of volunteer translators whose intensely collaborative activities are largely facilitated by the participatory and interactive nature of new networked communication technologies. Much of the discussion regarding these forms of web-based translation has tended to focus on what brings individuals together to give up their time, skills and effort when co-operating within such prosumer-led projects. By contrast, this paper presents a case study focused on the construction of the English Wikipedia article about Tokyo in order to argue that it is important for translation scholars to additionally take into account the difficult processes of fierce conflict and debate which often characterise interactions within such communities. It does so by means of the spatial mode of analysis encouraged by Foucault’s writings on ‘heterotopia’, demonstrating how this conceptual method can be applied to explain and explore the multifaceted negotiations that occur in this environment.


Author(s):  
Koon-Ying Raymond Li ◽  
James Sofra

With the exponential growth in desktop computing power and advancements in Web-based technologies over the past decade, the virtual community is now a reality. The latest derivative of the virtual community, made possible by 3D avatars, is called the collaborative virtual environment (CVE). These CVEs often provide “fantasy-themed online worlds” for participants to socially interact. Instead of placing emphasis on teamplaying, the sharing of information, and collaborative activities, a CVE focuses on social presence and communication processes. Unlike virtual environments which allow participants to discuss what is going on in the real world, the participants’ experiences of the virtual world provided by the CVE are often the main topics for discussion. These CVEs, just like their real counterparts, have their own issues and problems. This article will analyze the potential benefits of avatars, helping to build virtual communities and explore the possible issues that are associated with the CVE.


Author(s):  
Miky Ronen ◽  
Dan Kohen-Vacs

This chapter presents the potential and challenges of a new approach for the design of a platform aimed to foster and support the use of collaborative techniques in actual educational settings. CeLS is a web-based environment aimed to provide teachers of all subject domains and levels with a flexible tool for creating, enacting and sharing CSCL activities. CeLS special feature is the controllable data flow: the ability to selectively reuse learners‘ artifacts from previous stages according to various Social Settings in order to support design and enactment of rich multi-stage scripts. CeLS offers content free templates and a searchable repository of sample activities previously implemented with students. Teachers can explore these resources and adapt them to suit their needs, or create new scripts from basic building blocks. During the last four years the system was piloted by teachers from 13 Colleges and Universities and by school teachers. The chapter presents CeLS approach focusing on its unique features, examples of activities implemented with students and some insights on teachers as developers of online collaborative activities and as active contributors to the development of the environment.


10.28945/2723 ◽  
2003 ◽  
Author(s):  
Fay Sudweeks

Web-based learning environments provide an attractive method for information dissemination, but in many instances they can be just electronic equivalents of printed course materials. Appropriate learning objectives and pedgagogical strategies are minimal or non-existent. Too often web-based learning environments lack cooperative and collaborative activities with the unintended consequence of feelings of social isolation. This paper describes a case study in which critical elements of online learning settings (Oliver, 2001) were implemented along with essential attributes for effective teamwork. Analyses of student que stionnaires indicate that students gained significant benefits from the instructional design of both the learning environment and the collaborative activity - without meeting face-to-face.


1999 ◽  
Vol 08 (02) ◽  
pp. 207-227 ◽  
Author(s):  
CHEN-CHUNG LIU ◽  
GWO-DONG CHEN ◽  
KUO-LIANG OU ◽  
BAW-JHIUNE LIU ◽  
JORNG-TZONG HORNG

The World Wide Web has been widely accepted as a viable communication infrastructure to support collaborative activities on computer networks. While cooperating objects of different roles can easily and freely communicate knowledge on the web, the web site managers/developers must write programs to manage the communication behavior in collaborative activities. However, the current hypertext model for the web concentrates on the static structure of hypertext. Few conceptual specifications are capable of effectively integrating the hypertext model with activity dynamics to clarify the dynamic interaction and constraints of desired collaborative activities on the web. Furthermore, decision-makers must observe communication behavior on the web to adapt collaborative activities. Although web servers register each web access in a web log, up to now, only a few query or report mechanisms have been available to obtain required information from the web log. This study presents a specification to capture the static and dynamic structure of intended collaborative activities, and a query mechanism to obtain required information from the web log. The specification and query mechanism make it possible to construct a web site that will provide group activity space and flexibly interpret roles, encourage individuals to commit to responsibilities, and enable activities to be observed.


