Peer Interaction in Three Collaborative Learning Environments
ERIC Educational Resources Information Center
Staarman, Judith Kleine; Krol, Karen; Meijden, Henny van der
2005-01-01
The aim of the study was to gain insight into the occurrence of different types of peer interaction and particularly the types of interaction beneficial for learning in different collaborative learning environments. Based on theoretical notions related to collaborative learning and peer interaction, a coding scheme was developed to analyze the…
Study on Collaborative Object Manipulation in Virtual Environment
NASA Astrophysics Data System (ADS)
Mayangsari, Maria Niken; Yong-Moo, Kwon
This paper presents comparative study on network collaboration performance in different immersion. Especially, the relationship between user collaboration performance and degree of immersion provided by the system is addressed and compared based on several experiments. The user tests on our system include several cases: 1) Comparison between non-haptics and haptics collaborative interaction over LAN, 2) Comparison between non-haptics and haptics collaborative interaction over Internet, and 3) Analysis of collaborative interaction between non-immersive and immersive display environments.
Group Modeling in Social Learning Environments
ERIC Educational Resources Information Center
Stankov, Slavomir; Glavinic, Vlado; Krpan, Divna
2012-01-01
Students' collaboration while learning could provide better learning environments. Collaboration assumes social interactions which occur in student groups. Social theories emphasize positive influence of such interactions on learning. In order to create an appropriate learning environment that enables social interactions, it is important to…
Comparative study on collaborative interaction in non-immersive and immersive systems
NASA Astrophysics Data System (ADS)
Shahab, Qonita M.; Kwon, Yong-Moo; Ko, Heedong; Mayangsari, Maria N.; Yamasaki, Shoko; Nishino, Hiroaki
2007-09-01
This research studies the Virtual Reality simulation for collaborative interaction so that different people from different places can interact with one object concurrently. Our focus is the real-time handling of inputs from multiple users, where object's behavior is determined by the combination of the multiple inputs. Issues addressed in this research are: 1) The effects of using haptics on a collaborative interaction, 2) The possibilities of collaboration between users from different environments. We conducted user tests on our system in several cases: 1) Comparison between non-haptics and haptics collaborative interaction over LAN, 2) Comparison between non-haptics and haptics collaborative interaction over Internet, and 3) Analysis of collaborative interaction between non-immersive and immersive display environments. The case studies are the interaction of users in two cases: collaborative authoring of a 3D model by two users, and collaborative haptic interaction by multiple users. In Virtual Dollhouse, users can observe physics law while constructing a dollhouse using existing building blocks, under gravity effects. In Virtual Stretcher, multiple users can collaborate on moving a stretcher together while feeling each other's haptic motions.
Telearch - Integrated visual simulation environment for collaborative virtual archaeology.
NASA Astrophysics Data System (ADS)
Kurillo, Gregorij; Forte, Maurizio
Archaeologists collect vast amounts of digital data around the world; however, they lack tools for integration and collaborative interaction to support reconstruction and interpretation process. TeleArch software is aimed to integrate different data sources and provide real-time interaction tools for remote collaboration of geographically distributed scholars inside a shared virtual environment. The framework also includes audio, 2D and 3D video streaming technology to facilitate remote presence of users. In this paper, we present several experimental case studies to demonstrate the integration and interaction with 3D models and geographical information system (GIS) data in this collaborative environment.
Interaction Forms in Successful Collaborative Learning in Virtual Learning Environments
ERIC Educational Resources Information Center
Vuopala, Essi; Hyvönen, Pirkko; Järvelä, Sanna
2016-01-01
Despite the numerous studies on social interaction in collaborative learning, little is known about interaction forms in successful computer-supported collaborative learning situations. The purpose of this study was to explore and understand student interaction in successful collaborative learning during a university course which was mediated by…
A collaborative interaction and visualization multi-modal environment for surgical planning.
Foo, Jung Leng; Martinez-Escobar, Marisol; Peloquin, Catherine; Lobe, Thom; Winer, Eliot
2009-01-01
The proliferation of virtual reality visualization and interaction technologies has changed the way medical image data is analyzed and processed. This paper presents a multi-modal environment that combines a virtual reality application with a desktop application for collaborative surgical planning. Both visualization applications can function independently but can also be synced over a network connection for collaborative work. Any changes to either application is immediately synced and updated to the other. This is an efficient collaboration tool that allows multiple teams of doctors with only an internet connection to visualize and interact with the same patient data simultaneously. With this multi-modal environment framework, one team working in the VR environment and another team from a remote location working on a desktop machine can both collaborate in the examination and discussion for procedures such as diagnosis, surgical planning, teaching and tele-mentoring.
EdMOO: One Approach to a Multimedia Collaborative Environment.
ERIC Educational Resources Information Center
Holkner, Bernard
The nature of the multiuser object oriented (MOO) environment lends itself to flexible and rich interactive collaboration space providing interactive discussion, mail, mailing list, and news features to its virtual denizens. EdMOO (HREF1) was created in mid-1995 as an environment for teachers to experience the text based virtual reality…
Pattern of Non-Task Interactions in Asynchronous Computer-Supported Collaborative Learning Courses
ERIC Educational Resources Information Center
Abedin, Babak; Daneshgar, Farhad; D'Ambra, John
2014-01-01
Despite the importance of the non-task interactions in computer-supported collaborative learning (CSCL) environments as emphasized in the literature, few studies have investigated online behavior of people in the CSCL environments. This paper studies the pattern of non-task interactions among postgraduate students in an Australian university. The…
ERIC Educational Resources Information Center
Lu, Jie; Churchill, Daniel
2014-01-01
This paper reports a study that investigated the social interaction pattern of collaborative learning and the factors affecting the effectiveness of collaborative learning in a social networking environment (SNE). A class of 55 undergraduate students enrolled in an elective course at a Chinese university was recruited for the study. The…
ERIC Educational Resources Information Center
Bouras, Christos; Triglianos, Vasileios; Tsiatsos, Thrasyvoulos
2014-01-01
Three dimensional Collaborative Virtual Environments are a powerful form of collaborative telecommunication applications, enabling the users to share a common three-dimensional space and interact with each other as well as with the environment surrounding them, in order to collaboratively solve problems or aid learning processes. Such an…
Distributed and collaborative synthetic environments
NASA Technical Reports Server (NTRS)
Bajaj, Chandrajit L.; Bernardini, Fausto
1995-01-01
Fast graphics workstations and increased computing power, together with improved interface technologies, have created new and diverse possibilities for developing and interacting with synthetic environments. A synthetic environment system is generally characterized by input/output devices that constitute the interface between the human senses and the synthetic environment generated by the computer; and a computation system running a real-time simulation of the environment. A basic need of a synthetic environment system is that of giving the user a plausible reproduction of the visual aspect of the objects with which he is interacting. The goal of our Shastra research project is to provide a substrate of geometric data structures and algorithms which allow the distributed construction and modification of the environment, efficient querying of objects attributes, collaborative interaction with the environment, fast computation of collision detection and visibility information for efficient dynamic simulation and real-time scene display. In particular, we address the following issues: (1) A geometric framework for modeling and visualizing synthetic environments and interacting with them. We highlight the functions required for the geometric engine of a synthetic environment system. (2) A distribution and collaboration substrate that supports construction, modification, and interaction with synthetic environments on networked desktop machines.
Exploring Collaborative Learning Effect in Blended Learning Environments
ERIC Educational Resources Information Center
Sun, Z.; Liu, R.; Luo, L.; Wu, M.; Shi, C.
2017-01-01
The use of new technology encouraged exploration of the effectiveness and difference of collaborative learning in blended learning environments. This study investigated the social interactive network of students, level of knowledge building and perception level on usefulness in online and mobile collaborative learning environments in higher…
Learning and Teaching in a Synchronous Collaborative Environment.
ERIC Educational Resources Information Center
Marjanovic, Olivera
1999-01-01
Describes a new synchronous collaborative environment that combines interactive learning and Group Support Systems for computer-mediated collaboration. Illustrates its potential to improve critical thinking, problem solving, and communication skills, and describes how teachers' roles are changed. (Author/LRW)
Using Five Stage Model to Design of Collaborative Learning Environments in Second Life
ERIC Educational Resources Information Center
Orhan, Sevil; Karaman, M. Kemal
2014-01-01
Specifically Second Life (SL) among virtual worlds draws attention of researchers to form collaborative learning environments (Sutcliffe & Alrayes, 2012) since it could be used as a rich platform to simulate a real environment containing many collaborative learning characteristics and interaction tools within itself. Five Stage Model (FSM)…
Aerostructural interaction in a collaborative MDO environment
NASA Astrophysics Data System (ADS)
Ciampa, Pier Davide; Nagel, Björn
2014-10-01
The work presents an approach for aircraft design and optimization, developed to account for fluid-structure interactions in MDO applications. The approach makes use of a collaborative distributed design environment, and focuses on the influence of multiple physics based aerostructural models, on the overall aircraft synthesis and optimization. The approach is tested for the design of large transportation aircraft.
ERIC Educational Resources Information Center
Bower, Matt
2011-01-01
Based on a three-semester design-based research study examining learning and teaching in a web-conferencing environment, this article identifies types of synchronous collaboration competencies and reveals their influence on learning processes. Four levels of online collaborative competencies were observed--operational, interactional, managerial,…
Monitoring Collaborative Activities in Computer Supported Collaborative Learning
ERIC Educational Resources Information Center
Persico, Donatella; Pozzi, Francesca; Sarti, Luigi
2010-01-01
Monitoring the learning process in computer supported collaborative learning (CSCL) environments is a key element for supporting the efficacy of tutor actions. This article proposes an approach for analysing learning processes in a CSCL environment to support tutors in their monitoring tasks. The approach entails tracking the interactions within…
Assessing a Collaborative Online Environment for Music Composition
ERIC Educational Resources Information Center
Biasutti, Michele
2015-01-01
The current pilot study tested the effectiveness of an e-learning environment built to enable students to compose music collaboratively. The participants interacted online by using synchronous and asynchronous resources to develop a project in which they composed a new music piece in collaboration. After the learning sessions, individual…
NASA Astrophysics Data System (ADS)
Kaleva Oikarinen, Juho; Järvelä, Sanna; Kaasila, Raimo
2014-04-01
This design-based research project focuses on documenting statistical learning among 16-17-year-old Finnish upper secondary school students (N = 78) in a computer-supported collaborative learning (CSCL) environment. One novel value of this study is in reporting the shift from teacher-led mathematical teaching to autonomous small-group learning in statistics. The main aim of this study is to examine how student collaboration occurs in learning statistics in a CSCL environment. The data include material from videotaped classroom observations and the researcher's notes. In this paper, the inter-subjective phenomena of students' interactions in a CSCL environment are analysed by using a contact summary sheet (CSS). The development of the multi-dimensional coding procedure of the CSS instrument is presented. Aptly selected video episodes were transcribed and coded in terms of conversational acts, which were divided into non-task-related and task-related categories to depict students' levels of collaboration. The results show that collaborative learning (CL) can facilitate cohesion and responsibility and reduce students' feelings of detachment in our classless, periodic school system. The interactive .pdf material and collaboration in small groups enable statistical learning. It is concluded that CSCL is one possible method of promoting statistical teaching. CL using interactive materials seems to foster and facilitate statistical learning processes.
Towards Gesture-Based Multi-User Interactions in Collaborative Virtual Environments
NASA Astrophysics Data System (ADS)
Pretto, N.; Poiesi, F.
2017-11-01
We present a virtual reality (VR) setup that enables multiple users to participate in collaborative virtual environments and interact via gestures. A collaborative VR session is established through a network of users that is composed of a server and a set of clients. The server manages the communication amongst clients and is created by one of the users. Each user's VR setup consists of a Head Mounted Display (HMD) for immersive visualisation, a hand tracking system to interact with virtual objects and a single-hand joypad to move in the virtual environment. We use Google Cardboard as a HMD for the VR experience and a Leap Motion for hand tracking, thus making our solution low cost. We evaluate our VR setup though a forensics use case, where real-world objects pertaining to a simulated crime scene are included in a VR environment, acquired using a smartphone-based 3D reconstruction pipeline. Users can interact using virtual gesture-based tools such as pointers and rulers.
A Multi-Agent Question-Answering System for E-Learning and Collaborative Learning Environment
ERIC Educational Resources Information Center
Alinaghi, Tannaz; Bahreininejad, Ardeshir
2011-01-01
The increasing advances of new Internet technologies in all application domains have changed life styles and interactions. E-learning and collaborative learning environment systems are originated through such changes and aim at providing facilities for people in different times and geographical locations to cooperate, collaborate, learn and work…
Comparison of 1:1 and 1:m CSCL Environment for Collaborative Concept Mapping
ERIC Educational Resources Information Center
Lin, C.-P.; Wong, L.-H.; Shao, Y.-J.
2012-01-01
This paper reports an investigation into the effects of collaborative concept mapping in a digital learning environment, in terms of students' overall learning gains, knowledge retention, quality of student artefacts (the collaboratively created concept maps), interactive patterns, and learning perceptions. Sixty-four 12-year-old students from two…
Saylor, Catherine D; Keselyak, Nancy T; Simmer-Beck, Melanie; Tira, Daniel
2011-02-01
The purpose of this study was to evaluate the impact of collaborative learning on the development of social interaction, task management, and trust in dental hygiene students. These three traits were assessed with the Teamwork Assessment Scale in two different learning environments (traditional lecture/lab and collaborative learning environment). A convenience sample of fifty-six entry-level dental hygiene students taking an introductory/preclinic course at two metropolitan area dental hygiene programs provided comparable experimental and control groups. Factor scores were computed for the three traits, and comparisons were conducted using the Ryan-Einot-Gabriel-Welsh multiple comparison procedure among specific cell comparisons generated from a two-factor repeated measures ANOVA. The results indicate that the collaborative learning environment influenced dental hygiene students positively regarding the traits of social interaction, task management, and trust. However, comparing dental hygiene students to undergraduate students overall indicates that dental hygiene students already possess somewhat higher levels of these traits. Future studies on active learning strategies should examine factors such as student achievement and explore other possible active learning methodologies.
EVA: An Interactive Web-Based Collaborative Learning Environment
ERIC Educational Resources Information Center
Sheremetov, Leonid; Arenas, Adolfo Guzman
2002-01-01
In this paper, a Web-based learning environment developed within the project called Virtual Learning Spaces (EVA, in Spanish) is described. The environment is composed of knowledge, collaboration, consulting and experimentation spaces as a collection of agents and conventional software components working over the knowledge domains. All user…
Intelligent Assistance for Teachers in Collaborative E-Learning Environments
ERIC Educational Resources Information Center
Casamayor, Agustin; Amandi, Analia; Campo, Marcelo
2009-01-01
Collaborative learning environments provide a set of tools for students acting in groups to interact and accomplish an assigned task. In this kind of systems, students are free to express and communicate with each other, which usually lead to collaboration and communication problems that may require the intervention of a teacher. In this article,…
Learning with Collaborative Inquiry: A Science Learning Environment for Secondary Students
ERIC Educational Resources Information Center
Sun, Daner; Looi, Chee-Kit; Xie, Wenting
2017-01-01
When inquiry-based learning is designed for a collaborative context, the interactions that arise in the learning environment can become fairly complex. While the learning effectiveness of such learning environments has been reported in the literature, there have been fewer studies on the students' learning processes. To address this, the article…
Augmenting the access grid using augmented reality
NASA Astrophysics Data System (ADS)
Li, Ying
2012-01-01
The Access Grid (AG) targets an advanced collaboration environment, with which multi-party group of people from remote sites can collaborate over high-performance networks. However, current AG still employs VIC (Video Conferencing Tool) to offer only pure video for remote communication, while most AG users expect to collaboratively refer and manipulate the 3D geometric models of grid services' results in live videos of AG session. Augmented Reality (AR) technique can overcome the deficiencies with its characteristics of combining virtual and real, real-time interaction and 3D registration, so it is necessary for AG to utilize AR to better assist the advanced collaboration environment. This paper introduces an effort to augment the AG by adding support for AR capability, which is encapsulated in the node service infrastructure, named as Augmented Reality Service (ARS). The ARS can merge the 3D geometric models of grid services' results and real video scene of AG into one AR environment, and provide the opportunity for distributed AG users to interactively and collaboratively participate in the AR environment with better experience.
Co-creation and Co-innovation in a Collaborative Networked Environment
NASA Astrophysics Data System (ADS)
Klen, Edmilson Rampazzo
Leveraged by the advances in communication and information Technologies, producers and consumers are developing a new behavior. Together with the new emerging collaborative manifestations this behavior may directly impact the way products are developed. This powerful combination indicates that consumers will be involved in a very early stage in product development processes supporting even more the creation and innovation of products. This new way of collaboration gives rise to a new collaborative networked environment based on co-creation and co-innovation. This work will present some evolutionary steps that point to the development of this environment where prosumer communities and virtual organizations interact and collaborate.
Lost in Interaction in IMS Learning Design Runtime Environments
ERIC Educational Resources Information Center
Derntl, Michael; Neumann, Susanne; Oberhuemer, Petra
2014-01-01
Educators are exploiting the advantages of advanced web-based collaboration technologies and massive online interactions. Interactions between learners and human or nonhuman resources therefore play an increasingly important pedagogical role, and the way these interactions are expressed in the user interface of virtual learning environments is…
Communication Behaviors and Trust in Collaborative Online Teams
ERIC Educational Resources Information Center
Bulu, Saniye Tugba; Yildirim, Zahide
2008-01-01
This study investigates preservice teachers' trust levels and collaborative communication behaviors namely leadership, feedback, social interaction, enthusiasm, task and technical uncertainties, and task-oriented interactions in online learning environment. A case study design involving qualitative and quantitative data collection and analysis was…
ERIC Educational Resources Information Center
Wang, Xianhui; Laffey, James; Xing, Wanli; Galyen, Krista; Stichter, Janine
2017-01-01
This case study describes the verbal and nonverbal social interaction of 11 youth with Autism Spectrum Disorders in a 3D Collaborative Virtual Learning Environment-iSocial. The youth were developing social competence through participation in a social competence intervention curriculum implemented online so as to provide access to high quality…
Collaborative project-based learning: an integrative science and technological education project
NASA Astrophysics Data System (ADS)
Baser, Derya; Ozden, M. Yasar; Karaarslan, Hasan
2017-04-01
Background: Blending collaborative learning and project-based learning (PBL) based on Wolff (2003) design categories, students interacted in a learning environment where they developed their technology integration practices as well as their technological and collaborative skills.
Social and Collaborative Interactions for Educational Content Enrichment in ULEs
ERIC Educational Resources Information Center
Araújo, Rafael D.; Brant-Ribeiro, Taffarel; Mendonça, Igor E. S.; Mendes, Miller M.; Dorça, Fabiano A.; Cattelan, Renan G.
2017-01-01
This article presents a social and collaborative model for content enrichment in Ubiquitous Learning Environments. Designed as a loosely coupled software architecture, the proposed model was implemented and integrated into the Classroom eXperience, a multimedia capture platform for educational environments. After automatically recording a lecture…
Collaborative Virtual Environment Technology for People with Autism
ERIC Educational Resources Information Center
Moore, David; Cheng, Yufang; McGrath, Paul; Powell, Norman J.
2005-01-01
Collaborative virtual environments (CVEs) hold great potential for people with autism. An exploratory empirical study was conducted to determine if children and youth with autism could understand basic emotions as represented by a humanoid avatar. Thirty-four participants (ages 7.8-16 years) reported to have autism interacted with a software…
Adaptive Intelligent Support to Improve Peer Tutoring in Algebra
ERIC Educational Resources Information Center
Walker, Erin; Rummel, Nikol; Koedinger, Kenneth R.
2014-01-01
Adaptive collaborative learning support (ACLS) involves collaborative learning environments that adapt their characteristics, and sometimes provide intelligent hints and feedback, to improve individual students' collaborative interactions. ACLS often involves a system that can automatically assess student dialogue, model effective and…
Can a Hypermedia Cooperative e-Learning Environment Stimulate Constructive Collaboration?
ERIC Educational Resources Information Center
Pragnell, Mary Victoria; Roselli, Teresa; Rossano, Veronica
2006-01-01
The growing use of the Internet in learning environments has led to new models being created addressing specific learning domains, as well as more general educational goals. In particular, in recent years considerable attention has been paid to collaborative learning supported by technology, because this mode can enhance peer interaction and group…
ERIC Educational Resources Information Center
Dorner, Helga
2012-01-01
This study examines online mentor roles and effects with the online mentoring process in computer-supported collaborative learning environments in communities of in-service teachers. Interest in the online mentors' activity encompassed their participation in the online interactions, the influence of their activity on participants' patterns of…
ERIC Educational Resources Information Center
Gunawardena, Charlotte N.
1998-01-01
Explores issues related to the design of collaborative-learning environments mediated by computer conferencing from the perspective of challenges faced in the sociocultural context of the Indian sub-continent. Examines the impact of online features on social cohesiveness, group dynamics, interaction, communication anxiety, and participation.…
ERIC Educational Resources Information Center
Kapur, Manu; Kinzer, Charles K.
2007-01-01
This study investigated the effect of well- vs. ill-structured problem types on: (a) group interactional activity, (b) evolution of group participation inequities, (c) group discussion quality, and (d) group performance in a synchronous, computer-supported collaborative learning (CSCL) environment. Participants were 60 11th-grade science students…
Experiences with Interactive Multi-touch Tables
NASA Astrophysics Data System (ADS)
Fikkert, Wim; Hakvoort, Michiel; van der Vet, Paul; Nijholt, Anton
Interactive multi-touch tables can be a powerful means of communication for collaborative work as well as an engaging environment for competition. Through enticing gameplay we have evaluated user experience on competitive gameplay, collaborative work and musical expression. In addition, we report on our extensive experiences with two types of interactive multi-touch tables and we introduce a software framework that abstracts from their technical differences.
Causal learning is collaborative: Examining explanation and exploration in social contexts.
Legare, Cristine H; Sobel, David M; Callanan, Maureen
2017-10-01
Causal learning in childhood is a dynamic and collaborative process of explanation and exploration within complex physical and social environments. Understanding how children learn causal knowledge requires examining how they update beliefs about the world given novel information and studying the processes by which children learn in collaboration with caregivers, educators, and peers. The objective of this article is to review evidence for how children learn causal knowledge by explaining and exploring in collaboration with others. We review three examples of causal learning in social contexts, which elucidate how interaction with others influences causal learning. First, we consider children's explanation-seeking behaviors in the form of "why" questions. Second, we examine parents' elaboration of meaning about causal relations. Finally, we consider parents' interactive styles with children during free play, which constrains how children explore. We propose that the best way to understand children's causal learning in social context is to combine results from laboratory and natural interactive informal learning environments.
ERIC Educational Resources Information Center
Dillenbourg, Pierre
1996-01-01
Maintains that diagnosis, explanation, and tutoring, the functions of an interactive learning environment, are collaborative processes. Examines how human-computer interaction can be improved using a distributed cognition framework. Discusses situational and distributed knowledge theories and provides a model on how they can be used to redesign…
Combining Collaborative Learning with Learning Management Systems in Teaching Programming Language
ERIC Educational Resources Information Center
Cavus, Nadire; Uzunboylu, Huseyin; Ibrahim, Dogan
2006-01-01
The development of collaborative studies in learning has led to a renewed interest in the field of web-based education. In this experimental study, a highly interactive and collaborative teaching environment was created using Moodle, a learning management system with two types of Collaborative Tools (CTs): Standard CT and Advanced CT to create a…
ERIC Educational Resources Information Center
Liu, C.-C.; Tao, S.-Y.; Nee, J.-N.
2008-01-01
The internet has been widely used to promote collaborative learning among students. However, students do not always have access to the system, leading to doubt in the interaction among the students, and reducing the effectiveness of collaborative learning, since the web-based collaborative learning environment relies entirely on the availability…
Internal and External Scripts in Computer-Supported Collaborative Inquiry Learning
ERIC Educational Resources Information Center
Kollar, Ingo; Fischer, Frank; Slotta, James D.
2007-01-01
We investigated how differently structured external scripts interact with learners' internal scripts with respect to individual knowledge acquisition in a Web-based collaborative inquiry learning environment. Ninety students from two secondary schools participated. Two versions of an external collaboration script (high vs. low structured)…
NASA Astrophysics Data System (ADS)
Liu, Lei
The dissertation aims to achieve two goals. First, it attempts to establish a new theoretical framework---the collaborative scientific conceptual change model, which explicitly attends to social factor and epistemic practices of science, to understand conceptual change. Second, it report the findings of a classroom study to investigate how to apply this theoretical framework to examine the trajectories of collaborative scientific conceptual change in a CSCL environment and provide pedagogical implications. Two simulations were designed to help students make connections between the macroscopic substances and the aperceptual microscopic entities and underlying processes. The reported study was focused on analyzing the aggregated data from all participants and the video and audio data from twenty focal groups' collaborative activities and the process of their conceptual development in two classroom settings. Mixed quantitative and qualitative analyses were applied to analyze the video/audio data. The results found that, overall participants showed significant improvements from pretest to posttest on system understanding. Group and teacher effect as well as group variability were detected in both students' posttest performance and their collaborative activities, and variability emerged in group interaction. Multiple data analyses found that attributes of collaborative discourse and epistemic practices made a difference in student learning. Generating warranted claims in discourse as well as the predicting, coordinating theory-evidence, and modifying knowledge in epistemic practices had an impact on student's conceptual understanding. However, modifying knowledge was found negatively related to students' learning effect. The case studies show how groups differed in using the computer tools as a medium to conduct collaborative discourse and epistemic practices. Only with certain combination of discourse features and epistemic practices can the group interaction lead to successful convergent understanding. The results of the study imply that the collaborative scientific conceptual change model is an effective framework to study conceptual change and the simulation environment may mediate the development of successful collaborative interactions (including collaborative discourse and epistemic practices) that lead to collaborative scientific conceptual change.
Aerospace Systems Design in NASA's Collaborative Engineering Environment
NASA Technical Reports Server (NTRS)
Monell, Donald W.; Piland, William M.
1999-01-01
Past designs of complex aerospace systems involved an environment consisting of collocated design teams with project managers, technical discipline experts, and other experts (e.g. manufacturing and systems operations). These experts were generally qualified only on the basis of past design experience and typically had access to a limited set of integrated analysis tools. These environments provided less than desirable design fidelity, often lead to the inability of assessing critical programmatic and technical issues (e.g., cost risk, technical impacts), and generally derived a design that was not necessarily optimized across the entire system. The continually changing, modern aerospace industry demands systems design processes that involve the best talent available (no matter where it resides) and access to the best design and analysis tools. A solution to these demands involves a design environment referred to as collaborative engineering. The collaborative engineering environment evolving within the National Aeronautics and Space Administration (NASA) is a capability that enables the Agency's engineering infrastructure to interact and use the best state-of-the-art tools and data across organizational boundaries. Using collaborative engineering, the collocated team is replaced with an interactive team structure where the team members are geographically distributed and the best engineering talent can be applied to the design effort regardless of physical location. In addition, a more efficient, higher quality design product is delivered by bringing together the best engineering talent with more up-to-date design and analysis tools. These tools are focused on interactive, multidisciplinary design and analysis with emphasis on the complete life cycle of the system, and they include nontraditional, integrated tools for life cycle cost estimation and risk assessment. NASA has made substantial progress during the last two years in developing a collaborative engineering environment. NASA is planning to use this collaborative engineering infrastructure to provide better aerospace systems life cycle design and analysis, which includes analytical assessment of the technical and programmatic aspects of a system from "cradle to grave." This paper describes the recent NASA developments in the area of collaborative engineering, the benefits (realized and anticipated) of using the developed capability, and the long-term plans for implementing this capability across the Agency.
Aerospace Systems Design in NASA's Collaborative Engineering Environment
NASA Technical Reports Server (NTRS)
Monell, Donald W.; Piland, William M.
2000-01-01
Past designs of complex aerospace systems involved an environment consisting of collocated design teams with project managers, technical discipline experts, and other experts (e.g., manufacturing and systems operation). These experts were generally qualified only on the basis of past design experience and typically had access to a limited set of integrated analysis tools. These environments provided less than desirable design fidelity, often lead to the inability of assessing critical programmatic and technical issues (e.g., cost, risk, technical impacts), and generally derived a design that was not necessarily optimized across the entire system. The continually changing, modern aerospace industry demands systems design processes that involve the best talent available (no matter where it resides) and access to the the best design and analysis tools. A solution to these demands involves a design environment referred to as collaborative engineering. The collaborative engineering environment evolving within the National Aeronautics and Space Administration (NASA) is a capability that enables the Agency's engineering infrastructure to interact and use the best state-of-the-art tools and data across organizational boundaries. Using collaborative engineering, the collocated team is replaced with an interactive team structure where the team members are geographical distributed and the best engineering talent can be applied to the design effort regardless of physical location. In addition, a more efficient, higher quality design product is delivered by bringing together the best engineering talent with more up-to-date design and analysis tools. These tools are focused on interactive, multidisciplinary design and analysis with emphasis on the complete life cycle of the system, and they include nontraditional, integrated tools for life cycle cost estimation and risk assessment. NASA has made substantial progress during the last two years in developing a collaborative engineering environment. NASA is planning to use this collaborative engineering engineering infrastructure to provide better aerospace systems life cycle design and analysis, which includes analytical assessment of the technical and programmatic aspects of a system from "cradle to grave." This paper describes the recent NASA developments in the area of collaborative engineering, the benefits (realized and anticipated) of using the developed capability, and the long-term plans for implementing this capability across Agency.
Aerospace Systems Design in NASA's Collaborative Engineering Environment
NASA Astrophysics Data System (ADS)
Monell, Donald W.; Piland, William M.
2000-07-01
Past designs of complex aerospace systems involved an environment consisting of collocated design teams with project managers, technical discipline experts, and other experts (e.g., manufacturing and systems operations). These experts were generally qualified only on the basis of past design experience and typically had access to a limited set of integrated analysis tools. These environments provided less than desirable design fidelity, often led to the inability of assessing critical programmatic and technical issues (e.g., cost, risk, technical impacts), and generally derived a design that was not necessarily optimized across the entire system. The continually changing, modern aerospace industry demands systems design processes that involve the best talent available (no matter where it resides) and access to the best design and analysis tools. A solution to these demands involves a design environment referred to as collaborative engineering. The collaborative engineering environment evolving within the National Aeronautics and Space Administration (NASA) is a capability that enables the Agency's engineering infrastructure to interact and use the best state-of-the-art tools and data across organizational boundaries. Using collaborative engineering, the collocated team is replaced with an interactive team structure where the team members are geographically distributed and the best engineering talent can be applied to the design effort regardless of physical location. In addition, a more efficient, higher quality design product is delivered by bringing together the best engineering talent with more up-to-date design and analysis tools. These tools are focused on interactive, multidisciplinary design and analysis with emphasis on the complete life cycle of the system, and they include nontraditional, integrated tools for life cycle cost estimation and risk assessment. NASA has made substantial progress during the last two years in developing a collaborative engineering environment. NASA is planning to use this collaborative engineering infrastructure to provide better aerospace systems life cycle design and analysis, which includes analytical assessment of the technical and programmatic aspects of a system from "cradle to grave." This paper describes the recent NASA developments in the area of collaborative engineering, the benefits (realized and anticipated) of using the developed capability, and the long-term plans for implementing this capability across the Agency.
ERIC Educational Resources Information Center
Barneva, Reneta P.; Kanev, Kamen; Kapralos, Bill; Jenkin, Michael; Brimkov, Boris
2017-01-01
We place collaborative student engagement in a nontraditional perspective by considering a novel, more interactive educational environment and explaining how to employ it to enhance student learning. To this end, we explore modern technological classroom enhancements as well as novel pedagogical techniques which facilitate collaborative learning.…
Tabletop Support for Collaborative Design: An Initial Evaluation of IdeaSpace
ERIC Educational Resources Information Center
Ioannou, Andri; Loizides, Fernando; Vasiliou, Christina; Zaphiris, Panayiotis; Parmaxi, Antigoni
2015-01-01
With the increasing availability of interactive tabletops, researchers and practitioners have the opportunity to expand the learning environment and provide further support for collaboration and reflective conversations around design problems. In this manuscript, we present IdeaSpace, a tabletop application designed to support collaborative design…
The Impact of Using Synchronous Collaborative Virtual Tangram in Children's Geometric
ERIC Educational Resources Information Center
Lin, Chiu-Pin; Shao, Yin-juan; Wong, Lung-Hsiang; Li, Yin-Jen; Niramitranon, Jitti
2011-01-01
This study aimed to develop a collaborative and manipulative virtual Tangram puzzle to facilitate children to learn geometry in the computer-supported collaborative learning environment with Tablet PCs. In promoting peer interactions and stimulating students' higher-order thinking and creativity toward geometric problem-solving, we designed a…
Collaborative Project-Based Learning: An Integrative Science and Technological Education Project
ERIC Educational Resources Information Center
Baser, Derya; Ozden, M. Yasar; Karaarslan, Hasan
2017-01-01
Background: Blending collaborative learning and project-based learning (PBL) based on Wolff (2003) design categories, students interacted in a learning environment where they developed their technology integration practices as well as their technological and collaborative skills. Purpose: The study aims to understand how seventh grade students…
Securing Resources in Collaborative Environments: A Peer-to-peerApproach
DOE Office of Scientific and Technical Information (OSTI.GOV)
Berket, Karlo; Essiari, Abdelilah; Thompson, Mary R.
2005-09-19
We have developed a security model that facilitates control of resources by autonomous peers who act on behalf of collaborating users. This model allows a gradual build-up of trust. It enables secure interactions among users that do not necessarily know each other and allows them to build trust over the course of their collaboration. This paper describes various aspects of our security model and describes an architecture that implements this model to provide security in pure peer-to-peer environments.
SciEthics Interactive: Science and Ethics Learning in a Virtual Environment
ERIC Educational Resources Information Center
Nadolny, Larysa; Woolfrey, Joan; Pierlott, Matthew; Kahn, Seth
2013-01-01
Learning in immersive 3D environments allows students to collaborate, build, and interact with difficult course concepts. This case study examines the design and development of the TransGen Island within the SciEthics Interactive project, a National Science Foundation-funded, 3D virtual world emphasizing learning science content in the context of…
ERIC Educational Resources Information Center
Ioannou, Andri; Vasiliou, Christina; Zaphiris, Panayiotis; Arh, Tanja; Klobucar, Tomaž; Pipan, Matija
2015-01-01
This exploratory case study aims to examine how students benefit from a multimodal learning environment while they engage in collaborative problem-based activity in a Human Computer Interaction (HCI) university course. For 12 weeks, 30 students, in groups of 5-7 each, participated in weekly face-to-face meetings and online interactions.…
ERIC Educational Resources Information Center
Razak, Norizan Abdul; Saeed, Murad; Ahmad, Zulkifli
2013-01-01
As most traditional classroom environments in English as Foreign Language (EFL) still restrict learners' collaboration and interaction in college writing classes, today, the majority of EFL learners are accessing Social Networking Sites (SNSs) as online communities of practice (CoPs) for adopting informal collaborative learning as a way of…
ERIC Educational Resources Information Center
Lukie, Ivanna K.; Skwarchuk, Sheri-Lynn; LeFevre, Jo-Anne; Sowinski, Carla
2014-01-01
Children's involvement in home literacy and numeracy activities has been linked to school achievement, but the subtleties in the home environment responsible for these gains have yet to be thoroughly investigated. The purpose of this study was to determine how children's interests and collaborative parent-child interactions affect exposure to home…
ERIC Educational Resources Information Center
Stepanyan, Karen; Mather, Richard; Dalrymple, Roger
2014-01-01
This paper discusses the patterns of network dynamics within a multicultural online collaborative learning environment. It analyses the interaction of participants (both students and facilitators) within a discussion board that was established as part of a 3-month online collaborative course. The study employs longitudinal probabilistic social…
Tools and collaborative environments for bioinformatics research
Giugno, Rosalba; Pulvirenti, Alfredo
2011-01-01
Advanced research requires intensive interaction among a multitude of actors, often possessing different expertise and usually working at a distance from each other. The field of collaborative research aims to establish suitable models and technologies to properly support these interactions. In this article, we first present the reasons for an interest of Bioinformatics in this context by also suggesting some research domains that could benefit from collaborative research. We then review the principles and some of the most relevant applications of social networking, with a special attention to networks supporting scientific collaboration, by also highlighting some critical issues, such as identification of users and standardization of formats. We then introduce some systems for collaborative document creation, including wiki systems and tools for ontology development, and review some of the most interesting biological wikis. We also review the principles of Collaborative Development Environments for software and show some examples in Bioinformatics. Finally, we present the principles and some examples of Learning Management Systems. In conclusion, we try to devise some of the goals to be achieved in the short term for the exploitation of these technologies. PMID:21984743
A Study of the Predictive Relationship between Online Social Presence and ONLE Interaction
ERIC Educational Resources Information Center
Tu, Chih-Hsiung; Yen, Cherng-Jyh; Blocher, J. Michael; Chan, Junn-Yih
2012-01-01
Open Network Learning Environments (ONLE) are online networks that afford learners the opportunity to participate in creative content endeavors, personalized identity projections, networked mechanism management, and effective collaborative community integration by applying Web 2.0 tools in open environments. It supports social interaction by…
Creating an Interactive and Responsive Teaching Environment to Inspire Learning
ERIC Educational Resources Information Center
Paladino, Angelina
2008-01-01
Teaching students to understand, disable, and solve problems is one of the largest challenges educators face in undergraduate marketing education. My teaching philosophy is centered on the creation of an interactive learning environment. This encompasses problem-based teaching and collaborative learning to foster discussions between students and…
A Virtual Mission Operations Center: Collaborative Environment
NASA Technical Reports Server (NTRS)
Medina, Barbara; Bussman, Marie; Obenschain, Arthur F. (Technical Monitor)
2002-01-01
The Virtual Mission Operations Center - Collaborative Environment (VMOC-CE) intent is to have a central access point for all the resources used in a collaborative mission operations environment to assist mission operators in communicating on-site and off-site in the investigation and resolution of anomalies. It is a framework that as a minimum incorporates online chat, realtime file sharing and remote application sharing components in one central location. The use of a collaborative environment in mission operations opens up the possibilities for a central framework for other project members to access and interact with mission operations staff remotely. The goal of the Virtual Mission Operations Center (VMOC) Project is to identify, develop, and infuse technology to enable mission control by on-call personnel in geographically dispersed locations. In order to achieve this goal, the following capabilities are needed: Autonomous mission control systems Automated systems to contact on-call personnel Synthesis and presentation of mission control status and history information Desktop tools for data and situation analysis Secure mechanism for remote collaboration commanding Collaborative environment for remote cooperative work The VMOC-CE is a collaborative environment that facilitates remote cooperative work. It is an application instance of the Virtual System Design Environment (VSDE), developed by NASA Goddard Space Flight Center's (GSFC) Systems Engineering Services & Advanced Concepts (SESAC) Branch. The VSDE is a web-based portal that includes a knowledge repository and collaborative environment to serve science and engineering teams in product development. It is a "one stop shop" for product design, providing users real-time access to product development data, engineering and management tools, and relevant design specifications and resources through the Internet. The initial focus of the VSDE has been to serve teams working in the early portion of the system/product lifecycle - concept development, proposal preparation, and formulation. The VMOC-CE expands the application of the VSDE into the operations portion of the system lifecycle. It will enable meaningful and real-time collaboration regardless of the geographical distribution of project team members. Team members will be able to interact in satellite operations, specifically for resolving anomalies, through access to a desktop computer and the Internet. Mission Operations Management will be able to participate and monitor up to the minute status of anomalies or other mission operations issues. In this paper we present the VMOC-CE project, system capabilities, and technologies.
NASA Astrophysics Data System (ADS)
Brondizio, E.; Moran, E.
2005-05-01
Over the past thirteen years the Anthropological Center for Training and Research on Global Environmental Change (ACT) at Indiana University has pioneered the use of anthropological and environmental research approaches to address issues of land use change, and population-environment interaction, particularly in the Amazon. Our research and training objectives focus on how particular local populations manage resources and how those activities may be studied by integrating time-tested ethnographic methods, survey instruments, ecological field studies, and the spatial and temporal perspectives of remote sensing and Geographical Information Systems. The globalization of the environment crisis bears the risk of the research and training at universities being purely global or large scale in nature. This would fail to take into account the highly variable local causes of human activities or to discover sustainable solutions to the use, conservation, and restoration of human ecosystems. Our approach combines institutional and international collaboration, formal and hands-on laboratory and field activities developed within an interdisciplinary environment, but based on the strength of disciplinary programs. Over the past years, we have particularly emphasized collaboration between American and Brazilian scholars and students and intense work with local farmers and communities both during data collection and field research, as well as in returning data and results using different formats. In this paper, we address our experience, the challenges and advantages of theoretical and methodological development for students approaching interdisciplinary problems, innovations in linking levels of analysis, and new opportunities for international and collaborative training and research on human-environment interaction.
Vroom: designing an augmented environment for remote collaboration in digital cinema production
NASA Astrophysics Data System (ADS)
Margolis, Todd; Cornish, Tracy
2013-03-01
As media technologies become increasingly affordable, compact and inherently networked, new generations of telecollaborative platforms continue to arise which integrate these new affordances. Virtual reality has been primarily concerned with creating simulations of environments that can transport participants to real or imagined spaces that replace the "real world". Meanwhile Augmented Reality systems have evolved to interleave objects from Virtual Reality environments into the physical landscape. Perhaps now there is a new class of systems that reverse this precept to enhance dynamic media landscapes and immersive physical display environments to enable intuitive data exploration through collaboration. Vroom (Virtual Room) is a next-generation reconfigurable tiled display environment in development at the California Institute for Telecommunications and Information Technology (Calit2) at the University of California, San Diego. Vroom enables freely scalable digital collaboratories, connecting distributed, high-resolution visualization resources for collaborative work in the sciences, engineering and the arts. Vroom transforms a physical space into an immersive media environment with large format interactive display surfaces, video teleconferencing and spatialized audio built on a highspeed optical network backbone. Vroom enables group collaboration for local and remote participants to share knowledge and experiences. Possible applications include: remote learning, command and control, storyboarding, post-production editorial review, high resolution video playback, 3D visualization, screencasting and image, video and multimedia file sharing. To support these various scenarios, Vroom features support for multiple user interfaces (optical tracking, touch UI, gesture interface, etc.), support for directional and spatialized audio, giga-pixel image interactivity, 4K video streaming, 3D visualization and telematic production. This paper explains the design process that has been utilized to make Vroom an accessible and intuitive immersive environment for remote collaboration specifically for digital cinema production.
ERIC Educational Resources Information Center
Zhou, Xiaokang; Chen, Jian; Wu, Bo; Jin, Qun
2014-01-01
With the high development of social networks, collaborations in a socialized web-based learning environment has become increasing important, which means people can learn through interactions and collaborations in communities across social networks. In this study, in order to support the enhanced collaborative learning, two important factors, user…
ERIC Educational Resources Information Center
Afacan Adanir, Gulgun
2017-01-01
The case study focuses on the interactional mechanisms through which online collaborative teams co-construct a shared understanding of an analytical geometry problem by using dynamic geometry representations. The collaborative study consisted of an assignment on which the learners worked together in groups to solve a ship navigation problem as…
ERIC Educational Resources Information Center
Cavus, Nadire; Ibrahim, Dogan
2007-01-01
The development of collaborative studies in learning has led to a renewed interest in the field of Web-based education. In this experimental study a highly interactive and collaborative virtual teaching environment has been created by supporting Moodle LMS with collaborative learning tool GREWPtool. The aim of this experimental study has been to…
Supporting Scientific Analysis within Collaborative Problem Solving Environments
NASA Technical Reports Server (NTRS)
Watson, Velvin R.; Kwak, Dochan (Technical Monitor)
2000-01-01
Collaborative problem solving environments for scientists should contain the analysis tools the scientists require in addition to the remote collaboration tools used for general communication. Unfortunately, most scientific analysis tools have been designed for a "stand-alone mode" and cannot be easily modified to work well in a collaborative environment. This paper addresses the questions, "What features are desired in a scientific analysis tool contained within a collaborative environment?", "What are the tool design criteria needed to provide these features?", and "What support is required from the architecture to support these design criteria?." First, the features of scientific analysis tools that are important for effective analysis in collaborative environments are listed. Next, several design criteria for developing analysis tools that will provide these features are presented. Then requirements for the architecture to support these design criteria are listed. Sonic proposed architectures for collaborative problem solving environments are reviewed and their capabilities to support the specified design criteria are discussed. A deficiency in the most popular architecture for remote application sharing, the ITU T. 120 architecture, prevents it from supporting highly interactive, dynamic, high resolution graphics. To illustrate that the specified design criteria can provide a highly effective analysis tool within a collaborative problem solving environment, a scientific analysis tool that contains the specified design criteria has been integrated into a collaborative environment and tested for effectiveness. The tests were conducted in collaborations between remote sites in the US and between remote sites on different continents. The tests showed that the tool (a tool for the visual analysis of computer simulations of physics) was highly effective for both synchronous and asynchronous collaborative analyses. The important features provided by the tool (and made possible by the specified design criteria) are: 1. The tool provides highly interactive, dynamic, high resolution, 3D graphics. 2. All remote scientists can view the same dynamic, high resolution, 3D scenes of the analysis as the analysis is being conducted. 3. The responsiveness of the tool is nearly identical to the responsiveness of the tool in a stand-alone mode. 4. The scientists can transfer control of the analysis between themselves. 5. Any analysis session or segment of an analysis session, whether done individually or collaboratively, can be recorded and posted on the Web for other scientists or students to download and play in either a collaborative or individual mode. 6. The scientist or student who downloaded the session can, individually or collaboratively, modify or extend the session with his/her own "what if" analysis of the data and post his/her version of the analysis back onto the Web. 7. The peak network bandwidth used in the collaborative sessions is only 1K bit/second even though the scientists at all sites are viewing high resolution (1280 x 1024 pixels), dynamic, 3D scenes of the analysis. The links between the specified design criteria and these performance features are presented.
An Approach to Scoring Collaboration in Online Game Environments
ERIC Educational Resources Information Center
Scoular, Claire; Care, Esther; Awwal, Nafisa
2017-01-01
With technological advances, it is now possible to use games to capture information-rich behaviours that reveal processes by which players interact and solve problems. Recent problem-based games have been designed to assess and record detailed interactions between the problem solver and the game environment, and thereby capture salient solution…
Collaborative Spaces for GIS-Based Multimedia Cartography in Blended Environments
ERIC Educational Resources Information Center
Balram, Shivanand; Dragicevic, Suzana
2008-01-01
The interaction spaces between instructors and learners in the traditional face-to-face classroom environment are being changed by the diffusion and adoption of many forms of computer-based pedagogy. An integrated understanding of these evolving interaction spaces together with how they interconnect and leverage learning are needed to develop…
Development of L2 Interactional Resources for Online Collaborative Task Accomplishment
ERIC Educational Resources Information Center
Balaman, Ufuk; Sert, Olcay
2017-01-01
Technology-mediated task environments have long been considered integral parts of L2 learning and teaching processes. However, the interactional resources that the learners deploy to complete tasks in these environments have remained largely unexplored due to an overall focus on task design and outcomes rather than task engagement processes. With…
Collaborative voxel-based surgical virtual environments.
Acosta, Eric; Muniz, Gilbert; Armonda, Rocco; Bowyer, Mark; Liu, Alan
2008-01-01
Virtual Reality-based surgical simulators can utilize Collaborative Virtual Environments (C-VEs) to provide team-based training. To support real-time interactions, C-VEs are typically replicated on each user's local computer and a synchronization method helps keep all local copies consistent. This approach does not work well for voxel-based C-VEs since large and frequent volumetric updates make synchronization difficult. This paper describes a method that allows multiple users to interact within a voxel-based C-VE for a craniotomy simulator being developed. Our C-VE method requires smaller update sizes and provides faster synchronization update rates than volumetric-based methods. Additionally, we address network bandwidth/latency issues to simulate networked haptic and bone drilling tool interactions with a voxel-based skull C-VE.
Chi, Michelene T H; Roy, Marguerite; Hausmann, Robert G M
2008-03-01
The goals of this study are to evaluate a relatively novel learning environment, as well as to seek greater understanding of why human tutoring is so effective. This alternative learning environment consists of pairs of students collaboratively observing a videotape of another student being tutored. Comparing this collaboratively observing environment to four other instructional methods-one-on-one human tutoring, observing tutoring individually, collaborating without observing, and studying alone-the results showed that students learned to solve physics problems just as effectively from observing tutoring collaboratively as the tutees who were being tutored individually. We explain the effectiveness of this learning environment by postulating that such a situation encourages learners to become active and constructive observers through interactions with a peer. In essence, collaboratively observing combines the benefit of tutoring with the benefit of collaborating. The learning outcomes of the tutees and the collaborative observers, along with the tutoring dialogues, were used to further evaluate three hypotheses explaining why human tutoring is an effective learning method. Detailed analyses of the protocols at several grain sizes suggest that tutoring is effective when tutees are independently or jointly constructing knowledge: with the tutor, but not when the tutor independently conveys knowledge. 2008 Cognitive Science Society, Inc.
ERIC Educational Resources Information Center
Pazos, Pilar; Micari, Marina; Light, Gregory
2010-01-01
Collaborative learning is being used extensively by educators at all levels. Peer-led team learning in a version of collaborative learning that has shown consistent success in science, technology, engineering and mathematics disciplines. Using a multi-phase research study we describe the development of an observation instrument that can be used to…
NASA Astrophysics Data System (ADS)
Martin, P.; Tseu, A.; Férey, N.; Touraine, D.; Bourdot, P.