2008 ◽  
pp. 602-609
Author(s):  
Koon-Ying Raymond Li ◽  
James Sofra ◽  
Mark Power

With the exponential growth in desktop computing power and advancements in Web-based technologies over the past decade, the virtual community is now a reality. The latest derivative of the virtual community, made possible by 3D avatars, is called the collaborative virtual environment (CVE). These CVEs often provide “fantasy-themed online worlds” for participants to socially interact. Instead of placing emphasis on teamplaying, the sharing of information, and collaborative activities, a CVE focuses on social presence and communication processes. Unlike virtual environments which allow participants to discuss what is going on in the real world, the participants’ experiences of the virtual world provided by the CVE are often the main topics for discussion. These CVEs, just like their real counterparts, have their own issues and problems. This article will analyze the potential benefits of avatars, helping to build virtual communities and explore the possible issues that are associated with the CVE.


Author(s):  
Xun Xu

Today, companies often have operations distributed around the world, and production facilities and designers are often in different locations. Increased use of outsourcing and geographically dispersed supply chains further complicates the manufacturing world. The globalization of manufacturing business means that companies should be able to design, build, and maintain, anywhere at any time. Manufacturing engineers are seeking effective tools during planning to help improve production processes, plant designs, and tooling, and to allow earlier impact on product designs. Collaboration may exist in a number of activities such as (a) reviewing designs with the design team; (b) interfacing with tooling designers; (c) verifying tooling assembly and operation; (d) reviewing manufacturing process plans and factory layouts; and (e) discussing manufacturing problems with suppliers. In larger companies, collaboration is becoming increasingly important in design and manufacturing. Everyone knows something, but no one knows everything. There is an evolution from individuals working independently to functioning in workgroups, as well as enterprise collaboration and collaboration throughout a supply chain. Within a supply chain, sharing knowledge has become paramount. This chapter describes the methods of developing an Internet-enabled, integrated CAD, CAPP, CAM, and CNC system to support collaborative product development. The main goal is to provide a team environment enabling a group of designers and engineers to collaboratively develop a product in real time. STEP can be used to represent product data for heterogeneous application systems and data formats, and the Web-based Product Structure Manager developed can be an effective function module to co-ordinate collaborative activities.


HortScience ◽  
2006 ◽  
Vol 41 (4) ◽  
pp. 1045C-1045
Author(s):  
Arthur Villordon ◽  
Wambui Njuguna ◽  
Simon Gichuki ◽  
Philip Ndolo ◽  
Heneriko Kulembeka ◽  
...  

Web-based information delivers real-time or near-real-time data to clientele and other stakeholders. Although proprietary methods are available for interactively searching and updating databases through web interfaces, these methods generally require varying costs to maintain licensing agreements. The availability of publicly available software that require minimal or flexible licensing costs provide a cost-effective alternative to institutions that are considering access to databases via a web-accessible interface. For example, if a current web server is already configured to support hypertext preprocessor (PHP) scripts and MySQL databases, all that needs to be installed is a form script to allow the searching, inserting, and deleting of records. We describe procedures, software, and other applications that we used to develop a publicly accessible web interface to an experimental database of representative sweetpotato accessions in Kenya. The web address of this database is http://www.viazivitamu.org. This site also contains links to sweetpotato collection sites in Kenya, Tanzania, and Uganda graphically shown using a public domain GIS viewer. This demonstrates that public domain web-based tools can be configured not only to support collaborative activities among researchers in various locations, but also to provide relevant data to clients and other stakeholders.


1998 ◽  
Vol 62 (9) ◽  
pp. 671-674
Author(s):  
JF Chaves ◽  
JA Chaves ◽  
MS Lantz
Keyword(s):  

Sign in / Sign up

Export Citation Format

Share Document