2014-02-01
Most advanced immersive devices provide collaborative environment within several users have their distinct head-tracked stereoscopic point of view. Combining with common used interactive features such as voice and gesture recognition, 3D mouse, haptic feedback, and spatialized audio rendering, these environments should faithfully reproduce a real context. However, even if many studies have been carried out on multimodal systems, we are far to definitively solve the issue of multimodal fusion, which consists in merging multimodal events coming from users and devices, into interpretable commands performed by the application. Multimodality and collaboration was often studied separately, despite of the fact that these two aspects share interesting similarities. We discuss how we address this problem, thought the design and implementation of a supervisor that is able to deal with both multimodal fusion and collaborative aspects. The aim of this supervisor is to ensure the merge of user's input from virtual reality devices in order to control immersive multi-user applications. We deal with this problem according to a practical point of view, because the main requirements of this supervisor was defined according to a industrial task proposed by our automotive partner, that as to be performed with multimodal and collaborative interactions in a co-located multi-user environment. In this task, two co-located workers of a virtual assembly chain has to cooperate to insert a seat into the bodywork of a car, using haptic devices to feel collision and to manipulate objects, combining speech recognition and two hands gesture recognition as multimodal instructions. Besides the architectural aspect of this supervisor, we described how we ensure the modularity of our solution that could apply on different virtual reality platforms, interactive contexts and virtual contents. A virtual context observer included in this supervisor in was especially designed to be independent to the content of the virtual scene of targeted application, and is use to report high-level interactive and collaborative events. This context observer allows the supervisor to merge these interactive and collaborative events, but is also used to deal with new issues coming from our observation of two co-located users in an immersive device performing this assembly task. We highlight the fact that when speech recognition features are provided to the two users, it is required to automatically detect according to the interactive context, whether the vocal instructions must be translated into commands that have to be performed by the machine, or whether they take a part of the natural communication necessary for collaboration. Information coming from this context observer that indicates a user is looking at its collaborator, is important to detect if the user is talking to its partner. Moreover, as the users are physically co-localised and head-tracking is used to provide high fidelity stereoscopic rendering, and natural walking navigation in the virtual scene, we have to deals with collision and screen occlusion between the co-located users in the physical work space. Working area and focus of each user, computed and reported by the context observer is necessary to prevent or avoid these situations.
Cognitive Collaboration Found in Cardiac Physiology: Study in Classroom Environment
Cowley, Benjamin; Torniainen, Jari; Ukkonen, Antti; Vihavainen, Arto; Puolamäki, Kai
2016-01-01
It is known that periods of intense social interaction result in shared patterns in collaborators’ physiological signals. However, applied quantitative research on collaboration is hindered due to scarcity of objective metrics of teamwork effectiveness. Indeed, especially in the domain of productive, ecologically-valid activity such as programming, there is a lack of evidence for the most effective, affordable and reliable measures of collaboration quality. In this study we investigate synchrony in physiological signals between collaborating computer science students performing pair-programming exercises in a class room environment. We recorded electrocardiography over the course of a 60 minute programming session, using lightweight physiological sensors. We employ correlation of heart-rate variability features to study social psychophysiological compliance of the collaborating students. We found evident physiological compliance in collaborating dyads’ heart-rate variability signals. Furthermore, dyads’ self-reported workload was associated with the physiological compliance. Our results show viability of a novel approach to field measurement using lightweight devices in an uncontrolled environment, and suggest that self-reported collaboration quality can be assessed via physiological signals. PMID:27416036
Multi-Agent Framework for Virtual Learning Spaces.
ERIC Educational Resources Information Center
Sheremetov, Leonid; Nunez, Gustavo
1999-01-01
Discussion of computer-supported collaborative learning, distributed artificial intelligence, and intelligent tutoring systems focuses on the concept of agents, and describes a virtual learning environment that has a multi-agent system. Describes a model of interactions in collaborative learning and discusses agents for Web-based virtual…
ERIC Educational Resources Information Center
Kennedy, Patrick Charles
2014-01-01
Teaching is a complex and fundamentally collaborative process, through which knowledge and skills are acquired as a result of repeated interactions between teachers and students. The effectiveness of these interactions depends on both the instructional environment created by the teacher and the extent to which students engage with that…
Synchronous Writing Environments: Real-Time Interaction in Cyberspace (Technology Tidbits).
ERIC Educational Resources Information Center
Anderson-Inman, Lynne; And Others
1996-01-01
Discusses three types of synchronous writing environments, each offering teachers and students a vehicle for using electronic text to promote literacy-based learning communities: classroom collaboration, networked notetaking, and virtual communities. (SR)
Virtual collaboration in the online educational setting: a concept analysis.
Breen, Henny
2013-01-01
This study was designed to explore the concept of virtual collaboration within the context of an online learning environment in an academic setting. Rodgers' method of evolutionary concept analysis was used to provide a contextual view of the concept to identify attributes, antecedents, and consequences of virtual collaboration. Commonly used terms to describe virtual collaboration are collaborative and cooperative learning, group work, group interaction, group learning, and teamwork. A constructivist pedagogy, group-based process with a shared purpose, support, and web-based technology is required for virtual collaboration to take place. Consequences of virtual collaboration are higher order thinking and learning to work with others. A comprehensive definition of virtual collaboration is offered as an outcome of this analysis. Clarification of virtual collaboration prior to using it as a pedagogical tool in the online learning environment will enhance nursing education with the changes in nursing curriculum being implemented today. Further research is recommended to describe the developmental stages of the collaborative process among nursing students in online education and how virtual collaboration facilitates collaboration in practice. © 2013 Wiley Periodicals, Inc.
Awareware: Narrowcasting Attributes for Selective Attention, Privacy, and Multipresence
NASA Astrophysics Data System (ADS)
Cohen, Michael; Newton Fernando, Owen Noel
The domain of cscw, computer-supported collaborative work, and DSC, distributed synchronous collaboration, spans real-time interactive multiuser systems, shared information spaces, and applications for teleexistence and artificial reality, including collaborative virtual environments ( cves) (Benford et al., 2001). As presence awareness systems emerge, it is important to develop appropriate interfaces and architectures for managing multimodal multiuser systems. Especially in consideration of the persistent connectivity enabled by affordable networked communication, shared distributed environments require generalized control of media streams, techniques to control source → sink transmissions in synchronous groupware, including teleconferences and chatspaces, online role-playing games, and virtual concerts.
Learning from Multiple Collaborating Intelligent Tutors: An Agent-based Approach.
ERIC Educational Resources Information Center
Solomos, Konstantinos; Avouris, Nikolaos
1999-01-01
Describes an open distributed multi-agent tutoring system (MATS) and discusses issues related to learning in such open environments. Topics include modeling a one student-many teachers approach in a computer-based learning context; distributed artificial intelligence; implementation issues; collaboration; and user interaction. (Author/LRW)
Encarnação, L Miguel; Bimber, Oliver
2002-01-01
Collaborative virtual environments for diagnosis and treatment planning are increasingly gaining importance in our global society. Virtual and Augmented Reality approaches promised to provide valuable means for the involved interactive data analysis, but the underlying technologies still create a cumbersome work environment that is inadequate for clinical employment. This paper addresses two of the shortcomings of such technology: Intuitive interaction with multi-dimensional data in immersive and semi-immersive environments as well as stereoscopic multi-user displays combining the advantages of Virtual and Augmented Reality technology.
Baking together-the coordination of actions in activities involving people with dementia.
Majlesi, Ali Reza; Ekström, Anna
2016-08-01
This study explores interaction and collaboration between people with dementia and their spouses in relation to the performance of household chores with the focus on instruction as an interactional context to engage the person with dementia in collaboration to accomplish joint activities. Dementia is generally associated with pathological changes in people's cognitive functions such as diminishing memory functions, communicative abilities and also diminishing abilities to take initiative as well as to plan and execute tasks. Using video recordings of everyday naturally occurring activities, we analyze the sequential organization of actions (see Schegloff, 2007) oriented toward the accomplishment of a joint multi-task activity of baking. The analysis shows the specific ways of collaboration through instructional activities in which the person with dementia exhibits his competence and skills in accomplishing the given tasks through negotiating the instructions with his partner and carrying out instructed actions. Although the driving force of the collaboration seems to be a series of directive sequences only initiated by the partner throughout the baking activity, our analyses highlight how the person with dementia can actively use the material environment-including collaborating partners-to compensate for challenges and difficulties encountered in achieving everyday tasks. The sequential organization of instructions and instructed actions are in this sense argued to provide an interactional environment wherein the person with dementia can make contributions to the joint activity in an efficient way. While a collaborator has been described as necessary for a person with dementia to be able to partake in activities, this study shows that people with dementia are not only guided by their collaborators in joint activities but they can also actively use their collaborators in intricate compensatory ways. Copyright © 2016 Elsevier Inc. All rights reserved.
NASA Astrophysics Data System (ADS)
Sherwood, Carrie-Anne
At this pivotal moment in time, when the proliferation of mobile technologies in our daily lives is influencing the relatively fast integration of these technologies into classrooms, there is little known about the process of student learning, and the role of collaboration, with app-based learning environments on mobile devices. To address this gap, this dissertation, comprised of three manuscripts, investigated three pairs of sixth grade students' synchronous collaborative use of a tablet-based science app called WeInvestigate . The first paper illustrated the methodological decisions necessary to conduct the study of student synchronous and face-to-face collaboration and knowledge building within the complex WeInvestigate and classroom learning environments. The second paper provided the theory of collaboration that guided the design of supports in WeInvestigate, and described its subsequent development. The third paper detailed the interactions between pairs of students as they engaged collaboratively in model construction and explanation tasks using WeInvestigate, hypothesizing connections between these interactions and the designed supports for collaboration. Together, these manuscripts provide encouraging evidence regarding the potential of teaching and learning with WeInvestigate. Findings demonstrated that the students in this study learned science through WeInvestigate , and were supported by the app - particularly the collabrification - to engage in collaborative modeling of phenomena. The findings also highlight the potential of the multiple methods used in this study to understand students' face-to-face and technology-based interactions within the "messy" context of an app-based learning environment and a traditional K-12 classroom. However, as the third manuscript most clearly illustrates, there are still a number of modifications to be made to the WeInvestigate technology before it can be optimally used in classrooms to support students' collaborative science endeavors. The findings presented in this dissertation contribute in theoretical, methodological, and applied ways to the fields of science education, educational technology, and the learning sciences, and point to exciting possibilities for future research on students' collaborations using future iterations of WeInvestigate with more embedded supports; comparative studies of students' use of synchronous collaboration; and studies focused on elucidating the role of the teacher using WeInvestigate - and similar mobile platforms - for teaching and learning.
NASA Astrophysics Data System (ADS)
Schmeil, Andreas; Eppler, Martin J.
Despite the fact that virtual worlds and other types of multi-user 3D collaboration spaces have long been subjects of research and of application experiences, it still remains unclear how to best benefit from meeting with colleagues and peers in a virtual environment with the aim of working together. Making use of the potential of virtual embodiment, i.e. being immersed in a space as a personal avatar, allows for innovative new forms of collaboration. In this paper, we present a framework that serves as a systematic formalization of collaboration elements in virtual environments. The framework is based on the semiotic distinctions among pragmatic, semantic and syntactic perspectives. It serves as a blueprint to guide users in designing, implementing, and executing virtual collaboration patterns tailored to their needs. We present two team and two community collaboration pattern examples as a result of the application of the framework: Virtual Meeting, Virtual Design Studio, Spatial Group Configuration, and Virtual Knowledge Fair. In conclusion, we also point out future research directions for this emerging domain.
The Prototype of the Virtual Classroom.
ERIC Educational Resources Information Center
Wilson, Jack M.; Mosher, David N.
1994-01-01
Introduces an interactive distance learning environment prototype developed jointly by Rensselaer Polytechnic Institute (RPI) and AT&T which allows students to participate in virtual classroom environments by using computer teleconferencing. Student collaboration, note taking, question answering capabilities, project background, learning…
A collaborative virtual reality environment for neurosurgical planning and training.
Kockro, Ralf A; Stadie, Axel; Schwandt, Eike; Reisch, Robert; Charalampaki, Cleopatra; Ng, Ivan; Yeo, Tseng Tsai; Hwang, Peter; Serra, Luis; Perneczky, Axel
2007-11-01
We have developed a highly interactive virtual environment that enables collaborative examination of stereoscopic three-dimensional (3-D) medical imaging data for planning, discussing, or teaching neurosurgical approaches and strategies. The system consists of an interactive console with which the user manipulates 3-D data using hand-held and tracked devices within a 3-D virtual workspace and a stereoscopic projection system. The projection system displays the 3-D data on a large screen while the user is working with it. This setup allows users to interact intuitively with complex 3-D data while sharing this information with a larger audience. We have been using this system on a routine clinical basis and during neurosurgical training courses to collaboratively plan and discuss neurosurgical procedures with 3-D reconstructions of patient-specific magnetic resonance and computed tomographic imaging data or with a virtual model of the temporal bone. Working collaboratively with the 3-D information of a large, interactive, stereoscopic projection provides an unambiguous way to analyze and understand the anatomic spatial relationships of different surgical corridors. In our experience, the system creates a unique forum for open and precise discussion of neurosurgical approaches. We believe the system provides a highly effective way to work with 3-D data in a group, and it significantly enhances teaching of neurosurgical anatomy and operative strategies.
Netbook - A Toolset in Support of a Collaborative Learning.
1997-01-30
As part of its collaborative efforts on the project Netbook - A Toolset in Support of a Collaborative and Cooperative Learning Environment, the...Interactive Multimedia Group (IMG) at Cornell University conducted a usability test of the latest version of Netbook , developed by Odyssey Research...Associates (ORA) in Ithaca, New York. Cornell’s goal was to test the concepts and current functionality of the Netbook software, which is designed to help
A Three-Level Analysis of Collaborative Learning in Dual-Interaction Spaces
ERIC Educational Resources Information Center
Lonchamp, Jacques
2009-01-01
CSCL systems which follow the dual-interaction spaces paradigm support the synchronous construction and discussion of shared artifacts by distributed or colocated small groups of learners. The most recent generic dual-interaction space environments, either model based or component based, can be deeply customized by teachers for supporting…
Determining sociability, social space, and social presence in (a)synchronous collaborative groups.
Kreijns, Karel; Kirschner, Paul A; Jochems, Wim; Van Buuren, Hans
2004-04-01
The effectiveness of group learning in asynchronous distributed learning groups depends on the social interaction that takes place. This social interaction affects both cognitive and socioemotional processes that take place during learning, group forming, establishment of group structures, and group dynamics. Though now known to be important, this aspect is often ignored, denied or forgotten by educators and researchers who tend to concentrate on cognitive processes and on-task contexts. This "one-sided" educational focus largely determines the set of requirements in the design of computer-supported collaborative learning (CSCL) environments resulting in functional CSCL environments. In contrast, our research is aimed at the design and implementation of sociable CSCL environments which may increase the likelihood that a sound social space will emerge. We use a theoretical framework that is based upon an ecological approach to social interaction, centering on the concept of social affordances, the concept of the sociability of CSCL environments, and social presence theory. The hypothesis is that the higher the sociability, the more likely that social interaction will take place or will increase, and the more likely that this will result in an emerging sound social space. In the present research, the variables of interest are sociability, social space, and social presence. This study deals with the construction and validation of three instruments to determine sociability, social space, and social presence in (a)synchronous collaborating groups. The findings suggest that the instruments have potential to be useful as measures for the respective variables. However, it must be realized that these measures are "first steps."
Sankaranarayanan, Ganesh; Halic, Tansel; Arikatla, Venkata Sreekanth; Lu, Zhonghua; De, Suvranu
2010-01-01
Purpose Surgical simulations require haptic interactions and collaboration in a shared virtual environment. A software framework for decoupled surgical simulation based on a multi-controller and multi-viewer model-view-controller (MVC) pattern was developed and tested. Methods A software framework for multimodal virtual environments was designed, supporting both visual interactions and haptic feedback while providing developers with an integration tool for heterogeneous architectures maintaining high performance, simplicity of implementation, and straightforward extension. The framework uses decoupled simulation with updates of over 1,000 Hz for haptics and accommodates networked simulation with delays of over 1,000 ms without performance penalty. Results The simulation software framework was implemented and was used to support the design of virtual reality-based surgery simulation systems. The framework supports the high level of complexity of such applications and the fast response required for interaction with haptics. The efficacy of the framework was tested by implementation of a minimally invasive surgery simulator. Conclusion A decoupled simulation approach can be implemented as a framework to handle simultaneous processes of the system at the various frame rates each process requires. The framework was successfully used to develop collaborative virtual environments (VEs) involving geographically distributed users connected through a network, with the results comparable to VEs for local users. PMID:20714933
Maciel, Anderson; Sankaranarayanan, Ganesh; Halic, Tansel; Arikatla, Venkata Sreekanth; Lu, Zhonghua; De, Suvranu
2011-07-01
Surgical simulations require haptic interactions and collaboration in a shared virtual environment. A software framework for decoupled surgical simulation based on a multi-controller and multi-viewer model-view-controller (MVC) pattern was developed and tested. A software framework for multimodal virtual environments was designed, supporting both visual interactions and haptic feedback while providing developers with an integration tool for heterogeneous architectures maintaining high performance, simplicity of implementation, and straightforward extension. The framework uses decoupled simulation with updates of over 1,000 Hz for haptics and accommodates networked simulation with delays of over 1,000 ms without performance penalty. The simulation software framework was implemented and was used to support the design of virtual reality-based surgery simulation systems. The framework supports the high level of complexity of such applications and the fast response required for interaction with haptics. The efficacy of the framework was tested by implementation of a minimally invasive surgery simulator. A decoupled simulation approach can be implemented as a framework to handle simultaneous processes of the system at the various frame rates each process requires. The framework was successfully used to develop collaborative virtual environments (VEs) involving geographically distributed users connected through a network, with the results comparable to VEs for local users.
Investigating Linguistic, Literary, and Social Affordances of L2 Collaborative Reading
ERIC Educational Resources Information Center
Thoms, Joshua J.; Poole, Frederick
2017-01-01
This exploratory study analyzes learner-learner interactions within a virtual environment when collaboratively reading Spanish poetry in a Hispanic literature course at the college level via an ecological theoretical perspective (van Lier, 2004). The goals of the study are (a) to present empirical data that illustrate the theoretical construct of…
Online Collaborative Writing for ESL Learners Using Blogs and Feedback Checklists
ERIC Educational Resources Information Center
Grami, Grami Mohammad A.
2012-01-01
This paper reports on the experience of seven Saudi female ESL students who worked collaboratively in an interactive online writing environment over a period of four weeks. It chronicles their experiences with online writing tasks, documents their responses to online feedback, and examines their attempts to cope with different settings and…
The social computing room: a multi-purpose collaborative visualization environment
NASA Astrophysics Data System (ADS)
Borland, David; Conway, Michael; Coposky, Jason; Ginn, Warren; Idaszak, Ray
2010-01-01
The Social Computing Room (SCR) is a novel collaborative visualization environment for viewing and interacting with large amounts of visual data. The SCR consists of a square room with 12 projectors (3 per wall) used to display a single 360-degree desktop environment that provides a large physical real estate for arranging visual information. The SCR was designed to be cost-effective, collaborative, configurable, widely applicable, and approachable for naive users. Because the SCR displays a single desktop, a wide range of applications is easily supported, making it possible for a variety of disciplines to take advantage of the room. We provide a technical overview of the room and highlight its application to scientific visualization, arts and humanities projects, research group meetings, and virtual worlds, among other uses.
ERIC Educational Resources Information Center
Fernández-Pascual, Maria Dolores; Ferrer-Cascales, Rosario; Reig-Ferrer, Abilio; Albaladejo-Blázquez, Natalia; Walker, Scott L.
2015-01-01
The aim of this study was to examine the validity of the Spanish version of the Distance Education Learning Environments Survey (Sp-DELES). This instrument assesses students' perceptions of virtual learning environments using six scales: Instructor Support, Student Interaction and Collaboration, Personal Relevance, Authentic Learning, Active…
Students' Experiences of Learning in a Virtual Classroom
ERIC Educational Resources Information Center
Gedera, Dilani S. P.
2014-01-01
Online learning environments can offer learners opportunities for flexibility, interaction and collaboration distinctly different from face-to-face learning environments. However, the integration of educational technologies also presents challenges and concerns in relation to students' learning. This article attempts to develop a better…
Affective Behavior and Nonverbal Interaction in Collaborative Virtual Environments
ERIC Educational Resources Information Center
Peña, Adriana; Rangel, Nora; Muñoz, Mirna; Mejia, Jezreel; Lara, Graciela
2016-01-01
While a person's internal state might not be easily inferred through an automatic computer system, within a group, people express themselves through their interaction with others. The group members' interaction can be then helpful to understand, to certain extent, its members' affective behavior in any case toward the task at hand. In this…
Communication and cooperation in networked environments: an experimental analysis.
Galimberti, C; Ignazi, S; Vercesi, P; Riva, G
2001-02-01
Interpersonal communication and cooperation do not happen exclusively face to face. In work contexts, as in private life, there are more and more situations of mediated communication and cooperation in which new online tools are used. However, understanding how to use the Internet to support collaborative interaction presents a substantial challenge for the designers and users of this emerging technology. First, collaborative Internet environments are designed to serve a purpose, so must be designed with intended users' tasks and goals explicitly considered. Second, in cooperative activities the key content of communication is the interpretation of the situations in which actors are involved. So, the most effective way of clarifying the meaning of messages is to connect them to a shared context of meaning. However, this is more difficult in the Internet than in other computer-based activities. This paper tries to understand the characteristics of cooperative activities in networked environments--shared 3D virtual worlds--through two different studies. The first used the analysis of conversations to explore the characteristics of the interaction during the cooperative task; the second analyzed whether and how the level of immersion in the networked environments influenced the performance and the interactional process. The results are analyzed to identify the psychosocial roots used to support cooperation in a digital interactive communication.
NASA Astrophysics Data System (ADS)
Berland, Matthew W.
As scientists use the tools of computational and complex systems theory to broaden science perspectives (e.g., Bar-Yam, 1997; Holland, 1995; Wolfram, 2002), so can middle-school students broaden their perspectives using appropriate tools. The goals of this dissertation project are to build, study, evaluate, and compare activities designed to foster both computational and complex systems fluencies through collaborative constructionist virtual and physical robotics. In these activities, each student builds an agent (e.g., a robot-bird) that must interact with fellow students' agents to generate a complex aggregate (e.g., a flock of robot-birds) in a participatory simulation environment (Wilensky & Stroup, 1999a). In a participatory simulation, students collaborate by acting in a common space, teaching each other, and discussing content with one another. As a result, the students improve both their computational fluency and their complex systems fluency, where fluency is defined as the ability to both consume and produce relevant content (DiSessa, 2000). To date, several systems have been designed to foster computational and complex systems fluencies through computer programming and collaborative play (e.g., Hancock, 2003; Wilensky & Stroup, 1999b); this study suggests that, by supporting the relevant fluencies through collaborative play, they become mutually reinforcing. In this work, I will present both the design of the VBOT virtual/physical constructionist robotics learning environment and a comparative study of student interaction with the virtual and physical environments across four middle-school classrooms, focusing on the contrast in systems perspectives differently afforded by the two environments. In particular, I found that while performance gains were similar overall, the physical environment supported agent perspectives on aggregate behavior, and the virtual environment supported aggregate perspectives on agent behavior. The primary research questions are: (1) What are the relative affordances of virtual and physical constructionist robotics systems towards computational and complex systems fluencies? (2) What can middle school students learn using computational/complex systems learning environments in a collaborative setting? (3) In what ways are these environments and activities effective in teaching students computational and complex systems fluencies?
Inclusion: Something More Than Sitting Together
ERIC Educational Resources Information Center
Bulbul, Mustafa Sahin
2011-01-01
Awareness about students with learning difficulty brought us to inclusive learning environments. The acceptance was to build collaborative atmospheres in the class. Unfortunately, when teachers are not enthusiastic and adequate to develop the interaction, the inclusive learning environment never occurs. This conclusion bases on this studies…
ERIC Educational Resources Information Center
Schwienhorst, Klaus
2002-01-01
Discussion of computer-assisted language learning focuses on the benefits of virtual reality environments, particularly for foreign language contexts. Topics include three approaches to learner autonomy; supporting reflection, including self-awareness; supporting interaction, including collaboration; and supporting experimentation, including…
Creating a Community of Inquiry in Online Library Instruction
ERIC Educational Resources Information Center
Rapchak, Marcia E.
2017-01-01
According to the Community of Inquiry (CoI) model (Garrison, Anderson, & Archer, 2000), an enriching educational experience online in a collaborative learning environment requires three interdependent elements: social presence, teaching presence, and cognitive presence. Social presence provides interaction in the online environment that allows…
ERIC Educational Resources Information Center
Evans, Michael J.; Moore, Jeffrey S.
2011-01-01
In recent years, postsecondary instructors have recognized the potential of wikis to transform the way students learn in a collaborative environment. However, few instructors have embraced in-depth student use of chemistry software for the creation of interactive chemistry content on the Web. Using currently available software, students are able…
ERIC Educational Resources Information Center
Ball, Sarah
2010-01-01
Learning is about discovery and change. As schools and universities look to the future, it is fundamental that they provide environments that facilitate collaborative learning and act as points for interaction and social activity. The redevelopment of the existing Engineering Library into a Student Learning Centre (SLC) embraces the new Melbourne…
ERIC Educational Resources Information Center
Tsuei, Mengping
2011-01-01
This study explores the effects of Electronic Peer-Assisted Learning for Kids (EPK), on the quality and development of reading skills, peer interaction and self-concept in elementary students. The EPK methodology uses a well-developed, synchronous computer-supported, collaborative learning system to facilitate students' learning in Chinese. We…
Students' Collaborative Peer Reviewing in an Online Writing Environment
ERIC Educational Resources Information Center
Bradley, Linda; Thouësny, Sylvie
2017-01-01
Peer review is applied as a powerful tool to enhance student collaboration online writing. The purpose of this paper is to analyse learners' mechanisms of peer reviewing in the nature of student interventions and interactions in written online peer reviewing and how categorization of student comments can be used as a means for analysing student…
How Working Collaboratively with Technology Can Foster a Creative Learning Environment
ERIC Educational Resources Information Center
Gómez, Susana
2016-01-01
Research has shown that collaborative learning is a very powerful methodology as it ensures interaction among students, humanises the learning process and has positive effects on academic achievement. An activity based on this approach can also benefit from the use of technology, making this task more appealing to our students today. The aim of…
ERIC Educational Resources Information Center
Gijlers, H.; Saab, N.; Van Joolingen, W. R.; De Jong, T.; Van Hout-Wolters, B. H. A. M.
2009-01-01
The process of collaborative inquiry learning requires maintaining a mutual understanding of the task, along with reaching consensus on strategies, plans and domain knowledge. In this study, we explore how different supportive measures affect students' consensus-building process, based on a re-analysis of data from four studies. We distinguish…
An experimental study on CHVE's performance evaluation.
Paiva, Paulo V F; Machado, Liliane S; Oliveira, Jauvane C
2012-01-01
Virtual reality-based training simulators, with collaborative capabilities, are known to improve the way users interact with one another while learning or improving skills on a given medical procedure. Performance evaluation of Collaborative Haptic Virtual Environments (CHVE) allows us to understand how such systems can work in the Internet, as well as the requirements for multisensorial and real-time data. This work discloses new performance evaluation results for the collaborative module of the CyberMed VR framework.
ERIC Educational Resources Information Center
Lavy, Ilana
2006-01-01
This paper presents a description of the different types of arguments that emerged as two students, working in a computerized environment, engaged in an investigation of several number theory concepts. The emerging arguments are seen as a result of the influence of the computerized environment together with collaborative learning. Using…
Sanda, M-A; Johansson, J; Johansson, B; Abrahamsson, L
2011-10-01
The purpose of this article is to develop knowledge and learning on the best way to automate organisational activities in deep mines that could lead to the creation of harmony between the human, technical and the social system, towards increased productivity. The findings showed that though the introduction of high-level technological tools in the work environment disrupted the social relations developed over time amongst the employees in most situations, the technological tools themselves became substitute social collaborative partners to the employees. It is concluded that, in developing a digitised mining production system, knowledge of the social collaboration between the humans (miners) and the technology they use for their work must be developed. By implication, knowledge of the human's subject-oriented and object-oriented activities should be considered as an important integral resource for developing a better technological, organisational and human interactive subsystem when designing the intelligent automation and digitisation systems for deep mines. STATEMENT OF RELEVANCE: This study focused on understanding the social collaboration between humans and the technologies they use to work in underground mines. The learning provides an added knowledge in designing technologies and work organisations that could better enhance the human-technology interactive and collaborative system in the automation and digitisation of underground mines.
Wireless Handhelds to Support Clinical Nursing Practicum
ERIC Educational Resources Information Center
Wu, Cheng-Chih; Lai, Chin-Yuan
2009-01-01
This paper reports our implementation and evaluation of a wireless handheld learning environment used to support a clinical nursing practicum course. The learning environment was designed so that nursing students could use handhelds for recording information, organizing ideas, assessing patients, and also for interaction and collaboration with…
Designing Digital Environments for Art Education/Exploration.
ERIC Educational Resources Information Center
Milekic, Slavko
2000-01-01
Examines the role of digital technology in the context of art education and art exploration. Discusses the development of digital environments as the next step in the evolution of traditional computers, whose main characteristic is support for simultaneous multiple-user interactions and for social and collaborative activities. (LRW)
PC-Based Virtual Reality for CAD Model Viewing
ERIC Educational Resources Information Center
Seth, Abhishek; Smith, Shana S.-F.
2004-01-01
Virtual reality (VR), as an emerging visualization technology, has introduced an unprecedented communication method for collaborative design. VR refers to an immersive, interactive, multisensory, viewer-centered, 3D computer-generated environment and the combination of technologies required to build such an environment. This article introduces the…
A Mixed-Methods Exploration of an Environment for Learning Computer Programming
ERIC Educational Resources Information Center
Mather, Richard
2015-01-01
A mixed-methods approach is evaluated for exploring collaborative behaviour, acceptance and progress surrounding an interactive technology for learning computer programming. A review of literature reveals a compelling case for using mixed-methods approaches when evaluating technology-enhanced-learning environments. Here, ethnographic approaches…
ERIC Educational Resources Information Center
Gregorcic, Bor; Planinsic, Gorazd; Etkina, Eugenia
2017-01-01
In this paper, we investigate some of the ways in which students, when given the opportunity and an appropriate learning environment, spontaneously engage in collaborative inquiry. We studied small groups of high school students interacting around and with an interactive whiteboard equipped with Algodoo software, as they investigated orbital…
Kiesewetter, Jan; Kollar, Ingo; Fernandez, Nicolas; Lubarsky, Stuart; Kiessling, Claudia; Fischer, Martin R; Charlin, Bernard
2016-09-01
Clinical work occurs in a context which is heavily influenced by social interactions. The absence of theoretical frameworks underpinning the design of collaborative learning has become a roadblock for interprofessional education (IPE). This article proposes a script-based framework for the design of IPE. This framework provides suggestions for designing learning environments intended to foster competences we feel are fundamental to successful interprofessional care. The current literature describes two script concepts: "illness scripts" and "internal/external collaboration scripts". Illness scripts are specific knowledge structures that link general disease categories and specific examples of diseases. "Internal collaboration scripts" refer to an individual's knowledge about how to interact with others in a social situation. "External collaboration scripts" are instructional scaffolds designed to help groups collaborate. Instructional research relating to illness scripts and internal collaboration scripts supports (a) putting learners in authentic situations in which they need to engage in clinical reasoning, and (b) scaffolding their interaction with others with "external collaboration scripts". Thus, well-established experiential instructional approaches should be combined with more fine-grained script-based scaffolding approaches. The resulting script-based framework offers instructional designers insights into how students can be supported to develop the necessary skills to master complex interprofessional clinical situations.
Interaction mining and skill-dependent recommendations for multi-objective team composition
Dorn, Christoph; Skopik, Florian; Schall, Daniel; Dustdar, Schahram
2011-01-01
Web-based collaboration and virtual environments supported by various Web 2.0 concepts enable the application of numerous monitoring, mining and analysis tools to study human interactions and team formation processes. The composition of an effective team requires a balance between adequate skill fulfillment and sufficient team connectivity. The underlying interaction structure reflects social behavior and relations of individuals and determines to a large degree how well people can be expected to collaborate. In this paper we address an extended team formation problem that does not only require direct interactions to determine team connectivity but additionally uses implicit recommendations of collaboration partners to support even sparsely connected networks. We provide two heuristics based on Genetic Algorithms and Simulated Annealing for discovering efficient team configurations that yield the best trade-off between skill coverage and team connectivity. Our self-adjusting mechanism aims to discover the best combination of direct interactions and recommendations when deriving connectivity. We evaluate our approach based on multiple configurations of a simulated collaboration network that features close resemblance to real world expert networks. We demonstrate that our algorithm successfully identifies efficient team configurations even when removing up to 40% of experts from various social network configurations. PMID:22298939
Immersive Environments - A Connectivist Approach
NASA Astrophysics Data System (ADS)
Loureiro, Ana; Bettencourt, Teresa
We are conducting a research project with the aim of achieving better and more efficient ways to facilitate teaching and learning in Higher Level Education. We have chosen virtual environments, with particular emphasis to Second Life® platform augmented by web 2.0 tools, to develop the study. The Second Life® environment has some interesting characteristics that captured our attention, it is immersive; it is a real world simulator; it is a social network; it allows real time communication, cooperation, collaboration and interaction; it is a safe and controlled environment. We specifically chose tools from web 2.0 that enable sharing and collaborative way of learning. Through understanding the characteristics of this learning environment, we believe that immersive learning along with other virtual tools can be integrated in today's pedagogical practices.
ERIC Educational Resources Information Center
Huynh, Minh Q.; Lee, Jae-Nam; Schuldt, Barbara A.
2005-01-01
There is little doubt that the advent of collaborative technologies in recent years has brought some significant changes in the way students learn, communicate, and interact with one another. In recent years, this emergence has sparked increased interest for research into the role and impact of instructional technologies on group learning. Despite…
Collaborative visual analytics of radio surveys in the Big Data era
NASA Astrophysics Data System (ADS)
Vohl, Dany; Fluke, Christopher J.; Hassan, Amr H.; Barnes, David G.; Kilborn, Virginia A.
2017-06-01
Radio survey datasets comprise an increasing number of individual observations stored as sets of multidimensional data. In large survey projects, astronomers commonly face limitations regarding: 1) interactive visual analytics of sufficiently large subsets of data; 2) synchronous and asynchronous collaboration; and 3) documentation of the discovery workflow. To support collaborative data inquiry, we present encube, a large-scale comparative visual analytics framework. encube can utilise advanced visualization environments such as the CAVE2 (a hybrid 2D and 3D virtual reality environment powered with a 100 Tflop/s GPU-based supercomputer and 84 million pixels) for collaborative analysis of large subsets of data from radio surveys. It can also run on standard desktops, providing a capable visual analytics experience across the display ecology. encube is composed of four primary units enabling compute-intensive processing, advanced visualisation, dynamic interaction, parallel data query, along with data management. Its modularity will make it simple to incorporate astronomical analysis packages and Virtual Observatory capabilities developed within our community. We discuss how encube builds a bridge between high-end display systems (such as CAVE2) and the classical desktop, preserving all traces of the work completed on either platform - allowing the research process to continue wherever you are.
Examining Collaborative Knowledge Construction in Microblogging-Based Learning Environments
ERIC Educational Resources Information Center
Luo, Tian; Clifton, Lacey
2017-01-01
Aim/Purpose: The purpose of the study is to provide foundational research to exemplify how knowledge construction takes place in microblogging-based learning environments, to understand learner interaction representing the knowledge construction process, and to analyze learner perception, thereby suggesting a model of delivery for microblogging.…
PERKAM: Personalized Knowledge Awareness Map for Computer Supported Ubiquitous Learning
ERIC Educational Resources Information Center
El-Bishouty, Moushir M.; Ogata, Hiroaki; Yano, Yoneo
2007-01-01
This paper introduces a ubiquitous computing environment in order to support the learners while doing tasks; this environment is called PERKAM (PERsonalized Knowledge Awareness Map). PERKAM allows the learners to share knowledge, interact, collaborate, and exchange individual experiences. It utilizes the RFID ubiquities technology to detect the…
Interactive Simulated Patient: Experiences with Collaborative E-Learning in Medicine
ERIC Educational Resources Information Center
Bergin, Rolf; Youngblood, Patricia; Ayers, Mary K.; Boberg, Jonas; Bolander, Klara; Courteille, Olivier; Dev, Parvati; Hindbeck, Hans; Edward, Leonard E., II; Stringer, Jennifer R.; Thalme, Anders; Fors, Uno G. H.
2003-01-01
Interactive Simulated Patient (ISP) is a computer-based simulation tool designed to provide medical students with the opportunity to practice their clinical problem solving skills. The ISP system allows students to perform most clinical decision-making procedures in a simulated environment, including history taking in natural language, many…
Cooperative Learning Principles Enhance Online Interaction
ERIC Educational Resources Information Center
Jacobs, George; Seow, Peter
2014-01-01
This paper describes eight principles that can be used to promote cooperative interactions among students working in online environments. The principles derive from a well-established approach to education, known variously as cooperative learning and collaborative learning. Each principle is explained as to what it means, why it is important and…
"Dropbox" Brings Course Management Back to Teachers
ERIC Educational Resources Information Center
Niles, Thaddeus M.
2013-01-01
Course management software (CMS) allows teachers to deliver content electronically and manage collaborative coursework, either blending with face-to-face interactions or as the core of an entirely virtual classroom environment. CMS often takes the form of an electronic storehouse of course materials with which students can interact, a virtual…
Social Aspects of CSCL Environments: A Research Framework
ERIC Educational Resources Information Center
Kreijns, Karel; Kirschner, Paul A.; Vermeulen, Marjan
2013-01-01
Although there are research findings supporting the positive effects of computer-supported collaborative learning (CSCL), problems have been reported regarding the learning process itself, group formation, and group dynamics. These problems can be traced back to impeded social interaction between group members. Social interaction is necessary (a)…
ERIC Educational Resources Information Center
Messersmith, Amber S.
2015-01-01
Facilitating meaningful interaction among students is a significant challenge of teaching in the online environment. This paper presents a semester-long approach that enables quality interaction among group members within undergraduate online group communication courses while experiencing the challenges of working with geographically dispersed…
ERIC Educational Resources Information Center
Falcao, Taciana Pontual; Price, Sara
2011-01-01
Tangible technologies and shared interfaces create new paradigms for mediating collaboration through dynamic, synchronous environments, where action is as important as speech for participating and contributing to the activity. However, interaction with shared interfaces has been shown to be inherently susceptible to peer interference, potentially…
Comprehensive multiplatform collaboration
NASA Astrophysics Data System (ADS)
Singh, Kundan; Wu, Xiaotao; Lennox, Jonathan; Schulzrinne, Henning G.
2003-12-01
We describe the architecture and implementation of our comprehensive multi-platform collaboration framework known as Columbia InterNet Extensible Multimedia Architecture (CINEMA). It provides a distributed architecture for collaboration using synchronous communications like multimedia conferencing, instant messaging, shared web-browsing, and asynchronous communications like discussion forums, shared files, voice and video mails. It allows seamless integration with various communication means like telephones, IP phones, web and electronic mail. In addition, it provides value-added services such as call handling based on location information and presence status. The paper discusses the media services needed for collaborative environment, the components provided by CINEMA and the interaction among those components.
Information Infrastructure, Information Environments, and Long-Term Collaboration
NASA Astrophysics Data System (ADS)
Baker, K. S.; Pennington, D. D.
2009-12-01
Information infrastructure that supports collaborative science is a complex system of people, organizational arrangements, and tools that require co-management. Contemporary studies are exploring how to establish and characterize effective collaborative information environments. Collaboration depends on the flow of information across the human and technical system components through mechanisms that create linkages, both conceptual and technical. This transcends the need for requirements solicitation and usability studies, highlighting synergistic interactions between humans and technology that can lead to emergence of group level cognitive properties. We consider the ramifications of placing priority on establishing new metaphors and new types of learning environments located near-to-data-origin for the field sciences. In addition to changes in terms of participant engagement, there are implications in terms of innovative contributions to the design of information systems and data exchange. While data integration occurs in the minds of individual participants, it may be facilitated by collaborative thinking and community infrastructure. Existing learning frameworks - from Maslow’s hierarchy of needs to organizational learning - require modification and extension if effective approaches to decentralized information management and systems design are to emerge. Case studies relating to data integration include ecological community projects: development of cross-disciplinary conceptual maps and of a community unit registry.
Using a commodity high-definition television for collaborative structural biology
Yennamalli, Ragothaman; Arangarasan, Raj; Bryden, Aaron; Gleicher, Michael; Phillips, George N.
2014-01-01
Visualization of protein structures using stereoscopic systems is frequently needed by structural biologists working to understand a protein’s structure–function relationships. Often several scientists are working as a team and need simultaneous interaction with each other and the graphics representations. Most existing molecular visualization tools support single-user tasks, which are not suitable for a collaborative group. Expensive caves, domes or geowalls have been developed, but the availability and low cost of high-definition televisions (HDTVs) and game controllers in the commodity entertainment market provide an economically attractive option to achieve a collaborative environment. This paper describes a low-cost environment, using standard consumer game controllers and commercially available stereoscopic HDTV monitors with appropriate signal converters for structural biology collaborations employing existing binary distributions of commonly used software packages like Coot, PyMOL, Chimera, VMD, O, Olex2 and others. PMID:24904249
Collaborative Micro Aerial Vehicle Exploration of Outdoor Environments
2010-02-01
with accelerometer or multitouch capabilities have also simply followed the same WYSIWYG paradigm. Finally, no HRI research exists on interacting ...Nudge Control relies on multimodal interaction ( multitouch gestures and tilting) to create a rich control interaction without cluttering the display...used in one of two different modes. NG mode uses a set of tilting gestures while CT mode uses multitouch gestures to interact with the vehicle. Both of
Effective collaborative learning in biomedical education using a web-based infrastructure.
Wu, Yunfeng; Zheng, Fang; Cai, Suxian; Xiang, Ning; Zhong, Zhangting; He, Jia; Xu, Fang
2012-01-01
This paper presents a feature-rich web-based system used for biomedical education at the undergraduate level. With the powerful groupware features provided by the wiki system, the instructors are able to establish a community-centered mentoring environment that capitalizes on local expertise to create a sense of online collaborative learning among students. The web-based infrastructure can help the instructors effectively organize and coordinate student research projects, and the groupware features may support the interactive activities, such as interpersonal communications and data sharing. The groupware features also provide the web-based system with a wide range of additional ways of organizing collaboratively developed materials, which makes it become an effective tool for online active learning. Students are able to learn the ability to work effectively in teams, with an improvement of project management, design collaboration, and technical writing skills. With the fruitful outcomes in recent years, it is positively thought that the web-based collaborative learning environment can perform an excellent shift away from the conventional instructor-centered teaching to community- centered collaborative learning in the undergraduate education.
H. S. Dungey; M. J. Dieters; D. P. Gwaze; P. G. Toon; D. G. Nikles
2000-01-01
Collaborative research trials of Queensland-bred pine hybrids have been established in many sites outside Australia. These trials enable the estimation of genotype x environment effects, which are important in determining the level of regionalisation needed in any breeding program. Correlations across sites testing hybrids between Pinus caribaea var...
ERIC Educational Resources Information Center
Devos, Christelle; Dupriez, Vincent; Paquay, Leopold
2012-01-01
We investigate how the social working environment predicts beginning teachers' self-efficacy and feelings of depression. Two quantitative studies are presented. The results show that the goal structure of the school culture (mastery or performance orientation) predicts both outcomes. Frequent collaborative interactions with colleagues are related…
QSIA--A Web-Based Environment for Learning, Assessing and Knowledge Sharing in Communities
ERIC Educational Resources Information Center
Rafaeli, Sheizaf; Barak, Miri; Dan-Gur, Yuval; Toch, Eran
2004-01-01
This paper describes a Web-based and distributed system named QSIA that serves as an environment for learning, assessing and knowledge sharing. QSIA--Questions Sharing and Interactive Assignments--offers a unified infrastructure for developing, collecting, managing and sharing of knowledge items. QSIA enhances collaboration in authoring via online…
ERIC Educational Resources Information Center
Hansson, Lena; Redfors, Andreas; Rosberg, Maria
2011-01-01
In a European project--CoReflect--researchers in seven countries are developing, implementing and evaluating teaching sequences using a web-based platform (STOCHASMOS). The interactive web-based inquiry materials support collaborative and reflective work. The learning environments will be iteratively tested and refined, during different phases of…
Measuring Flow Experience in an Immersive Virtual Environment for Collaborative Learning
ERIC Educational Resources Information Center
van Schaik, P.; Martin, S.; Vallance, M.
2012-01-01
In contexts other than immersive virtual environments, theoretical and empirical work has identified flow experience as a major factor in learning and human-computer interaction. Flow is defined as a "holistic sensation that people feel when they act with total involvement". We applied the concept of flow to modeling the experience of…
ERIC Educational Resources Information Center
Lima, Marcos; Koehler, Matthew J.; Spiro, Rand J.
2004-01-01
In this article, we discuss how the Harvard Method of case study, Interactive Communication Technologies, and Cognitive Flexibility Theory may contribute to case-based learning about business decision-making. In particular, we are interested in designing learning environments that foster critical thinking, creativity, and reasoning that entertains…
ERIC Educational Resources Information Center
Levy, Sharona T.; Peleg, Ran; Ofeck, Eyal; Tabor, Naamit; Dubovi, Ilana; Bluestein, Shiri; Ben-Zur, Hadar
2018-01-01
We propose and evaluate a framework supporting collaborative discovery learning of complex systems. The framework blends five design principles: (1) individual action: amidst (2) social interactions; challenged with (3) multiple tasks; set in (4) a constrained interactive learning environment that draws attention to (5) highlighted target…
ERIC Educational Resources Information Center
Kim, Paul; Hong, Ji-Seong; Bonk, Curtis; Lim, Gloria
2011-01-01
A Web 2.0 environment that is coupled with emerging multimodal interaction tools can have considerable influence on team learning outcomes. Today, technologies supporting social networking, collective intelligence, emotional interaction, and virtual communication are introducing new forms of collaboration that are profoundly impacting education.…
Crow, Jayne; Smith, Lesley
2003-02-01
In this paper we report the findings of a collaborative enquiry on our experience as tutors co-teaching interprofessional collaboration to a multidisciplinary group of undergraduates. We have different professional/academic backgrounds and the student group included health and social work professionals alongside a number of non-professionals. Our data included our perceptions of the co-teaching experience collected by means of our reflective diaries and reflective conversations during planning and after teaching sessions. We also collected data on student perceptions elicited by means of student evaluations and a student focus group discussion. The data illuminate the process of using co-teaching to role model shared learning and collaborative working within the classroom and highlight the importance of carefully planning co-teaching interaction, including the use of humour, tension, different knowledge bases and styles of debate. The deliberate use of the interactions made possible by coteaching enabled us to create an active learning environment that facilitated the teaching of collaboration. Drawing on our experience, we discuss the considerable potential of using co-teaching to role model collaborative working for multidisciplinary student groups.
Alverson, Dale C; Saiki, Stanley M; Jacobs, Joshua; Saland, Linda; Keep, Marcus F; Norenberg, Jeffrey; Baker, Rex; Nakatsu, Curtis; Kalishman, Summers; Lindberg, Marlene; Wax, Diane; Mowafi, Moad; Summers, Kenneth L; Holten, James R; Greenfield, John A; Aalseth, Edward; Nickles, David; Sherstyuk, Andrei; Haines, Karen; Caudell, Thomas P
2004-01-01
Medical knowledge and skills essential for tomorrow's healthcare professionals continue to change faster than ever before creating new demands in medical education. Project TOUCH (Telehealth Outreach for Unified Community Health) has been developing methods to enhance learning by coupling innovations in medical education with advanced technology in high performance computing and next generation Internet2 embedded in virtual reality environments (VRE), artificial intelligence and experiential active learning. Simulations have been used in education and training to allow learners to make mistakes safely in lieu of real-life situations, learn from those mistakes and ultimately improve performance by subsequent avoidance of those mistakes. Distributed virtual interactive environments are used over distance to enable learning and participation in dynamic, problem-based, clinical, artificial intelligence rules-based, virtual simulations. The virtual reality patient is programmed to dynamically change over time and respond to the manipulations by the learner. Participants are fully immersed within the VRE platform using a head-mounted display and tracker system. Navigation, locomotion and handling of objects are accomplished using a joy-wand. Distribution is managed via the Internet2 Access Grid using point-to-point or multi-casting connectivity through which the participants can interact. Medical students in Hawaii and New Mexico (NM) participated collaboratively in problem solving and managing of a simulated patient with a closed head injury in VRE; dividing tasks, handing off objects, and functioning as a team. Students stated that opportunities to make mistakes and repeat actions in the VRE were extremely helpful in learning specific principles. VRE created higher performance expectations and some anxiety among VRE users. VRE orientation was adequate but students needed time to adapt and practice in order to improve efficiency. This was also demonstrated successfully between Western Australia and UNM. We successfully demonstrated the ability to fully immerse participants in a distributed virtual environment independent of distance for collaborative team interaction in medical simulation designed for education and training. The ability to make mistakes in a safe environment is well received by students and has a positive impact on their understanding, as well as memory of the principles involved in correcting those mistakes. Bringing people together as virtual teams for interactive experiential learning and collaborative training, independent of distance, provides a platform for distributed "just-in-time" training, performance assessment and credentialing. Further validation is necessary to determine the potential value of the distributed VRE in knowledge transfer, improved future performance and should entail training participants to competence in using these tools.
Research on Intelligent Synthesis Environment
NASA Technical Reports Server (NTRS)
Loftin, R. Bowen; Dryer, David; Major, Debra; Fletcher, Tom
2002-01-01
The ultimate goal of this research project is to develop a methodology for the assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments. This review provides the theoretical foundation upon which subsequent empirical work will be based. Our review of the team performance literature has identified the following 12 conceptually distinct team interaction processes as characteristic of effective teams. 1) Mission Analysis; 2) Resource Distribution; 3) Leadership; 4) Timing; 5) Intra-team Feedback; 6) Motivational Functions; 7) Team Orientation; 8) Communication; 9) Coordination; 10) Mutual Performance Monitoring; 11) Back-up Behaviors; and 12) Cooperation. In addition, this review summarizes how team task characteristics (i.e., task type, task complexity, motivation, and temporal changes), team characteristics (i.e., team structure and team knowledge), and individual team member characteristics (i.e., dispositions and teamwork knowledge, skills, and abilities) affect team interaction processes, determine the relevance of these processes, and influence team performance. The costs and benefits of distributed team collaboration are also considered. The review concludes with a brief discussion of the nature of collaborative team engineering tasks.
Research on Intelligent Synthesis Environment
NASA Astrophysics Data System (ADS)
Loftin, R. Bowen; Dryer, David; Major, Debra; Fletcher, Tom
2002-10-01
The ultimate goal of this research project is to develop a methodology for the assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments. This review provides the theoretical foundation upon which subsequent empirical work will be based. Our review of the team performance literature has identified the following 12 conceptually distinct team interaction processes as characteristic of effective teams. 1) Mission Analysis; 2) Resource Distribution; 3) Leadership; 4) Timing; 5) Intra-team Feedback; 6) Motivational Functions; 7) Team Orientation; 8) Communication; 9) Coordination; 10) Mutual Performance Monitoring; 11) Back-up Behaviors; and 12) Cooperation. In addition, this review summarizes how team task characteristics (i.e., task type, task complexity, motivation, and temporal changes), team characteristics (i.e., team structure and team knowledge), and individual team member characteristics (i.e., dispositions and teamwork knowledge, skills, and abilities) affect team interaction processes, determine the relevance of these processes, and influence team performance. The costs and benefits of distributed team collaboration are also considered. The review concludes with a brief discussion of the nature of collaborative team engineering tasks.
NASA Astrophysics Data System (ADS)
Israel, Maya; Wherfel, Quentin M.; Shehab, Saadeddine; Ramos, Evan A.; Metzger, Adam; Reese, George C.
2016-07-01
This paper describes the development, validation, and uses of the Collaborative Computing Observation Instrument (C-COI), a web-based analysis instrument that classifies individual and/or collaborative behaviors of students during computing problem-solving (e.g. coding, programming). The C-COI analyzes data gathered through video and audio screen recording software that captures students' computer screens as they program, and their conversations with their peers or adults. The instrument allows researchers to organize and quantify these data to track behavioral patterns that could be further analyzed for deeper understanding of persistence and/or collaborative interactions. The article provides a rationale for the C-COI including the development of a theoretical framework for measuring collaborative interactions in computer-mediated environments. This theoretical framework relied on the computer-supported collaborative learning literature related to adaptive help seeking, the joint problem-solving space in which collaborative computing occurs, and conversations related to outcomes and products of computational activities. Instrument development and validation also included ongoing advisory board feedback from experts in computer science, collaborative learning, and K-12 computing as well as classroom observations to test out the constructs in the C-COI. These processes resulted in an instrument with rigorous validation procedures and a high inter-rater reliability.
A Multi-User Virtual Environment for Building and Assessing Higher Order Inquiry Skills in Science
ERIC Educational Resources Information Center
Ketelhut, Diane Jass; Nelson, Brian C.; Clarke, Jody; Dede, Chris
2010-01-01
This study investigated novel pedagogies for helping teachers infuse inquiry into a standards-based science curriculum. Using a multi-user virtual environment (MUVE) as a pedagogical vehicle, teams of middle-school students collaboratively solved problems around disease in a virtual town called River City. The students interacted with "avatars" of…
ERIC Educational Resources Information Center
Liu, Chen-Chung; Don, Ping-Hsing; Chung, Chen-Wei; Lin, Shao-Jun; Chen, Gwo-Dong; Liu, Baw-Jhiune
2010-01-01
While Web discovery is usually undertaken as a solitary activity, Web co-discovery may transform Web learning activities from the isolated individual search process into interactive and collaborative knowledge exploration. Recent studies have proposed Web co-search environments on a single computer, supported by multiple one-to-one technologies.…
ERIC Educational Resources Information Center
Ahmed, Iftekhar
2009-01-01
Virtual Research Environments (VRE) are electronic meeting places for interaction among scientists created by combining software tools and computer networking. Virtual teams are enjoying increased importance in the conduct of scientific research because of the rising cost of traditional scientific scholarly communication, the growing importance of…
The Voice of Feedback: A Study of Asynchronous Audio Communication in the Online Classroom
ERIC Educational Resources Information Center
Johnson Van Den Elzen, Jolene M.
2011-01-01
The interaction between learners and the instructor in an online learning environment has been shown to contribute to increases in learning through promotion of a cooperative and collaborative environment, which allows students to learn from course materials, the instructor, and each other (Jiang & Ting, 2000; Jung et al., 2002; Kollock, 1998;…
The Interplay between Information and Control Theory within Interactive Decision-Making Problems
ERIC Educational Resources Information Center
Gorantla, Siva Kumar
2012-01-01
The context for this work is two-agent team decision systems. An "agent" is an intelligent entity that can measure some aspect of its environment, process information and possibly influence the environment through its action. In a collaborative two-agent team decision system, the agents can be coupled by noisy or noiseless interactions…
ERIC Educational Resources Information Center
Brown, Daniel
2013-01-01
Visualizing the three-dimensional distribution of stars within a constellation is highly challenging for both students and educators, but when carried out in an interactive collaborative way, it can create an ideal environment to explore common misconceptions about size and scale within astronomy. We present how the common tabletop activities…
ERIC Educational Resources Information Center
Voulgari, Iro; Komis, Vassilis
2010-01-01
Although there is strong evidence that massively multiplayer online games (MMOGs) constitute environments of social interactions and effective learning, we currently lack the tools for investigating the effectiveness of the social networks emerging as well as the cognitive aspects and knowledge acquisition such environments involve. Within this…
ERIC Educational Resources Information Center
deNoyelles, Aimee; Seo, Kay Kyeong-Ju
2012-01-01
A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate design capabilities. Second Life[R], a multi-user virtual environment intended for adult users 18 and…
ERIC Educational Resources Information Center
Gómez-Chacón, Inés Ma.; Romero Albaladejo, Isabel Ma.; del Mar García López, Ma.
2016-01-01
This study highlights the importance of cognition-affect interaction pathways in the construction of mathematical knowledge. Scientific output demands further research on the conceptual structure underlying such interaction aimed at coping with the high complexity of its interpretation. The paper discusses the effectiveness of using a dynamic…
ERIC Educational Resources Information Center
Muuro, Maina Elizaphan; Wagacha, Waiganjo Peter; Oboko, Robert; Kihoro, John
2014-01-01
Earlier forms of distance education were characterized by minimal social interaction like correspondence, television, video and radio. However, the World Wide Web (WWW) and online learning introduced the opportunity for much more social interaction, particularly among learners, and this has been further made possible through social media in Web…
ERIC Educational Resources Information Center
Liu, Chen-Chung; Kao, L.-C.
2007-01-01
One-to-one computing environments change and improve classroom dynamics as individual students can bring handheld devices fitted with wireless communication capabilities into the classrooms. However, the screens of handheld devices, being designed for individual-user mobile application, limit promotion of interaction among groups of learners. This…
EFL Learner Collaborative Interaction in Second Life
ERIC Educational Resources Information Center
Peterson, Mark
2012-01-01
This paper reports on the task-based interaction of English as a Foreign Language (EFL) learners in the 3D multiuser virtual environment (MUVE) Second Life. The discussion first explores research on the precursors of MUVEs, text-based 2D virtual worlds known as MOOs. This is followed by an examination of studies on the use of MUVEs in Computer…
A new InterRidge Working Group : Biogeochemical Interactions at Deep-sea Vents
NASA Astrophysics Data System (ADS)
Le Bris, N.; Boetius, A.; Tivey, M. K.; Luther, G. W.; German, C. R.; Wenzhoefer, F.; Charlou, J.; Seyfried, W. E.; Fortin, D.; Ferris, G.; Takai, K.; Baross, J. A.
2004-12-01
A new Working Group on `Biogeochemical Interactions at deep-sea vents' has been created at the initiative of the InterRidge programme. This interdisciplinary group comprises experts in chemistry, geochemistry, biogeochemistry, and microbial ecology addressing questions of biogeochemical interactions in different MOR and BAB environments. The past decade has raised major issues concerning the interactions between biotic and abiotic compartments of deep-sea hydrothermal environments and the role they play in the microbial turnover of C, S, N, Fe, fluxes from the geosphere to hydrosphere, the formation of biominerals, the functioning of vent ecosystems and life in extreme environments, the deep-biosphere, and the origin of life. Recent multidisciplinary studies have provided some new insights to these issues. Results of some of these studies will be presented here. They point out the variability and complexity of geobiological systems at vents in space and time and highlight the need for interactions across the fields of chemistry, geochemistry, biogeochemistry, and microbial ecology of hydrothermal environments. Limitation for advances in these fields include the availability of seafloor observation/experimentation time, and of underwater instrumentation allowing quantitative, in situ measurements of chemical and biological fluxes, as well as physical and chemical sensing and sampling along small scale gradients and repeated observation of study sites. The aim of this new Working Group is to strengthen the scientific exchange among chemists, geochemists, biogeochemists and microbial ecologists to favor collaboration in field studies including intercomparison of methods and planning of integrated experiments. The Biogeochemical Interactions working group will also foster development of underwater instrumentation for in situ biogeochemical measurements and microscale sampling, and promote exchange and collaboration with students and scientists of neighboring disciplines, particularly with vent biologists, ecologists and geologists .
The Demonstration and Science Experiments (DSX) Mission
NASA Astrophysics Data System (ADS)
McCollough, J. P., II; Johnston, W. R.; Starks, M. J.; Albert, J.
2015-12-01
In 2016, the Air Force Research Laboratory will launch its Demonstration and Science Experiments mission to investigate wave-particle interactions and the particle and space environment in medium Earth orbit (MEO). The DSX spacecraft includes three experiment packages. The Wave Particle Interaction Experiment (WPIx) will perform active and passive investigations involving VLF waves and their interaction with plasma and energetic electrons in MEO. The Space Weather Experiment (SWx) includes five particle instruments to survey the MEO electron and proton environment. The Space Environmental Effects Experiment (SFx) will investigate effects of the MEO environment on electronics and materials. We will describe the capabilities of the DSX science payloads, science plans, and opportunities for collaborative studies such as conjunction observations and far-field measurements.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Johnstad, H.
The purpose of this meeting is to discuss the current and future HEP computing support and environments from the perspective of new horizons in accelerator, physics, and computing technologies. Topics of interest to the Meeting include (but are limited to): the forming of the HEPLIB world user group for High Energy Physic computing; mandate, desirables, coordination, organization, funding; user experience, international collaboration; the roles of national labs, universities, and industry; range of software, Monte Carlo, mathematics, physics, interactive analysis, text processors, editors, graphics, data base systems, code management tools; program libraries, frequency of updates, distribution; distributed and interactive computing, datamore » base systems, user interface, UNIX operating systems, networking, compilers, Xlib, X-Graphics; documentation, updates, availability, distribution; code management in large collaborations, keeping track of program versions; and quality assurance, testing, conventions, standards.« less
DOE Office of Scientific and Technical Information (OSTI.GOV)
Johnstad, H.
The purpose of this meeting is to discuss the current and future HEP computing support and environments from the perspective of new horizons in accelerator, physics, and computing technologies. Topics of interest to the Meeting include (but are limited to): the forming of the HEPLIB world user group for High Energy Physic computing; mandate, desirables, coordination, organization, funding; user experience, international collaboration; the roles of national labs, universities, and industry; range of software, Monte Carlo, mathematics, physics, interactive analysis, text processors, editors, graphics, data base systems, code management tools; program libraries, frequency of updates, distribution; distributed and interactive computing, datamore » base systems, user interface, UNIX operating systems, networking, compilers, Xlib, X-Graphics; documentation, updates, availability, distribution; code management in large collaborations, keeping track of program versions; and quality assurance, testing, conventions, standards.« less
User evaluation of an innovative digital reading room.
Hugine, Akilah; Guerlain, Stephanie; Hedge, Alan
2012-06-01
Reading room design can have a major impact on radiologists' health, productivity, and accuracy in reading. Several factors must be taken into account in order to optimize the work environment for radiologists. Further, with the advancement in imaging technology, clinicians now have the ability to view and see digital exams without having to interact with radiologists. However, it is important to design components that encourage and enhance interactions between clinicians and radiologists to increase patient safety, and to combine physician and radiologist expertise. The present study evaluates alternative workstations in a real-world testbed space, using qualitative data (users' perspectives) to measure satisfaction with the lighting, ergonomics, furniture, collaborative spaces, and radiologist workstations. In addition, we consider the impact of the added collaboration components of the future reading room design, by utilizing user evaluation surveys to devise baseline satisfaction data regarding the innovative reading room environment.
Development of the Modes of Collaboration framework
NASA Astrophysics Data System (ADS)
Pawlak, Alanna; Irving, Paul W.; Caballero, Marcos D.
2018-01-01
Group work is becoming increasingly common in introductory physics classrooms. Understanding how students engage in these group learning environments is important for designing and facilitating productive learning opportunities for students. We conducted a study in which we collected video of groups of students working on conceptual electricity and magnetism problems in an introductory physics course. In this setting, students needed to negotiate a common understanding and coordinate group decisions in order to complete the activity successfully. We observed students interacting in several distinct ways while solving these problems. Analysis of these observations focused on identifying the different ways students interacted and articulating what defines and distinguishes them, resulting in the development of the modes of collaboration framework. The modes of collaboration framework defines student interactions along three dimensions: social, discursive, and disciplinary content. This multidimensional approach offers a unique lens through which to consider group work and provides a flexibility that could allow the framework to be adapted for a variety of contexts. We present the framework and several examples of its application here.
Building a Propulsion Experiment Project Management Environment
NASA Technical Reports Server (NTRS)
Keiser, Ken; Tanner, Steve; Hatcher, Danny; Graves, Sara
2004-01-01
What do you get when you cross rocket scientists with computer geeks? It is an interactive, distributed computing web of tools and services providing a more productive environment for propulsion research and development. The Rocket Engine Advancement Program 2 (REAP2) project involves researchers at several institutions collaborating on propulsion experiments and modeling. In an effort to facilitate these collaborations among researchers at different locations and with different specializations, researchers at the Information Technology and Systems Center,' University of Alabama in Huntsville, are creating a prototype web-based interactive information system in support of propulsion research. This system, to be based on experience gained in creating similar systems for NASA Earth science field experiment campaigns such as the Convection and Moisture Experiments (CAMEX), will assist in the planning and analysis of model and experiment results across REAP2 participants. The initial version of the Propulsion Experiment Project Management Environment (PExPM) consists of a controlled-access web portal facilitating the drafting and sharing of working documents and publications. Interactive tools for building and searching an annotated bibliography of publications related to REAP2 research topics have been created to help organize and maintain the results of literature searches. Also work is underway, with some initial prototypes in place, for interactive project management tools allowing project managers to schedule experiment activities, track status and report on results. This paper describes current successes, plans, and expected challenges for this project.
Collaborative volume visualization with applications to underwater acoustic signal processing
NASA Astrophysics Data System (ADS)
Jarvis, Susan; Shane, Richard T.
2000-08-01
Distributed collaborative visualization systems represent a technology whose time has come. Researchers at the Fraunhofer Center for Research in Computer Graphics have been working in the areas of collaborative environments and high-end visualization systems for several years. The medical application. TeleInVivo, is an example of a system which marries visualization and collaboration. With TeleInvivo, users can exchange and collaboratively interact with volumetric data sets in geographically distributed locations. Since examination of many physical phenomena produce data that are naturally volumetric, the visualization frameworks used by TeleInVivo have been extended for non-medical applications. The system can now be made compatible with almost any dataset that can be expressed in terms of magnitudes within a 3D grid. Coupled with advances in telecommunications, telecollaborative visualization is now possible virtually anywhere. Expert data quality assurance and analysis can occur remotely and interactively without having to send all the experts into the field. Building upon this point-to-point concept of collaborative visualization, one can envision a larger pooling of resources to form a large overview of a region of interest from contributions of numerous distributed members.
Collaborative Information Technologies
NASA Astrophysics Data System (ADS)
Meyer, William; Casper, Thomas
1999-11-01
Significant effort has been expended to provide infrastructure and to facilitate the remote collaborations within the fusion community and out. Through the Office of Fusion Energy Science Information Technology Initiative, communication technologies utilized by the fusion community are being improved. The initial thrust of the initiative has been collaborative seminars and meetings. Under the initiative 23 sites, both laboratory and university, were provided with hardware required to remotely view, or project, documents being presented. The hardware is capable of delivering documents to a web browser, or to compatible hardware, over ESNET in an access controlled manner. The ability also exists for documents to originate from virtually any of the collaborating sites. In addition, RealNetwork servers are being tested to provide audio and/or video, in a non-interactive environment with MBONE providing two-way interaction where needed. Additional effort is directed at remote distributed computing, file systems, security, and standard data storage and retrieval methods. This work supported by DoE contract No. W-7405-ENG-48
2011-09-01
to their history of interaction and sharing worldviews. Agents respond to both external pressures (from environment or other agents , e.g,. leaders...hierarchically, but rather by interaction among heterogeneous agents and across agent networks. They go on to note that a CAS is comprised of... agents or organizations, who resonate through sharing common interests, knowledge, and goals due to their history of interaction such as in the NRF
Collaborative virtual environments art exhibition
NASA Astrophysics Data System (ADS)
Dolinsky, Margaret; Anstey, Josephine; Pape, Dave E.; Aguilera, Julieta C.; Kostis, Helen-Nicole; Tsoupikova, Daria
2005-03-01
This panel presentation will exhibit artwork developed in CAVEs and discuss how art methodologies enhance the science of VR through collaboration, interaction and aesthetics. Artists and scientists work alongside one another to expand scientific research and artistic expression and are motivated by exhibiting collaborative virtual environments. Looking towards the arts, such as painting and sculpture, computer graphics captures a visual tradition. Virtual reality expands this tradition to not only what we face, but to what surrounds us and even what responds to our body and its gestures. Art making that once was isolated to the static frame and an optimal point of view is now out and about, in fully immersive mode within CAVEs. Art knowledge is a guide to how the aesthetics of 2D and 3D worlds affect, transform, and influence the social, intellectual and physical condition of the human body through attention to psychology, spiritual thinking, education, and cognition. The psychological interacts with the physical in the virtual in such a way that each facilitates, enhances and extends the other, culminating in a "go together" world. Attention to sharing art experience across high-speed networks introduces a dimension of liveliness and aliveness when we "become virtual" in real time with others.
NASA Astrophysics Data System (ADS)
Delgado, F. J.; Martinez, R.; Finat, J.; Martinez, J.; Puche, J. C.; Finat, F. J.
2013-07-01
In this work we develop a multiply interconnected system which involves objects, agents and interactions between them from the use of ICT applied to open repositories, users communities and web services. Our approach is applied to Architectural Cultural Heritage Environments (ACHE). It includes components relative to digital accessibility (to augmented ACHE repositories), contents management (ontologies for the semantic web), semiautomatic recognition (to ease the reuse of materials) and serious videogames (for interaction in urban environments). Their combination provides a support for local real/remote virtual tourism (including some tools for low-level RT display of rendering in portable devices), mobile-based smart interactions (with a special regard to monitored environments) and CH related games (as extended web services). Main contributions to AR models on usual GIS applied to architectural environments, concern to an interactive support performed directly on digital files which allows to access to CH contents which are referred to GIS of urban districts (involving facades, historical or preindustrial buildings) and/or CH repositories in a ludic and transversal way to acquire cognitive, medial and social abilities in collaborative environments.
Student involvement in learning: Collaboration in science for PreService elementary teachers
NASA Astrophysics Data System (ADS)
Roychoudhury, Anita; Roth, Wolff-Michael
1992-03-01
The present study provided insights regarding the interactions that take place in collaborative science laboratory and regarding the outcome of such interactions. Science laboratory experiences structured by teachers have been criticized for allowing very little, if any, meaningful learning. However, this study showed that even structured laboratory experiments can provide insightful experience for students when conducted in a group setting that demanded interactive participation from all its members. The findings of the present study underscored the synergistic and supportive nature of collaborative groups. Here, students patiently repeated explanations to support the meaning construction on the part of their slower peers and elaborated their own understanding in the process; groups negotiated the meaning of observations and the corresponding theoretical explanations; students developed and practiced a range of social skills necessary in today’s workplace; and off-task behavior was thwarted by the group members motivated to work toward understanding rather than simply generating answers for task completion. The current findings suggest an increased use of collaborative learning environments for the teaching of science to elementary education majors. Some teachers have already made use of such settings in their laboratory teaching. However, collaborative learning should not be limited to the laboratory only, but be extended to more traditionally structured classes. The effects of such a switch in activity structures, increased quality of peer interaction, mastery of subject matter content, and decreased anxiety levels could well lead to better attitudes toward science among preservice elementary school teachers and eventually among their own students.
ERIC Educational Resources Information Center
Jonhendro; Ching, Goh Bee; Wahab, Rohazna; Leng, Wang Meei; Aun, Jimmy Tan Lip; Yeoh, Eugene; Hock, Oon; Koo, W. K.
2001-01-01
Describes an education initiative developed by a company in Malaysia, the KDU, to implement a student-centered, teacher-facilitated, educational technology-enabled and knowledge-based learning environment. Explains the KDU e-Community Network that enables passive, interactive, collaborative, and constructivist learning for a variety of…
Next Generation Integrated Environment for Collaborative Work Across Internets
DOE Office of Scientific and Technical Information (OSTI.GOV)
Harvey B. Newman
2009-02-24
We are now well-advanced in our development, prototyping and deployment of a high performance next generation Integrated Environment for Collaborative Work. The system, aimed at using the capability of ESnet and Internet2 for rapid data exchange, is based on the Virtual Room Videoconferencing System (VRVS) developed by Caltech. The VRVS system has been chosen by the Internet2 Digital Video (I2-DV) Initiative as a preferred foundation for the development of advanced video, audio and multimedia collaborative applications by the Internet2 community. Today, the system supports high-end, broadcast-quality interactivity, while enabling a wide variety of clients (Mbone, H.323) to participate in themore » same conference by running different standard protocols in different contexts with different bandwidth connection limitations, has a fully Web-integrated user interface, developers and administrative APIs, a widely scalable video network topology based on both multicast domains and unicast tunnels, and demonstrated multiplatform support. This has led to its rapidly expanding production use for national and international scientific collaborations in more than 60 countries. We are also in the process of creating a 'testbed video network' and developing the necessary middleware to support a set of new and essential requirements for rapid data exchange, and a high level of interactivity in large-scale scientific collaborations. These include a set of tunable, scalable differentiated network services adapted to each of the data streams associated with a large number of collaborative sessions, policy-based and network state-based resource scheduling, authentication, and optional encryption to maintain confidentiality of inter-personal communications. High performance testbed video networks will be established in ESnet and Internet2 to test and tune the implementation, using a few target application-sets.« less
Factors of collaborative working: a framework for a collaboration model.
Patel, Harshada; Pettitt, Michael; Wilson, John R
2012-01-01
The ability of organisations to support collaborative working environments is of increasing importance as they move towards more distributed ways of working. Despite the attention collaboration has received from a number of disparate fields, there is a lack of a unified understanding of the component factors of collaboration. As part of our work on a European Integrated Project, CoSpaces, collaboration and collaborative working and the factors which define it were examined through the literature and new empirical work with a number of partner user companies in the aerospace, automotive and construction sectors. This was to support development of a descriptive human factors model of collaboration - the CoSpaces Collaborative Working Model (CCWM). We identified seven main categories of factors involved in collaboration: Context, Support, Tasks, Interaction Processes, Teams, Individuals, and Overarching Factors, and summarised these in a framework which forms a basis for the model. We discuss supporting evidence for the factors which emerged from our fieldwork with user partners, and use of the model in activities such as collaboration readiness profiling. Copyright © 2011 Elsevier Ltd and The Ergonomics Society. All rights reserved.
Transforming pedagogy in nursing education: a caring learning environment for adult students.
Bankert, Esther G; Kozel, Victoria V
2005-01-01
This article is an account of a project involving nursing faculty and adult learners. Their purpose was to generate interactive and collaborative pedagogies. Reflection and dialogue were used to explore how the educational experience can be transformed into an engaging and caring learning environment for adult students. Principles derived from humanistic nursing and caring, reflection, and teaching and learning guided this project.
ERIC Educational Resources Information Center
Cheng, Yufang; Ye, Jun
2010-01-01
Social reciprocity deficits are a core feature of the autism spectrum conditions (ASCs). Many individual with ASCs have difficulty with social interaction due to a frequent lack of social competence. This study focuses on using a virtual learning environment to help the deficiencies of social competence for people with ASCs, and to increase their…
Boyle, Bryan; Arnedillo-Sánchez, Inmaculada
2017-01-01
This paper describes the application of collaboration scripts to guide social interaction behaviours of children with intellectual disabilities. The use of such scripts demonstrate potential as a means of creating CSCL environments that can be used to provide children with communication and social interaction impairments with a platform for learning and practicing such skills in a meaningful social context.
CERAPP: Collaborative Estrogen Receptor Activity Prediction Project
Humans potentially are exposed to thousands of man-made chemicals in the environment. Some chemicals mimic natural endocrine hormones and, thus, have the potential to be endocrine disruptors. Many of these chemicals never have been tested for their ability to interact with the es...
Learner Perceptions of Realism and Magic in Computer Simulations.
ERIC Educational Resources Information Center
Hennessy, Sara; O'Shea, Tim
1993-01-01
Discusses the possible lack of credibility in educational interactive computer simulations. Topics addressed include "Shopping on Mars," a collaborative adventure game for arithmetic calculation that uses direct manipulation in the microworld; the Alternative Reality Kit, a graphical animated environment for creating interactive…
Day, Eric Anthony; Boatman, Paul R; Kowollik, Vanessa; Espejo, Jazmine; McEntire, Lauren E; Sherwin, Rachel E
2007-12-01
This study examined the effectiveness of collaborative training for individuals with low pretraining self-efficacy versus individuals with high pretraining self-efficacy regarding the acquisition of a complex skill that involved strong cognitive and psychomotor demands. Despite support for collaborative learning from the educational literature and the similarities between collaborative learning and interventions designed to remediate low self-efficacy, no research has addressed how self-efficacy and collaborative learning interact in contexts concerning complex skills and human-machine interactions. One hundred fifty-five young male adults trained either individually or collaboratively with a more experienced partner on a complex computer task that simulated the demands of a dynamic aviation environment. Participants also completed a task-specific measure of self-efficacy before, during, and after training. Collaborative training enhanced skill acquisition significantly more for individuals with low pretraining self-efficacy than for individuals with high pretraining self-efficacy. However, collaborative training did not bring the skill acquisition levels of those persons with low pretraining self-efficacy to the levels found for persons with high pretraining self-efficacy. Moreover, tests of mediation suggested that collaborative training may have enhanced appropriate skill development strategies without actually raising self-efficacy. Although collaborative training can facilitate the skill acquisition process for trainees with low self-efficacy, future research is needed that examines how the negative effects of low pretraining self-efficacy on complex skill acquisition can be more fully remediated. The differential effects of collaborative training as a function of self-efficacy highlight the importance of person analysis and tailoring training to meet differing trainee needs.
Lang, Andrew SID; Bradley, Jean-Claude
2009-01-01
This review will focus on the current level on chemistry research, education, and visualization possible within the multi-user virtual environment of Second Life. We discuss how Second Life has been used as a platform for the interactive and collaborative visualization of data from molecules and proteins to spectra and experimental data. We then review how these visualizations can be scripted for immersive educational activities and real-life collaborative research. We also discuss the benefits of the social networking affordances of Second Life for both chemists and chemistry students. PMID:19852781
Lang, Andrew S I D; Bradley, Jean-Claude
2009-10-23
This review will focus on the current level on chemistry research, education, and visualization possible within the multi-user virtual environment of Second Life. We discuss how Second Life has been used as a platform for the interactive and collaborative visualization of data from molecules and proteins to spectra and experimental data. We then review how these visualizations can be scripted for immersive educational activities and real-life collaborative research. We also discuss the benefits of the social networking affordances of Second Life for both chemists and chemistry students.
Cohen, Deborah J; Davis, Melinda; Balasubramanian, Bijal A; Gunn, Rose; Hall, Jennifer; deGruy, Frank V; Peek, C J; Green, Larry A; Stange, Kurt C; Pallares, Carla; Levy, Sheldon; Pollack, David; Miller, Benjamin F
2015-01-01
This paper sought to describe how clinicians from different backgrounds interact to deliver integrated behavioral and primary health care, and the contextual factors that shape such interactions. This was a comparative case study in which a multidisciplinary team used an immersion-crystallization approach to analyze data from observations of practice operations, interviews with practice members, and implementation diaries. The observed practices were drawn from 2 studies: Advancing Care Together, a demonstration project of 11 practices located in Colorado; and the Integration Workforce Study, consisting of 8 practices located across the United States. Primary care and behavioral health clinicians used 3 interpersonal strategies to work together in integrated settings: consulting, coordinating, and collaborating (3Cs). Consulting occurred when clinicians sought advice, validated care plans, or corroborated perceptions of a patient's needs with another professional. Coordinating involved 2 professionals working in a parallel or in a back-and-forth fashion to achieve a common patient care goal, while delivering care separately. Collaborating involved 2 or more professionals interacting in real time to discuss a patient's presenting symptoms, describe their views on treatment, and jointly develop a care plan. Collaborative behavior emerged when a patient's care or situation was complex or novel. We identified contextual factors shaping use of the 3Cs, including: time to plan patient care, staffing, employing brief therapeutic approaches, proximity of clinical team members, and electronic health record documenting behavior. Primary care and behavioral health clinicians, through their interactions, consult, coordinate, and collaborate with each other to solve patients' problems. Organizations can create integrated care environments that support these collaborations and health professions training programs should equip clinicians to execute all 3Cs routinely in practice. © Copyright 2015 by the American Board of Family Medicine.
Realistic terrain visualization based on 3D virtual world technology
NASA Astrophysics Data System (ADS)
Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai
2009-09-01
The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.
Realistic terrain visualization based on 3D virtual world technology
NASA Astrophysics Data System (ADS)
Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai
2010-11-01
The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.
Research on Intelligent Synthesis Environments
NASA Technical Reports Server (NTRS)
Noor, Ahmed K.; Lobeck, William E.
2002-01-01
Four research activities related to Intelligent Synthesis Environment (ISE) have been performed under this grant. The four activities are: 1) non-deterministic approaches that incorporate technologies such as intelligent software agents, visual simulations and other ISE technologies; 2) virtual labs that leverage modeling, simulation and information technologies to create an immersive, highly interactive virtual environment tailored to the needs of researchers and learners; 3) advanced learning modules that incorporate advanced instructional, user interface and intelligent agent technologies; and 4) assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments.
Research on Intelligent Synthesis Environments
NASA Astrophysics Data System (ADS)
Noor, Ahmed K.; Loftin, R. Bowen
2002-12-01
Four research activities related to Intelligent Synthesis Environment (ISE) have been performed under this grant. The four activities are: 1) non-deterministic approaches that incorporate technologies such as intelligent software agents, visual simulations and other ISE technologies; 2) virtual labs that leverage modeling, simulation and information technologies to create an immersive, highly interactive virtual environment tailored to the needs of researchers and learners; 3) advanced learning modules that incorporate advanced instructional, user interface and intelligent agent technologies; and 4) assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments.
Collaborative learning in gerontological clinical settings: The students' perspective.
Suikkala, Arja; Kivelä, Eeva; Käyhkö, Pirjo
2016-03-01
This study deals with student nurses' experiences of collaborative learning in gerontological clinical settings where aged people are involved as age-experts in students' learning processes. The data were collected in 2012 using the contents of students' reflective writing assignments concerning elderly persons' life history interviews and the students' own assessments of their learning experiences in authentic elder care settings. The results, analyzed using qualitative content analysis, revealed mostly positive learning experiences. Interaction and collaborative learning activities in genuine gerontological clinical settings contributed to the students' understanding of the multiple age-related and disease-specific challenges as well as the issues of functional decline that aged patients face. Three types of factors influenced the students' collaborative learning experiences in gerontological clinical settings: student-related, patient-related and learning environment-related factors. According to the results, theoretical studies in combination with collaboration, in an authentic clinical environment, by student nurses, elderly patients, representatives of the elder care staff and nurse educators provide a feasible method for helping students transform their experiences with patients into actual skills. Their awareness of and sensitivity to the needs of the elderly increase as they learn. Copyright © 2016 Elsevier Ltd. All rights reserved.
Classification of group behaviors in social media via social behavior grammars
NASA Astrophysics Data System (ADS)
Levchuk, Georgiy; Getoor, Lise; Smith, Marc
2014-06-01
The increasing use of online collaboration and information sharing in the last decade has resulted in explosion of criminal and anti-social activities in online communities. Detection of such behaviors are of interest to commercial enterprises who want to guard themselves from cyber criminals, and the military intelligence analysts who desire to detect and counteract cyberwars waged by adversarial states and organizations. The most challenging behaviors to detect are those involving multiple individuals who share actions and roles in the hostile activities and individually appear benign. To detect these behaviors, the theories of group behaviors and interactions must be developed. In this paper we describe our exploration of the data from collaborative social platform to categorize the behaviors of multiple individuals. We applied graph matching algorithms to explore consistent social interactions. Our research led us to a conclusion that complex collaborative behaviors can be modeled and detected using a concept of group behavior grammars, in a manner analogous to natural language processing. These grammars capture constraints on how people take on roles in virtual environments, form groups, and interact over time, providing the building blocks for scalable and accurate multi-entity interaction analysis and social behavior hypothesis testing.
NASA Astrophysics Data System (ADS)
Pimentel, Maria Da Graça C.; Cattelan, Renan G.; Melo, Erick L.; Freitas, Giliard B.; Teixeira, Cesar A.
In earlier work we proposed the Watch-and-Comment (WaC) paradigm as the seamless capture of multimodal comments made by one or more users while watching a video, resulting in the automatic generation of multimedia documents specifying annotated interactive videos. The aim is to allow services to be offered by applying document engineering techniques to the multimedia document generated automatically. The WaC paradigm was demonstrated with a WaCTool prototype application which supports multimodal annotation over video frames and segments, producing a corresponding interactive video. In this chapter, we extend the WaC paradigm to consider contexts in which several viewers may use their own mobile devices while watching and commenting on an interactive-TV program. We first review our previous work. Next, we discuss scenarios in which mobile users can collaborate via the WaC paradigm. We then present a new prototype application which allows users to employ their mobile devices to collaboratively annotate points of interest in video and interactive-TV programs. We also detail the current software infrastructure which supports our new prototype; the infrastructure extends the Ginga middleware for the Brazilian Digital TV with an implementation of the UPnP protocol - the aim is to provide the seamless integration of the users' mobile devices into the TV environment. As a result, the work reported in this chapter defines the WaC paradigm for the mobile-user as an approach to allow the collaborative annotation of the points of interest in video and interactive-TV programs.
Collaboration and Dialogue in Virtual Reality
ERIC Educational Resources Information Center
Jensen, Camilla Gyldendahl
2017-01-01
"Virtual reality" adds a new dimension to problem-based learning (PBL) environments in the architecture and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with "Building Information…
ERIC Educational Resources Information Center
Charleer, Sven; Klerkx, Joris; Duval, Erik
2014-01-01
This article explores how information visualization techniques can be applied to learning analytics data to help teachers and students deal with the abundance of learner traces. We also investigate how the affordances of large interactive surfaces can facilitate a collaborative sense-making environment for multiple students and teachers to explore…
Cooperative Learning as a Tool To Teach Vertebrate Anatomy.
ERIC Educational Resources Information Center
Koprowski, John L.; Perigo, Nan
2000-01-01
Describes a method for teaching biology that includes more investigative exercises that foster an environment for cooperative learning in introductory laboratories that focus on vertebrates. Fosters collaborative learning by facilitating interaction between students as they become experts on their representative vertebrate structures. (SAH)
A Virtual Collaborative Environment for Mars Surveyor Landing Site Studies
NASA Technical Reports Server (NTRS)
Gulick, V.C.; Deardorff, D. G.; Briggs, G. A.; Hand, K. P.; Sandstrom, T. A.
1999-01-01
Over the past year and a half, the Center for Mars Exploration (CMEX) at NASA Ames Research Center (ARC) has been working with the Mars Surveyor Project Office at JPL to promote interactions among the planetary community and to coordinate landing site activities for the Mars Surveyor Project Office. To date, CMEX has been responsible for organizing the first two Mars Surveyor Landing Site workshops, web-archiving resulting information from these workshops, aiding in science evaluations of candidate landing sites, and serving as a liaison between the community and the Project. Most recently, CMEX has also been working with information technologists at Ames to develop a state-of-the-art collaborative web site environment to foster interaction of interested members of the planetary community with the Mars Surveyor Program and the Project Office. The web site will continue to evolve over the next several years as new tools and features are added to support the ongoing Mars Surveyor missions.
Bottoni, Paolo; Cinque, Luigi; De Marsico, Maria; Levialdi, Stefano; Panizzi, Emanuele
2006-06-01
This paper reports on the research activities performed by the Pictorial Computing Laboratory at the University of Rome, La Sapienza, during the last 5 years. Such work, essentially is based on the study of humancomputer interaction, spans from metamodels of interaction down to prototypes of interactive systems for both synchronous multimedia communication and groupwork, annotation systems for web pages, also encompassing theoretical and practical issues of visual languages and environments also including pattern recognition algorithms. Some applications are also considered like e-learning and collaborative work.
ERIC Educational Resources Information Center
Osler, James Edward, II; Wright, Mark Anthony
2016-01-01
This paper is part two of the article entitled, "Dynamic Neuroscientific Systemology: Using Tri-Squared Meta-Analysis and Innovative Instructional Design to Develop a Novel Distance Education Model for the Systemic Creation of Engaging Online Learning Environments" published in the July-September 2015 issue of i-manager's "Journal…
Distributed computing testbed for a remote experimental environment
DOE Office of Scientific and Technical Information (OSTI.GOV)
Butner, D.N.; Casper, T.A.; Howard, B.C.
1995-09-18
Collaboration is increasing as physics research becomes concentrated on a few large, expensive facilities, particularly in magnetic fusion energy research, with national and international participation. These facilities are designed for steady state operation and interactive, real-time experimentation. We are developing tools to provide for the establishment of geographically distant centers for interactive operations; such centers would allow scientists to participate in experiments from their home institutions. A testbed is being developed for a Remote Experimental Environment (REE), a ``Collaboratory.`` The testbed will be used to evaluate the ability of a remotely located group of scientists to conduct research on themore » DIII-D Tokamak at General Atomics. The REE will serve as a testing environment for advanced control and collaboration concepts applicable to future experiments. Process-to-process communications over high speed wide area networks provide real-time synchronization and exchange of data among multiple computer networks, while the ability to conduct research is enhanced by adding audio/video communication capabilities. The Open Software Foundation`s Distributed Computing Environment is being used to test concepts in distributed control, security, naming, remote procedure calls and distributed file access using the Distributed File Services. We are exploring the technology and sociology of remotely participating in the operation of a large scale experimental facility.« less
NASA Astrophysics Data System (ADS)
Lonn, Steven D.
Web-based Learning Management Systems (LMS) allow instructors and students to share instructional materials, make class announcements, submit and return course assignments, and communicate with each other online. Previous LMS-related research has focused on how these systems deliver and manage instructional content with little concern for how students' constructivist learning can be encouraged and facilitated. This study investigated how students use LMS to interact, collaborate, and construct knowledge within the context of a group project but without mediation by the instructor. The setting for this case study was students' use in one upper-level biology course of the local LMS within the context of a course-related group project, a mock National Institutes of Health grant proposal. Twenty-one groups (82 students) voluntarily elected to use the LMS, representing two-thirds of all students in the course. Students' peer-to-peer messages within the LMS, event logs, online surveys, focus group interviews, and instructor interviews were used in order to answer the study's overarching research question. The results indicate that students successfully used the LMS to interact and, to a significant extent, collaborate, but there was very little evidence of knowledge construction using the LMS technology. It is possible that the ease and availability of face-to-face meetings as well as problems and limitations with the technology were factors that influenced whether students' online basic interaction could be further distinguished as collaboration or knowledge construction. Despite these limitations, students found several tools and functions of the LMS useful for their online peer interaction and completion of their course project. Additionally, LMS designers and implementers are urged to consider previous literature on computer-supported collaborative learning environments in order to better facilitate independent group projects within these systems. Further research is needed to identify the best types of scaffolds and overall technological improvements in order to provide support for online collaboration and knowledge construction.
Teaching and learning experiences in a collaborative distance-education environment.
Martin, Peter; Scheetz, Laura Temple
2011-01-01
The Great Plains Distance Education Alliance (Great Plains IDEA) emphasizes the importance of a collaborative environment for instructors and students in distance education. The authors highlight a number of important principles for distance-education programs and point out similarities and differences when compared to traditional face-face-to classes such as communication, classroom management, connectivity, and technical challenges. They summarize general topics concerning the faculty, the syllabus, office hours, the calendar, and announcements. Three essential lesson components are noted: an overview, the lesson itself, and supplemanetary material. The authors also take the student perspective, emphasizing the diversity of students, the importance of computer proficiency, and student interactions. Finally, they summarize a first round of course evaluations in the Great Plains IDEA gerontology master's program.
ERIC Educational Resources Information Center
Kim Hassell,
2011-01-01
Classroom design for the 21st-century learning environment should accommodate a variety of learning skills and needs. The space should be large enough so it can be configured to accommodate a number of learning activities. This also includes furniture that provides flexibility and accommodates collaboration and interactive work among students and…
ERIC Educational Resources Information Center
Lindsay, Julie; Davis, Vicki
2010-01-01
How can teachers teach digital citizenship when the digital landscape is changing so rapidly? How can teachers teach proper online social interactions when the students are outside their classroom and thus outside their control? Will encouraging students to engage in global collaborative environments land teachers in hot water? These are the…
Software and Systems Producibility Collaboration and Experimentation Environment (SPRUCE)
2014-04-01
represent course materials and assignments from Vanderbilt University’s Dr . Gokhale’s courses. 3.2.4. Communities of Interest Current list of...blogging platforms of Twitter, Facebook and LinkedIn today, these user interactions represent low-effort means for users to start getting involved. A
NASA Astrophysics Data System (ADS)
Maskey, Manil; Ramachandran, Rahul; Kuo, Kwo-Sen
2015-04-01
The Collaborative WorkBench (CWB) has been successfully developed to support collaborative science algorithm development. It incorporates many features that enable and enhance science collaboration, including the support for both asynchronous and synchronous modes of interactions in collaborations. With the former, members in a team can share a full range of research artifacts, e.g. data, code, visualizations, and even virtual machine images. With the latter, they can engage in dynamic interactions such as notification, instant messaging, file exchange, and, most notably, collaborative programming. CWB also implements behind-the-scene provenance capture as well as version control to relieve scientists of these chores. Furthermore, it has achieved a seamless integration between researchers' local compute environments and those of the Cloud. CWB has also been successfully extended to support instrument verification and validation. Adopted by almost every researcher, the current practice of downloading data to local compute resources for analysis results in much duplication and inefficiency. CWB leverages Cloud infrastructure to provide a central location for data used by an entire science team, thereby eliminating much of this duplication and waste. Furthermore, use of CWB in concert with this same Cloud infrastructure enables co-located analysis with data where opportunities of data-parallelism can be better exploited, thereby further improving efficiency. With its collaboration-enabling features apposite to steps throughout the scientific process, we expect CWB to fundamentally transform research collaboration and realize maximum science productivity.
NASA Astrophysics Data System (ADS)
Kersting, Magdalena; Henriksen, Ellen Karoline; Bøe, Maria Vetleseter; Angell, Carl
2018-06-01
Because of its abstract nature, Albert Einstein's theory of general relativity is rarely present in school physics curricula. Although the educational community has started to investigate ways of bringing general relativity to classrooms, field-tested educational material is rare. Employing the model of educational reconstruction, we present a collaborative online learning environment that was introduced to final year students (18-19 years old) in six Norwegian upper secondary physics classrooms. Design-based research methods guided the development of the learning resources, which were based on a sociocultural view of learning and a historical-philosophical approach to teaching general relativity. To characterize students' learning from and interaction with the learning environment we analyzed focus group interviews and students' oral and written responses to assigned problems and discussion tasks. Our findings show how design choices on different levels can support or hinder understanding of general relativity, leading to the formulation of design principles that help to foster qualitative understanding and encourage collaborative learning. The results indicate that upper secondary students can obtain a qualitative understanding of general relativity when provided with appropriately designed learning resources and sufficient scaffolding of learning through interaction with teacher and peers.
Designing EvoRoom: An Immersive Simulation Environment for Collective Inquiry in Secondary Science
NASA Astrophysics Data System (ADS)
Lui, Michelle Mei Yee
This dissertation investigates the design of complex inquiry for co-located students to work as a knowledge community within a mixed-reality learning environment. It presents the design of an immersive simulation called EvoRoom and corresponding collective inquiry activities that allow students to explore concepts around topics of evolution and biodiversity in a Grade 11 Biology course. EvoRoom is a room-sized simulation of a rainforest, modeled after Borneo in Southeast Asia, where several projected displays are stitched together to form a large, animated simulation on each opposing wall of the room. This serves to create an immersive environment in which students work collaboratively as individuals, in small groups and a collective community to investigate science topics using the simulations as an evidentiary base. Researchers and a secondary science teacher co-designed a multi-week curriculum that prepared students with preliminary ideas and expertise, then provided them with guided activities within EvoRoom, supported by tablet-based software as well as larger visualizations of their collective progress. Designs encompassed the broader curriculum, as well as all EvoRoom materials (e.g., projected displays, student tablet interfaces, collective visualizations) and activity sequences. This thesis describes a series of three designs that were developed and enacted iteratively over two and a half years, presenting key features that enhanced students' experiences within the immersive environment, their interactions with peers, and their inquiry outcomes. Primary research questions are concerned with the nature of effective design for such activities and environments, and the kinds of interactions that are seen at the individual, collaborative and whole-class levels. The findings fall under one of three themes: 1) the physicality of the room, 2) the pedagogical script for student observation and reflection and collaboration, and 3) ways of including collective visualizations in the activity. Discrete findings demonstrate how the above variables, through their design as inquiry components (i.e., activity, room, scripts and scaffolds on devices, collective visualizations), can mediate the students' interactions with one another, with their teacher, and impact the outcomes of their inquiry. A set of design recommendations is drawn from the results of this research to guide future design or research efforts.
Augmenting Sand Simulation Environments through Subdivision and Particle Refinement
NASA Astrophysics Data System (ADS)
Clothier, M.; Bailey, M.
2012-12-01
Recent advances in computer graphics and parallel processing hardware have provided disciplines with new methods to evaluate and visualize data. These advances have proven useful for earth and planetary scientists as many researchers are using this hardware to process large amounts of data for analysis. As such, this has provided opportunities for collaboration between computer graphics and the earth sciences. Through collaboration with the Oregon Space Grant and IGERT Ecosystem Informatics programs, we are investigating techniques for simulating the behavior of sand. We are also collaborating with the Jet Propulsion Laboratory's (JPL) DARTS Lab to exchange ideas and gain feedback on our research. The DARTS Lab specializes in simulation of planetary vehicles, such as the Mars rovers. Their simulations utilize a virtual "sand box" to test how a planetary vehicle responds to different environments. Our research builds upon this idea to create a sand simulation framework so that planetary environments, such as the harsh, sandy regions on Mars, are more fully realized. More specifically, we are focusing our research on the interaction between a planetary vehicle, such as a rover, and the sand beneath it, providing further insight into its performance. Unfortunately, this can be a computationally complex problem, especially if trying to represent the enormous quantities of sand particles interacting with each other. However, through the use of high-performance computing, we have developed a technique to subdivide areas of actively participating sand regions across a large landscape. Similar to a Level of Detail (LOD) technique, we only subdivide regions of a landscape where sand particles are actively participating with another object. While the sand is within this subdivision window and moves closer to the surface of the interacting object, the sand region subdivides into smaller regions until individual sand particles are left at the surface. As an example, let's say there is a planetary rover interacting with our sand simulation environment. Sand that is actively interacting with a rover wheel will be represented as individual particles whereas sand that is further under the surface will be represented by larger regions of sand. The result of this technique allows for many particles to be represented without the computational complexity. In developing this method, we have further generalized these subdivision regions into any volumetric area suitable for use in the simulation. This is a further improvement of our method as it allows for more compact subdivision sand regions. This helps to fine tune the simulation so that more emphasis can be placed on regions of actively participating sand. We feel that through the generalization of our technique, our research can provide other opportunities within the earth and planetary sciences. Through collaboration with our academic colleagues, we continue to refine our technique and look for other opportunities to utilize our research.
Web based collaborative decision making in flood risk management
NASA Astrophysics Data System (ADS)
Evers, Mariele; Almoradie, Adrian; Jonoski, Andreja
2014-05-01
Stakeholder participation in the development of flood risk management (FRM) plans is essential since stakeholders often have a better understanding or knowledge of the potentials and limitation of their local area. Moreover, a participatory approach also creates trust amongst stakeholders, leading to a successful implementation of measures. Stakeholder participation however has its challenges and potential pitfalls that could lead to its premature termination. Such challenges and pitfalls are the limitation of financial resources, stakeholders' spatial distribution and their interest to participate. Different type of participation in FRM may encounter diverse challenges. These types of participation in FRM can be classified into (1) Information and knowledge sharing (IKS), (2) Consultative participation (CP) or (3) Collaborative decision making (CDM)- the most challenging type of participation. An innovative approach to address these challenges and potential pitfalls is a web-based mobile or computer-aided environment for stakeholder participation. This enhances the remote interaction between participating entities such as stakeholders. This paper presents a developed framework and an implementation of CDM web based environment for the Alster catchment (Hamburg, Germany) and Cranbrook catchment (London, UK). The CDM framework consists of two main stages: (1) Collaborative modelling and (2) Participatory decision making. This paper also highlights the stakeholder analyses, modelling approach and application of General Public License (GPL) technologies in developing the web-based environments. Actual test and evaluation of the environments was through series of stakeholders workshops. The overall results based from stakeholders' evaluation shows that web-based environments can address the challenges and potential pitfalls in stakeholder participation and it enhances participation in flood risk management. The web-based environment was developed within the DIANE-CM project (Decentralised Integrated Analysis and Enhancement of Awareness through Collaborative Modelling and Management of Flood Risk) of the 2nd ERANET CRUE funding initiative.
NASA Astrophysics Data System (ADS)
Kershaw, Philip; Lawrence, Bryan; Gomez-Dans, Jose; Holt, John
2015-04-01
We explore how the popular IPython Notebook computing system can be hosted on a cloud platform to provide a flexible virtual research hosting environment for Earth Observation data processing and analysis and how this approach can be expanded more broadly into a generic SaaS (Software as a Service) offering for the environmental sciences. OPTIRAD (OPTImisation environment for joint retrieval of multi-sensor RADiances) is a project funded by the European Space Agency to develop a collaborative research environment for Data Assimilation of Earth Observation products for land surface applications. Data Assimilation provides a powerful means to combine multiple sources of data and derive new products for this application domain. To be most effective, it requires close collaboration between specialists in this field, land surface modellers and end users of data generated. A goal of OPTIRAD then is to develop a collaborative research environment to engender shared working. Another significant challenge is that of data volume and complexity. Study of land surface requires high spatial and temporal resolutions, a relatively large number of variables and the application of algorithms which are computationally expensive. These problems can be addressed with the application of parallel processing techniques on specialist compute clusters. However, scientific users are often deterred by the time investment required to port their codes to these environments. Even when successfully achieved, it may be difficult to readily change or update. This runs counter to the scientific process of continuous experimentation, analysis and validation. The IPython Notebook provides users with a web-based interface to multiple interactive shells for the Python programming language. Code, documentation and graphical content can be saved and shared making it directly applicable to OPTIRAD's requirements for a shared working environment. Given the web interface it can be readily made into a hosted service with Wakari and Microsoft Azure being notable examples. Cloud-hosting of the Notebook allows the same familiar Python interface to be retained but backed by Cloud Computing attributes of scalability, elasticity and resource pooling. This combination makes it a powerful solution to address the needs of long-tail science users of Big Data: an intuitive interactive interface with which to access powerful compute resources. IPython Notebook can be hosted as a single user desktop environment but the recent development by the IPython community of JupyterHub enables it to be run as a multi-user hosting environment. In addition, IPython.parallel allows the exposition of parallel compute infrastructure through a Python interface. Applying these technologies in combination, a collaborative research environment has been developed for OPTIRAD on the UK JASMIN/CEMS facility's private cloud (http://jasmin.ac.uk). Based on this experience, a generic virtualised solution is under development suitable for use by the wider environmental science community - on both JASMIN and portable to third party cloud platforms.
A team-based interprofessional education course for first-year health professions students.
Peeters, Michael J; Sexton, Martha; Metz, Alexia E; Hasbrouck, Carol S
2017-11-01
Interprofessional education (IPE) is required within pharmacy education, and should include classroom-based education along with experiential interprofessional collaboration. For classroom-based education, small-group learning environments may create a better platform for engaging students in the essential domain of interprofessional collaboration towards meaningful learning within IPE sub-domains (interprofessional communication, teams and teamwork, roles and responsibilities, and values and ethics). Faculty envisioned creating a small-group learning environment that was inviting, interactive, and flexible using situated learning theory. This report describes an introductory, team-based, IPE course for first-year health-professions students; it used small-group methods for health-professions students' learning of interprofessional collaboration. The University of Toledo implemented a 14-week required course involving 554 first-year health-sciences students from eight professions. The course focused on the Interprofessional Education Collaborative's (IPEC) Core Competencies for Interprofessional Collaboration. Students were placed within interprofessional teams of 11-12 students each and engaged in simulations, standardized-patient interviews, case-based communications exercises, vital signs training, and patient safety rotations. Outcomes measured were students' self-ratings of attaining learning objectives, perceptions of other professions (from word cloud), and satisfaction through end-of-course evaluations. This introductory, team-based IPE course with 554 students improved students' self-assessed competency in learning objectives (p < 0.01, Cohen's d = 0.9), changed students' perceptions of other professions (via word clouds), and met students' satisfaction through course evaluations. Through triangulation of our various assessment methods, we considered this course offering a success. This interprofessional, team-based, small-group strategy to teaching and learning IPE appeared helpful within this interactive, classroom-based course. Copyright © 2017 Elsevier Inc. All rights reserved.
Rationalities of Collaboration for Language Learning in a Wiki
ERIC Educational Resources Information Center
Bradley, Linda; Lindstrom, Berner; Rystedt, Hans
2010-01-01
For language learning, online environments allowing for user generated content are becoming increasingly important since they offer possibilities for learners to elaborate on assignments and projects. This study investigates what wikis can do as a means to enhance group interaction, when students are encouraged to participate in constructing text…
Rethinking the Library Game: Creating an Alternate Reality with Social Media
ERIC Educational Resources Information Center
Battles, Jason; Glenn, Valerie; Shedd, Lindley
2011-01-01
In recent years, libraries have made efforts to create games, often for the purpose of information literacy instruction. Games can provide an interactive alternative to traditional instruction by introducing research tools and resources while also teaching problem solving skills within a collaborative learning environment. Despite the benefits,…
Student Sensemaking with Science Diagrams in a Computer-Based Setting
ERIC Educational Resources Information Center
Furberg, Anniken; Kluge, Anders; Ludvigsen, Sten
2013-01-01
This paper reports on a study of students' conceptual sensemaking with science diagrams within a computer-based learning environment aimed at supporting collaborative learning. Through the microanalysis of students' interactions in a project about energy and heat transfer, we demonstrate "how" representations become productive social and cognitive…
Building a Virtual Learning Network for Teachers in a Suburban School District
ERIC Educational Resources Information Center
Kurtzworth-Keen, Kristin A.
2011-01-01
Emerging research indicates that learning management systems such as Moodle can function as virtual, collaborative environments, where collegial interactions promote professional learning opportunities. This study deployed a mixed methods design in order to describe and analyze teacher participation in a virtual learning network (VLN) that was…
Design Considerations for Enhancing Confidence and Participation in Web Based Courses.
ERIC Educational Resources Information Center
Winfield, William; Mealy, Martha; Scheibel, Pamela
The University of Wisconsin Learning Innovations Center's instructional design model for World Wide Web delivered courses incorporates a range of collaborative discussions and interactive experiences for the learner. In addition, these courses capitalize on the multimedia learning environment that the web offers to accommodate many kinds of…
Creating a Rich Learning Environment for Remote Postgraduate Learners
ERIC Educational Resources Information Center
Lonie, Anne-Louise; Andrews, Trish
2009-01-01
At Rangelands Australia, a centre in the School of Natural and Rural Systems Management at the University of Queensland, we have recently trialled virtual classroom technology for the delivery of postgraduate support courses. We wanted to explore the capacity of this learning modality to provide collaborative, interactive, synchronous learning…
Preservice Teachers' Learning among Students with Autism Spectrum Disorder
ERIC Educational Resources Information Center
Power, Anne; Costley, Debra
2014-01-01
This article reports on a collaborative venture between Autism Spectrum Australia and the University of Western Sydney, New South Wales, Australia. The Social Club network was formed for children and adolescents to provide structured opportunities for positive peer interactions in safe, stimulating and nonjudgmental environments. The Social Clubs…
Incorporating Brokers within Collaboration Environments
NASA Astrophysics Data System (ADS)
Rajasekar, A.; Moore, R.; de Torcy, A.
2013-12-01
A collaboration environment, such as the integrated Rule Oriented Data System (iRODS - http://irods.diceresearch.org), provides interoperability mechanisms for accessing storage systems, authentication systems, messaging systems, information catalogs, networks, and policy engines from a wide variety of clients. The interoperability mechanisms function as brokers, translating actions requested by clients to the protocol required by a specific technology. The iRODS data grid is used to enable collaborative research within hydrology, seismology, earth science, climate, oceanography, plant biology, astronomy, physics, and genomics disciplines. Although each domain has unique resources, data formats, semantics, and protocols, the iRODS system provides a generic framework that is capable of managing collaborative research initiatives that span multiple disciplines. Each interoperability mechanism (broker) is linked to a name space that enables unified access across the heterogeneous systems. The collaboration environment provides not only support for brokers, but also support for virtualization of name spaces for users, files, collections, storage systems, metadata, and policies. The broker enables access to data or information in a remote system using the appropriate protocol, while the collaboration environment provides a uniform naming convention for accessing and manipulating each object. Within the NSF DataNet Federation Consortium project (http://www.datafed.org), three basic types of interoperability mechanisms have been identified and applied: 1) drivers for managing manipulation at the remote resource (such as data subsetting), 2) micro-services that execute the protocol required by the remote resource, and 3) policies for controlling the execution. For example, drivers have been written for manipulating NetCDF and HDF formatted files within THREDDS servers. Micro-services have been written that manage interactions with the CUAHSI data repository, the DataONE information catalog, and the GeoBrain broker. Policies have been written that manage transfer of messages between an iRODS message queue and the Advanced Message Queuing Protocol. Examples of these brokering mechanisms will be presented. The DFC collaboration environment serves as the intermediary between community resources and compute grids, enabling reproducible data-driven research. It is possible to create an analysis workflow that retrieves data subsets from a remote server, assemble the required input files, automate the execution of the workflow, automatically track the provenance of the workflow, and share the input files, workflow, and output files. A collaborator can re-execute a shared workflow, compare results, change input files, and re-execute an analysis.
NASA Astrophysics Data System (ADS)
Gregorcic, Bor; Planinsic, Gorazd; Etkina, Eugenia
2017-12-01
In this paper, we investigate some of the ways in which students, when given the opportunity and an appropriate learning environment, spontaneously engage in collaborative inquiry. We studied small groups of high school students interacting around and with an interactive whiteboard equipped with Algodoo software, as they investigated orbital motion. Using multimodal discourse analysis, we found that in their discussions the students relied heavily on nonverbal meaning-making resources, most notably hand gestures and resources in the surrounding environment (items displayed on the interactive whiteboard). They juxtaposed talk with gestures and resources in the environment to communicate ideas that they initially were not able to express using words alone. By spontaneously recruiting and combining a diverse set of meaning-making resources, the students were able to express relatively fluently complex ideas on a novel physics topic, and to engage in practices that resemble a scientific approach to exploration of new phenomena.
Apker, Julie; Propp, Kathleen M; Zabava Ford, Wendy S; Hofmeister, Nancee
2006-01-01
This study explored how nurses communicate professionalism in interactions with members of their health care teams. Extant research show that effective team communication is a vital aspect of a positive nursing practice environment, a setting that has been linked to enhanced patient outcomes. Although communication principles are emphasized in nursing education as an important component of professional nursing practice, actual nurse interaction skills in team-based health care delivery remain understudied. Qualitative analysis of interview transcripts with 50 participants at a large tertiary hospital revealed four communicative skill sets exemplified by nursing professionals: collaboration, credibility, compassion, and coordination. Study findings highlight specific communicative behaviors associated with each skill set that exemplify nurse professionalism to members of health care teams. Theoretical and pragmatic conclusions are drawn regarding the communicative responsibilities of professional nurses in health care teams. Specific interaction techniques that nurses could use in nurse-team communication are then offered for use in baccalaureate curriculum and organizational in-service education.
VRML and Collaborative Environments: New Tools for Networked Visualization
NASA Astrophysics Data System (ADS)
Crutcher, R. M.; Plante, R. L.; Rajlich, P.
We present two new applications that engage the network as a tool for astronomical research and/or education. The first is a VRML server which allows users over the Web to interactively create three-dimensional visualizations of FITS images contained in the NCSA Astronomy Digital Image Library (ADIL). The server's Web interface allows users to select images from the ADIL, fill in processing parameters, and create renderings featuring isosurfaces, slices, contours, and annotations; the often extensive computations are carried out on an NCSA SGI supercomputer server without the user having an individual account on the system. The user can then download the 3D visualizations as VRML files, which may be rotated and manipulated locally on virtually any class of computer. The second application is the ADILBrowser, a part of the NCSA Horizon Image Data Browser Java package. ADILBrowser allows a group of participants to browse images from the ADIL within a collaborative session. The collaborative environment is provided by the NCSA Habanero package which includes text and audio chat tools and a white board. The ADILBrowser is just an example of a collaborative tool that can be built with the Horizon and Habanero packages. The classes provided by these packages can be assembled to create custom collaborative applications that visualize data either from local disk or from anywhere on the network.
Interweaving interactions in virtual worlds: a case study.
Cantamesse, Matteo; Galimberti, Carlo; Giacoma, Gianandrea
2011-01-01
The aim of this study was to examine the effect of playing the online game World of Warcraft (WoW), both on adolescent's (effective) social interaction and on the competence they developed on it. Social interactions within the game environment have been investigated by integrating qualitative and quantitative methods: conversation analysis and social network analysis (SNA). From a psychosocial point of view, the in-game interactions, and in particular conversational exchanges, turn out to be a collaborative path of the joint definition of identities and social ties, with reflection on in-game processes and out-game relationship.
Integrated instrumentation & computation environment for GRACE
NASA Astrophysics Data System (ADS)
Dhekne, P. S.
2002-03-01
The project GRACE (Gamma Ray Astrophysics with Coordinated Experiments) aims at setting up a state of the art Gamma Ray Observatory at Mt. Abu, Rajasthan for undertaking comprehensive scientific exploration over a wide spectral window (10's keV - 100's TeV) from a single location through 4 coordinated experiments. The cumulative data collection rate of all the telescopes is expected to be about 1 GB/hr, necessitating innovations in the data management environment. As real-time data acquisition and control as well as off-line data processing, analysis and visualization environment of these systems is based on the us cutting edge and affordable technologies in the field of computers, communications and Internet. We propose to provide a single, unified environment by seamless integration of instrumentation and computations by taking advantage of the recent advancements in Web based technologies. This new environment will allow researchers better acces to facilities, improve resource utilization and enhance collaborations by having identical environments for online as well as offline usage of this facility from any location. We present here a proposed implementation strategy for a platform independent web-based system that supplements automated functions with video-guided interactive and collaborative remote viewing, remote control through virtual instrumentation console, remote acquisition of telescope data, data analysis, data visualization and active imaging system. This end-to-end web-based solution will enhance collaboration among researchers at the national and international level for undertaking scientific studies, using the telescope systems of the GRACE project.
Yu, Eizadora T; Hawkins, Arie; Kuntz, Irwin D; Rahn, Larry A; Rothfuss, Andrew; Sale, Kenneth; Young, Malin M; Yang, Christine L; Pancerella, Carmen M; Fabris, Daniele
2008-11-01
Modern biomedical research is evolving with the rapid growth of diverse data types, biophysical characterization methods, computational tools and extensive collaboration among researchers spanning various communities and having complementary backgrounds and expertise. Collaborating researchers are increasingly dependent on shared data and tools made available by other investigators with common interests, thus forming communities that transcend the traditional boundaries of the single research laboratory or institution. Barriers, however, remain to the formation of these virtual communities, usually due to the steep learning curve associated with becoming familiar with new tools, or with the difficulties associated with transferring data between tools. Recognizing the need for shared reference data and analysis tools, we are developing an integrated knowledge environment that supports productive interactions among researchers. Here we report on our current collaborative environment, which focuses on bringing together structural biologists working in the area of mass spectrometric based methods for the analysis of tertiary and quaternary macromolecular structures (MS3D) called the Collaboratory for MS3D (C-MS3D). C-MS3D is a Web-portal designed to provide collaborators with a shared work environment that integrates data storage and management with data analysis tools. Files are stored and archived along with pertinent meta data in such a way as to allow file handling to be tracked (data provenance) and data files to be searched using keywords and modification dates. While at this time the portal is designed around a specific application, the shared work environment is a general approach to building collaborative work groups. The goal of this is to not only provide a common data sharing and archiving system, but also to assist in the building of new collaborations and to spur the development of new tools and technologies.
A Framework for Web-Based Interprofessional Education for Midwifery and Medical Students.
Reis, Pamela J; Faser, Karl; Davis, Marquietta
2015-01-01
Scheduling interprofessional team-based activities for health sciences students who are geographically dispersed, with divergent and often competing schedules, can be challenging. The use of Web-based technologies such as 3-dimensional (3D) virtual learning environments in interprofessional education is a relatively new phenomenon, which offers promise in helping students come together in online teams when face-to-face encounters are not possible. The purpose of this article is to present the experience of a nurse-midwifery education program in a Southeastern US university in delivering Web-based interprofessional education for nurse-midwifery and third-year medical students utilizing the Virtual Community Clinic Learning Environment (VCCLE). The VCCLE is a 3D, Web-based, asynchronous, immersive clinic environment into which students enter to meet and interact with instructor-controlled virtual patient and virtual preceptor avatars and then move through a classic diagnostic sequence in arriving at a plan of care for women throughout the lifespan. By participating in the problem-based management of virtual patients within the VCCLE, students learn both clinical competencies and competencies for interprofessional collaborative practice, as described by the Interprofessional Education Collaborative Core Competencies for Interprofessional Collaborative Practice. This article is part of a special series of articles that address midwifery innovations in clinical practice, education, interprofessional collaboration, health policy, and global health. © 2015 by the American College of Nurse-Midwives.
Designing a Web-Based Science Learning Environment for Model-Based Collaborative Inquiry
NASA Astrophysics Data System (ADS)
Sun, Daner; Looi, Chee-Kit
2013-02-01
The paper traces a research process in the design and development of a science learning environment called WiMVT (web-based inquirer with modeling and visualization technology). The WiMVT system is designed to help secondary school students build a sophisticated understanding of scientific conceptions, and the science inquiry process, as well as develop critical learning skills through model-based collaborative inquiry approach. It is intended to support collaborative inquiry, real-time social interaction, progressive modeling, and to provide multiple sources of scaffolding for students. We first discuss the theoretical underpinnings for synthesizing the WiMVT design framework, introduce the components and features of the system, and describe the proposed work flow of WiMVT instruction. We also elucidate our research approach that supports the development of the system. Finally, the findings of a pilot study are briefly presented to demonstrate of the potential for learning efficacy of the WiMVT implementation in science learning. Implications are drawn on how to improve the existing system, refine teaching strategies and provide feedback to researchers, designers and teachers. This pilot study informs designers like us on how to narrow the gap between the learning environment's intended design and its actual usage in the classroom.
OpenWorm: an open-science approach to modeling Caenorhabditis elegans.
Szigeti, Balázs; Gleeson, Padraig; Vella, Michael; Khayrulin, Sergey; Palyanov, Andrey; Hokanson, Jim; Currie, Michael; Cantarelli, Matteo; Idili, Giovanni; Larson, Stephen
2014-01-01
OpenWorm is an international collaboration with the aim of understanding how the behavior of Caenorhabditis elegans (C. elegans) emerges from its underlying physiological processes. The project has developed a modular simulation engine to create computational models of the worm. The modularity of the engine makes it possible to easily modify the model, incorporate new experimental data and test hypotheses. The modeling framework incorporates both biophysical neuronal simulations and a novel fluid-dynamics-based soft-tissue simulation for physical environment-body interactions. The project's open-science approach is aimed at overcoming the difficulties of integrative modeling within a traditional academic environment. In this article the rationale is presented for creating the OpenWorm collaboration, the tools and resources developed thus far are outlined and the unique challenges associated with the project are discussed.
ERIC Educational Resources Information Center
Alqahtani, Muteb M.; Powell, Arthur B.
2016-01-01
To understand learners' appropriation of technological tools and geometrical understanding, we draw on the theory of instrumental genesis (Lonchamp, 2012; Rabardel & Beguin, 2005), which seeks to explain how learners accomplish tasks interacting with tools. To appropriate a tool, learners develop their own knowledge of how to use it, which…
Online Collaboration: Using Roleplay to Develop Skills in Resolving Conflict
ERIC Educational Resources Information Center
Stewart, Cherry; Edwards, Helen
2012-01-01
The introduction of digital tools to a distance education environment often creates tensions due to students' past educational experiences and can require a shift in their concepts of the lecturers' and learners' responsibilities. The purpose of the study was to determine how well distance education students adapt to interactive online learning…
ERIC Educational Resources Information Center
Foote, Kathleen T.
2016-01-01
Over the past few decades, a growing body of evidence demonstrates that students learn best in engaging, interactive, collaborative, and inquiry-based environments. However, most college science classes are still taught with traditional methods suggesting the existing selection of research-based instructional materials has not widely transformed…
ERIC Educational Resources Information Center
Caceffo, Ricardo; Azevedo, Rodolfo
2014-01-01
The constructivist theory indicates that knowledge is not something finished and complete. However, the individuals must construct it through the interaction with the physical and social environment. The Active Learning is a methodology designed to support the constructivism through the involvement of students in their learning process, allowing…
ERIC Educational Resources Information Center
Lee, Fong-Lok; Liang, Steven; Chan, Tak-Wai
1999-01-01
Describes the design, implementation, and preliminary evaluation of three synchronous distributed learning prototype systems: Co-Working System, Working Along System, and Hybrid System. Each supports a particular style of interaction, referred to a socio-activity learning model, between members of student dyads (pairs). All systems were…
ERIC Educational Resources Information Center
Frey, Nancy
2010-01-01
This popular guide offers a wealth of innovative, research-based strategies for making K-12 classrooms the best learning environments they can be. Easy-to-implement best practices are presented for establishing a classroom management plan, organizing procedures and materials, building a respectful community, fostering peer collaboration, and…
Children's Literature in an Integrated Curriculum: The Authentic Voice.
ERIC Educational Resources Information Center
Bosma, Bette, Ed.; Guth, Nancy DeVries, Ed.
This book, a collection of essays on teaching, first explains the theoretical foundations of a collaborative, integrated, literature-based curriculum, and then links the theory to real-life accounts in individual chapters. The book shows how to put theory into practice by selecting appropriate books, creating an interactive classroom environment,…
ERIC Educational Resources Information Center
Matsumura, Lindsay Clare; Slater, Sharon Cadman; Crosson, Amy
2008-01-01
In this study we investigated the relation of rigorous instructional practices and teachers' efforts to create a respectful, collaborative learning environment to students' positive behavior toward one another and to the rate and quality of students' participation in classroom discussions. Full class period (i.e., 50-minute) observations of…
ERIC Educational Resources Information Center
Rodriguez, Carolina; Hudson, Roland; Niblock, Chantelle
2018-01-01
Combinations of Conventional Studio and Virtual Design Studio (VDS) have created valuable learning environments that take advantage of different instruments of communication and interaction. However, past experiences have reported limitations in regards to student engagement and motivation, especially when the studio projects encourage abstraction…
Lights, Camera, Action! Learning about Management with Student-Produced Video Assignments
ERIC Educational Resources Information Center
Schultz, Patrick L.; Quinn, Andrew S.
2014-01-01
In this article, we present a proposal for fostering learning in the management classroom through the use of student-produced video assignments. We describe the potential for video technology to create active learning environments focused on problem solving, authentic and direct experiences, and interaction and collaboration to promote student…
An Instructional and Collaborative Learning System with Content Recommendation
ERIC Educational Resources Information Center
Zheng, Xiang-wei; Ma, Hong-wei; Li, Yan
2013-01-01
With the rapid development of Internet, e-learning has become a new teaching and learning mode. However, lots of e-learning systems deployed on Internet are just electronic learning materials with very limited interactivity and diagnostic capability. This paper presents an integrated e-learning environment named iCLSR. Firstly, iCLSR provides an…
Future Foreign Language Teachers' Social and Cognitive Collaboration in an Online Environment
ERIC Educational Resources Information Center
Arnold, Nike; Ducate, Lara
2006-01-01
Discussion boards provide an interactive venue where new and future language teachers can reflect, evaluate, solve problems or simply exchange ideas (e.g., Bonk, Hansen, Grabner-Hagen, Lazar, & Mirabelli, 1996; DeWert, Babinski, & Jones, 2003; Kumari, 2001; Pawan, Paulus, Yalcin, & Chang, 2003). In addition, encouraging future teachers to learn…
ERIC Educational Resources Information Center
Cardona-Divale, Maria Victoria
2012-01-01
Learners often report difficulty maintaining social connectivity in online courses. Technology is quickly changing how people communicate, collaborate and learn using online social networking sites (SNSs). These sites have transformed education in a way that provides new learning opportunities when integrated with web 2.0 tools. Little research is…
NASA Technical Reports Server (NTRS)
McGlynn, Thomas A.
2008-01-01
We discuss approaches to building archives that support the way most science is done. Today research is done in formal teams and informal groups. However our on-line services are designed to work with a single user. We have begun prototyping a new approach to building archives in which support for collaborative research is built in from the start. We organize the discussion along three elements that we believe to be necessary for effective support: We must enable user presence in the archive environment; users must be able to interact. Users must be able to personalize the environment, adding data and capabilities useful to themselves and their team. These changes must be persistent: subsequent sessions must be able to build upon previous sessions. In building the archive we see the large multi-player interactive games as a paradigm of how this approach can work. These three 'P's are essential in gaming as well and we shall use insights from the gaming world and virtual reality systems like Second Life in our prototype.
An integrated model of social environment and social context for pediatric rehabilitation.
Batorowicz, Beata; King, Gillian; Mishra, Lipi; Missiuna, Cheryl
2016-01-01
This article considers the conceptualization and operationalization of "social environment" and "social context" with implications for research and practice with children and youth with impairments. We first discuss social environment and social context as constructs important for understanding interaction between external environmental qualities and the individual's experience. The article considers existing conceptualizations within psychological and sociological bodies of literature, research using these concepts, current developmental theories and issues in the understanding of environment and participation within rehabilitation science. We then describe a model that integrates a person-focused perspective with an environment-focused perspective and that outlines the mechanisms through which children/youth and social environment interact and transact. Finally, we consider the implications of the proposed model for research and clinical practice. This conceptual model directs researchers and practitioners toward interventions that will address the mechanisms of child-environment interaction and that will build capacity within both children and their social environments, including families, peers groups and communities. Health is created and lived by people within the settings of their everyday life; where they learn, work, play, and love [p.2]. Understanding how social environment and personal factors interact over time to affect the development of children/youth can influence the design of services for children and youth with impairments. The model described integrates the individual-focused and environment-focused perspectives and outlines the mechanisms of the ongoing reciprocal interaction between children/youth and their social environments: provision of opportunities, resources and supports and contextual processes of choice, active engagement and collaboration. Addressing these mechanisms could contribute to creating healthier environments in which all children, including children with impairments, have experiences that lead to positive developmental benefits.
Samothrakis, S; Arvanitis, T N; Plataniotis, A; McNeill, M D; Lister, P F
1997-11-01
Virtual Reality Modelling Language (VRML) is the start of a new era for medicine and the World Wide Web (WWW). Scientists can use VRML across the Internet to explore new three-dimensional (3D) worlds, share concepts and collaborate together in a virtual environment. VRML enables the generation of virtual environments through the use of geometric, spatial and colour data structures to represent 3D objects and scenes. In medicine, researchers often want to interact with scientific data, which in several instances may also be dynamic (e.g. MRI data). This data is often very large and is difficult to visualise. A 3D graphical representation can make the information contained in such large data sets more understandable and easier to interpret. Fast networks and satellites can reliably transfer large data sets from computer to computer. This has led to the adoption of remote tale-working in many applications including medical applications. Radiology experts, for example, can view and inspect in near real-time a 3D data set acquired from a patient who is in another part of the world. Such technology is destined to improve the quality of life for many people. This paper introduces VRML (including some technical details) and discusses the advantages of VRML in application developing.
ERIC Educational Resources Information Center
Samur, Yavuz
2011-01-01
In computer-supported collaborative learning (CSCL) environments, there are many researches done on collaborative learning activities; however, in game-based learning environments, more research and literature on collaborative learning activities are required. Actually, both game-based learning environments and wikis enable us to use new chances…
Exploring Learning through Audience Interaction in Virtual Reality Dome Theaters
NASA Astrophysics Data System (ADS)
Apostolellis, Panagiotis; Daradoumis, Thanasis
Informal learning in public spaces like museums, science centers and planetariums is increasingly popular during the last years. Recent advancements in large-scale displays allowed contemporary technology-enhanced museums to get equipped with digital domes, some with real-time capabilities like Virtual Reality systems. By conducting extensive literature review we have come to the conclusion that little to no research has been carried out on the leaning outcomes that the combination of VR and audience interaction can provide in the immersive environments of dome theaters. Thus, we propose that audience collaboration in immersive virtual reality environments presents a promising approach to support effective learning in groups of school aged children.
Simulation Environment for Orion Launch Abort System Control Design Studies
NASA Technical Reports Server (NTRS)
McMinn, J. Dana; Jackson, E. Bruce; Christhilf, David M.
2007-01-01
The development and use of an interactive environment to perform control system design and analysis of the proposed Crew Exploration Vehicle Launch Abort System is described. The environment, built using a commercial dynamic systems design package, includes use of an open-source configuration control software tool and a collaborative wiki to coordinate between the simulation developers, control law developers and users. A method for switching between multiple candidate control laws and vehicle configurations is described. Aerodynamic models, especially in a development program, change rapidly, so a means for automating the implementation of new aerodynamic models is described.
Mobile collaborative medical display system.
Park, Sanghun; Kim, Wontae; Ihm, Insung
2008-03-01
Because of recent advances in wireless communication technologies, the world of mobile computing is flourishing with a variety of applications. In this study, we present an integrated architecture for a personal digital assistant (PDA)-based mobile medical display system that supports collaborative work between remote users. We aim to develop a system that enables users in different regions to share a working environment for collaborative visualization with the potential for exploring huge medical datasets. Our system consists of three major components: mobile client, gateway, and parallel rendering server. The mobile client serves as a front end and enables users to choose the visualization and control parameters interactively and cooperatively. The gateway handles requests and responses between mobile clients and the rendering server for efficient communication. Through the gateway, it is possible to share working environments between users, allowing them to work together in computer supported cooperative work (CSCW) mode. Finally, the parallel rendering server is responsible for performing heavy visualization tasks. Our experience indicates that some features currently available to our mobile clients for collaborative scientific visualization are limited due to the poor performance of mobile devices and the low bandwidth of wireless connections. However, as mobile devices and wireless network systems are experiencing considerable elevation in their capabilities, we believe that our methodology will be utilized effectively in building quite responsive, useful mobile collaborative medical systems in the very near future.
Immersive realities: articulating the shift from VR to mobile AR through artistic practice
NASA Astrophysics Data System (ADS)
Margolis, Todd; Cornish, Tracy; Berry, Rodney; DeFanti, Thomas A.
2012-03-01
Our contemporary imaginings of technological engagement with digital environments has transitioned from flying through Virtual Reality to mobile interactions with the physical world through personal media devices. Experiences technologically mediated through social interactivity within physical environments are now being preferenced over isolated environments such as CAVEs or HMDs. Examples of this trend can be seen in early tele-collaborative artworks which strove to use advanced networking to join multiple participants in shared virtual environments. Recent developments in mobile AR allow untethered access to such shared realities in places far removed from labs and home entertainment environments, and without the bulky and expensive technologies attached to our bodies that accompany most VR. This paper addresses the emerging trend favoring socially immersive artworks via mobile Augmented Reality rather than sensorially immersive Virtual Reality installations. With particular focus on AR as a mobile, locative technology, we will discuss how concepts of immersion and interactivity are evolving with this new medium. Immersion in context of mobile AR can be redefined to describe socially interactive experiences. Having distinctly different sensory, spatial and situational properties, mobile AR offers a new form for remixing elements from traditional virtual reality with physically based social experiences. This type of immersion offers a wide array of potential for mobile AR art forms. We are beginning to see examples of how artists can use mobile AR to create social immersive and interactive experiences.
Using Web 2.0 Technology to Enhance, Scaffold and Assess Problem-Based Learning
ERIC Educational Resources Information Center
Hack, Catherine
2013-01-01
Web 2.0 technologies, such as social networks, wikis, blogs, and virtual worlds provide a platform for collaborative working, facilitating sharing of resources and joint document production. They can act as a stimulus to promote active learning and provide an engaging and interactive environment for students, and as such align with the philosophy…
Enhance Learning on Software Project Management through a Role-Play Game in a Virtual World
ERIC Educational Resources Information Center
Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis
2016-01-01
This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…
Virtual Office Hours Using a Tablet PC: E-lluminating Biochemistry in an Online Environment
ERIC Educational Resources Information Center
Kohorst, Kelly; Cox, James R.
2007-01-01
The availability of online collaboration software has provided new opportunities for instructors to interact with students outside the classroom. This report describes how Elluminate "Live!"[R], a particular conferencing software package, can be used with a tablet PC to conduct virtual office hours in a biochemistry course. The educational value…
An E-Learning Collaborative Environment: Learning within a Masters in Education Programme
ERIC Educational Resources Information Center
Hendricks, Natheem
2012-01-01
This article contributes to the debate about e-learning as a form of adult education. It is based on the experiences of South African students, describes and analyses group interaction in an intercontinental Masters in Adult Education Programme which uses a computer electronic platform as the primary medium for learning and teaching. The article…
ERIC Educational Resources Information Center
Molka-Danielsen, Judith; Hadjistassou, Stella; Messl-Egghart, Gerhilde
2016-01-01
This research is motivated by the emergence of virtual technologies and their potential as engaging pedagogical tools for facilitating comprehension, interactions and collaborations for learning; and in particular as applied to learning second languages (L2). This paper provides a descriptive analysis of a case study that examines affective…
ERIC Educational Resources Information Center
Grenier, Michelle; Miller, Nancy; Black, Ken
2017-01-01
General physical education (GPE) affords many opportunities for students with and without disabilities to interact and develop positive peer relationships. This case study describes one teacher's use of collaborative practices, universal design for learning (UDL), and the inclusion spectrum to create an accessible learning environment in which the…
Designing Interactive and Collaborative Learning Tasks in a 3-D Virtual Environment
ERIC Educational Resources Information Center
Berns, Anke; Palomo-Duarte, Manuel; Fernández, David Camacho
2012-01-01
The aim of our study is to explore several possibilities to use virtual worlds (VWs) and game-applications with learners of the A1 level (CEFR) of German as a foreign language. Our interest focuses especially on designing those learning tools which increase firstly, learner motivation towards online-learning and secondly, enhance autonomous…
Social Media and the New Academic Environment: Pedagogical Challenges
ERIC Educational Resources Information Center
Patrut, Bogdan; Patrut, Monica; Cmeciu, Camelia
2013-01-01
As web applications play a vital role in our society, social media has emerged as an important tool in the creation and exchange of user-generated content and social interaction. The benefits of these services have entered in the educational areas to become new means by which scholars communicate, collaborate and teach. Social Media and the New…
Instant Messaging for Creating Interactive and Collaborative m-Learning Environments
ERIC Educational Resources Information Center
Kadirire, James
2007-01-01
"Instant Messaging" (IM) and "Presence," which is essentially the ability of being able to detect if other users are logged in on the network and send them messages in real time, has become one of the most popular applications of the Internet, causing people to want to stay connected to the Internet for inordinate amounts of…
ERIC Educational Resources Information Center
Cummings, Jeffrey
2012-01-01
The introduction of social media has changed the way individuals communicate and collaborate both within and outside the organization. While social media has the potential to change how organizations interact internally, minimal research has examined the impact this media may have within a virtual team environment. This dissertation examines a…
Towards a Global Concept of Collaborative Space
NASA Astrophysics Data System (ADS)
Hartkopf, Volker; Loftness, Vivian; Aziz, Azizan
Both distraction-free and interactive officing strategies will be required for a number of different key work places: the Individual Place, Project Place, Meeting Place, Social Place, and the Electronic Place. Mobility and flexibility in furniture, lighting, thermal, and networking will have significant opportunities for innovation, with the Project Place the most innovative and unknown of these work environments.
ERIC Educational Resources Information Center
Lee, Daniel; Spear, Rita; Kero, Patty
2017-01-01
Students are accessing graduate study online in ever-increasing numbers with interactive experiences differing from those who traditionally enroll in corresponding face-to-face (F2F) classes. Soft skills such as collaboration/teamwork, communication and presentation are important to learning but difficult to practice outside the F2F environment.…
DOE Office of Scientific and Technical Information (OSTI.GOV)
Scholtz, Jean
A new field of research, visual analytics, has recently been introduced. This has been defined as “the science of analytical reasoning facilitated by visual interfaces." Visual analytic environments, therefore, support analytical reasoning using visual representations and interactions, with data representations and transformation capabilities, to support production, presentation and dissemination. As researchers begin to develop visual analytic environments, it will be advantageous to develop metrics and methodologies to help researchers measure the progress of their work and understand the impact their work will have on the users who will work in such environments. This paper presents five areas or aspects ofmore » visual analytic environments that should be considered as metrics and methodologies for evaluation are developed. Evaluation aspects need to include usability, but it is necessary to go beyond basic usability. The areas of situation awareness, collaboration, interaction, creativity, and utility are proposed as areas for initial consideration. The steps that need to be undertaken to develop systematic evaluation methodologies and metrics for visual analytic environments are outlined.« less
A new security model for collaborative environments
DOE Office of Scientific and Technical Information (OSTI.GOV)
Agarwal, Deborah; Lorch, Markus; Thompson, Mary
Prevalent authentication and authorization models for distributed systems provide for the protection of computer systems and resources from unauthorized use. The rules and policies that drive the access decisions in such systems are typically configured up front and require trust establishment before the systems can be used. This approach does not work well for computer software that moderates human-to-human interaction. This work proposes a new model for trust establishment and management in computer systems supporting collaborative work. The model supports the dynamic addition of new users to a collaboration with very little initial trust placed into their identity and supportsmore » the incremental building of trust relationships through endorsements from established collaborators. It also recognizes the strength of a users authentication when making trust decisions. By mimicking the way humans build trust naturally the model can support a wide variety of usage scenarios. Its particular strength lies in the support for ad-hoc and dynamic collaborations and the ubiquitous access to a Computer Supported Collaboration Workspace (CSCW) system from locations with varying levels of trust and security.« less
Cyberhubs: Virtual Research Environments for Astronomy
NASA Astrophysics Data System (ADS)
Herwig, Falk; Andrassy, Robert; Annau, Nic; Clarkson, Ondrea; Côté, Benoit; D’Sa, Aaron; Jones, Sam; Moa, Belaid; O’Connell, Jericho; Porter, David; Ritter, Christian; Woodward, Paul
2018-05-01
Collaborations in astronomy and astrophysics are faced with numerous cyber-infrastructure challenges, such as large data sets, the need to combine heterogeneous data sets, and the challenge to effectively collaborate on those large, heterogeneous data sets with significant processing requirements and complex science software tools. The cyberhubs system is an easy-to-deploy package for small- to medium-sized collaborations based on the Jupyter and Docker technology, which allows web-browser-enabled, remote, interactive analytic access to shared data. It offers an initial step to address these challenges. The features and deployment steps of the system are described, as well as the requirements collection through an account of the different approaches to data structuring, handling, and available analytic tools for the NuGrid and PPMstar collaborations. NuGrid is an international collaboration that creates stellar evolution and explosion physics and nucleosynthesis simulation data. The PPMstar collaboration performs large-scale 3D stellar hydrodynamics simulations of interior convection in the late phases of stellar evolution. Examples of science that is currently performed on cyberhubs, in the areas of 3D stellar hydrodynamic simulations, stellar evolution and nucleosynthesis, and Galactic chemical evolution, are presented.
Innovation in ambulatory care: a collaborative approach to redesigning the health care workplace.
Johnson, Paula A; Bookman, Ann; Bailyn, Lotte; Harrington, Mona; Orton, Piper
2011-02-01
To improve the quality of patient care and work satisfaction of the physicians and staff at an ambulatory practice that had recently started an innovative model of clinical care for women. The authors used an inclusive process, collaborative interactive action research, to engage all physicians and staff members in assessing and redesigning their work environment. Based on key barriers to working effectively and integrating work and family identified in that process, a pilot project with new work practices and structures was developed, implemented, and evaluated. The work redesign process established cross-occupational care teams in specific clinical areas. Members of the teams built skills in assessing clinical operations in their practice areas, developed new levels of collaboration, and constructed new models of distributed leadership. The majority of participants reported an improvement in how their area functioned. Integrating work and family/personal life-particularly practices around flexible work arrangements-became an issue for team discussion and solutions, not a matter of individual accommodation by managers. By engaging the workforce, collaborative interactive action research can help achieve lasting change in the health care workplace and increase physicians' and staff members' work satisfaction. This "dual agenda" may be best achieved through a collaborative process where cross-occupational teams are responsible for workflow and outcomes and where the needs of patients and providers are integrated.
The impact of a novel resident leadership training curriculum.
Awad, Samir S; Hayley, Barbara; Fagan, Shawn P; Berger, David H; Brunicardi, F Charles
2004-11-01
Today's complex health care environment coupled with the 80-hour workweek mandate has required that surgical resident team interactions evolve from a military command-and-control style to a collaborative leadership style. A novel educational curriculum was implemented with objectives of training the residents to have the capacity/ability to create and manage powerful teams through alignment, communication, and integrity integral tools to practicing a collaborative leadership style while working 80 hours per week. Specific strategies were as follows: (1) to focus on quality of patient care and service while receiving a high education-to-service ratio, and (2) to maximize efficiency through time management. This article shows that leadership training as part of a resident curriculum can significantly increase a resident's view of leadership in the areas of alignment, communication, and integrity; tools previously shown in business models to be vital for effective and efficient teams. This curriculum, over the course of the surgical residency, can provide residents with the necessary tools to deliver efficient quality of care while working within the 80-hour workweek mandate in a more collaborative style environment.
Activity-Based Introductory Physics Reform *
NASA Astrophysics Data System (ADS)
Thornton, Ronald
2004-05-01
Physics education research has shown that learning environments that engage students and allow them to take an active part in their learning can lead to large conceptual gains compared to those of good traditional instruction. Examples of successful curricula and methods include Peer Instruction, Just in Time Teaching, RealTime Physics, Workshop Physics, Scale-Up, and Interactive Lecture Demonstrations (ILDs). RealTime Physics promotes interaction among students in a laboratory setting and makes use of powerful real-time data logging tools to teach concepts as well as quantitative relationships. An active learning environment is often difficult to achieve in large lecture sessions and Workshop Physics and Scale-Up largely eliminate lectures in favor of collaborative student activities. Peer Instruction, Just in Time Teaching, and Interactive Lecture Demonstrations (ILDs) make lectures more interactive in complementary ways. This presentation will introduce these reforms and use Interactive Lecture Demonstrations (ILDs) with the audience to illustrate the types of curricula and tools used in the curricula above. ILDs make use real experiments, real-time data logging tools and student interaction to create an active learning environment in large lecture classes. A short video of students involved in interactive lecture demonstrations will be shown. The results of research studies at various institutions to measure the effectiveness of these methods will be presented.
Rasch Measurement of Collaborative Problem Solving in an Online Environment.
Harding, Susan-Marie E; Griffin, Patrick E
2016-01-01
This paper describes an approach to the assessment of human to human collaborative problem solving using a set of online interactive tasks completed by student dyads. Within the dyad, roles were nominated as either A or B and students selected their own roles. The question as to whether role selection affected individual student performance measures is addressed. Process stream data was captured from 3402 students in six countries who explored the problem space by clicking, dragging the mouse, moving the cursor and collaborating with their partner through a chat box window. Process stream data were explored to identify behavioural indicators that represented elements of a conceptual framework. These indicative behaviours were coded into a series of dichotomous items. These items represented actions and chats performed by students. The frequency of occurrence was used as a proxy measure of item difficulty. Then given a measure of item difficulty, student ability could be estimated using the difficulty estimates of the range of items demonstrated by the student. The Rasch simple logistic model was used to review the indicators to identify those that were consistent with the assumptions of the model and were invariant across national samples, language, curriculum and age of the student. The data were analysed using a one and two dimension, one parameter model. Rasch separation reliability, fit to the model, distribution of students and items on the underpinning construct, estimates for each country and the effect of role differences are reported. This study provides evidence that collaborative problem solving can be assessed in an online environment involving human to human interaction using behavioural indicators shown to have a consistent relationship between the estimate of student ability, and the probability of demonstrating the behaviour.
NASA Astrophysics Data System (ADS)
Shipman, J. S.; Anderson, J. W.
2017-12-01
An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.
Adventure Learning: Theory and Implementation of Hybrid Learning
NASA Astrophysics Data System (ADS)
Doering, A.
2008-12-01
Adventure Learning (AL), a hybrid distance education approach, provides students and teachers with the opportunity to learn about authentic curricular content areas while interacting with adventurers, students, and content experts at various locations throughout the world within an online learning environment (Doering, 2006). An AL curriculum and online environment provides collaborative community spaces where traditional hierarchical classroom roles are blurred and learning is transformed. AL has most recently become popular in K-12 classrooms nationally and internationally with millions of students participating online. However, in the literature, the term "adventure learning" many times gets confused with phrases such as "virtual fieldtrip" and activities where someone "exploring" is posting photos and text. This type of "adventure learning" is not "Adventure Learning" (AL), but merely a slideshow of their activities. The learning environment may not have any curricular and/or social goals, and if it does, the environment design many times does not support these objectives. AL, on the other hand, is designed so that both teachers and students understand that their online and curriculum activities are in synch and supportive of the curricular goals. In AL environments, there are no disparate activities as the design considers the educational, social, and technological affordances (Kirschner, Strijbos, Kreijns, & Beers, 2004); in other words, the artifacts of the learning environment encourage and support the instructional goals, social interactions, collaborative efforts, and ultimately learning. AL is grounded in two major theoretical approaches to learning - experiential and inquiry-based learning. As Kolb (1984) noted, in experiential learning, a learner creates meaning from direct experiences and reflections. Such is the goal of AL within the classroom. Additionally, AL affords learners a real-time authentic online learning experience concurrently as they study the AL curriculum. AL is also grounded in an inquiry- based approach to learning where learners are pursuing answers to questions they have posed rather than focusing on memorizing and regurgitating isolated, irrelevant facts. Both the curriculum and the online classroom are developed to foster students' abilities to inquire via "identifying and posing questions, designing and conducting investigations, analyzing data and evidence, using models and explanations, and communicating findings" (Keys and Bryan, 2001, p 121). The union of experiential and inquiry-based learning is the foundation of AL, guiding and supporting authentic learning endeavors. Based on these theoretical foundations, the design of the adventure learning experiences follows seven interdependent principles that further operationalize AL: researched curriculum grounded in inquiry; collaboration and interaction opportunities between students, experts, peers, and content; utilization of the Internet for curriculum and learning environment delivery; enhancement of curriculum with media and text from the field delivered in a timely manner; synched learning opportunities with the AL curriculum; pedagogical guidelines of the curriculum and the online learning environment; and adventure-based education. (Doering, 2006).
DOE Office of Scientific and Technical Information (OSTI.GOV)
Chesler, Elissa J; Branstetter, Lisa R; Churchill, Gary A
2008-01-01
Complex traits and disease co-morbidity in humans and in model organisms are the result of naturally occurring polymorphisms that interact with each other and with the environment. To ensure the availability of the resources needed to investigate biomolecular networks and ultimately systems level phenotypes, we have initiated breeding of a new genetic reference population of mice, the Collaborative Cross. This population has been designed to optimally support systems genetics analysis. Its novel and important features include high levels of genetic diversity, a large population size to ensure sufficient power in high-dimensional studies, and high mapping precision through accumulation of independentmore » recombination events. Implementation of the Collaborative Cross has been in progress at the Oak Ridge National Laboratory (ORNL) since May 2005. This is achieved through a software assisted breeding program with fully traceable lineages, performed in a uniform environment. Currently, there are 650 lines in production with almost 200 lines over seven generations of inbreeding. Retired breeders enter a high-throughput phenotyping protocol and DNA samples are banked for analysis of recombination history, allele loss, and population structure. Herein we present a progress report of the Collaborative Cross breeding program at ORNL and a description of the kinds of investigations that this resource will support.« less
Virtual microscopy: merging of computer mediated communication and intuitive interfacing
NASA Astrophysics Data System (ADS)
de Ridder, Huib; de Ridder-Sluiter, Johanna G.; Kluin, Philip M.; Christiaans, Henri H. C. M.
2009-02-01
Ubiquitous computing (or Ambient Intelligence) is an upcoming technology that is usually associated with futuristic smart environments in which information is available anytime anywhere and with which humans can interact in a natural, multimodal way. However spectacular the corresponding scenarios may be, it is equally challenging to consider how this technology may enhance existing situations. This is illustrated by a case study from the Dutch medical field: central quality reviewing for pathology in child oncology. The main goal of the review is to assess the quality of the diagnosis based on patient material. The sharing of knowledge in social face-to-face interaction during such meeting is an important advantage. At the same time there is the disadvantage that the experts from the seven Dutch academic medical centers have to travel to the review meeting and that the required logistics to collect and bring patient material and data to the meeting is cumbersome and time-consuming. This paper focuses on how this time-consuming, nonefficient way of reviewing can be replaced by a virtual collaboration system by merging technology supporting Computer Mediated Collaboration and intuitive interfacing. This requires insight in the preferred way of communication and collaboration as well as knowledge about preferred interaction style with a virtual shared workspace.
Collaborative online projects for English language learners in science
NASA Astrophysics Data System (ADS)
Terrazas-Arellanes, Fatima E.; Knox, Carolyn; Rivas, Carmen
2013-12-01
This paper summarizes how collaborative online projects (COPs) are used to facilitate science content-area learning for English Learners of Hispanic origin. This is a Mexico-USA partnership project funded by the National Science Foundation. A COP is a 10-week thematic science unit, completely online, and bilingual (Spanish and English) designed to provide collaborative learning experiences with culturally and linguistically relevant science instruction in an interactive and multimodal learning environment. Units are integrated with explicit instructional lessons that include: (a) hands-on and laboratory activities, (b) interactive materials and interactive games with immediate feedback, (c) animated video tutorials, (d) discussion forums where students exchange scientific learning across classrooms in the USA and in Mexico, and (e) summative and formative assessments. Thematic units have been aligned to U.S. National Science Education Standards and are under current revisions for alignment to the Common Core State Standards. Training materials for the teachers have been integrated into the project website to facilitate self-paced and independent learning. Preliminary findings of our pre-experimental study with a sample of 53 students (81 % ELs), distributed across three different groups, resulted in a 21 % statistically significant points increase from pretest to posttest assessments of science content learning, t( 52) = 11.07, p = .000.
Facilitating interaction, communication and collaboration in online courses
NASA Astrophysics Data System (ADS)
McNeil, Sara G.; Robin, Bernard R.; Miller, Robert M.
2000-07-01
As the Internet evolves into a truly world wide communications medium, the roles of faculty and students at institutions of higher learning are changing. Traditional face-to-face classes are being converted to an online setting, where materials from syllabi to lectures to assignments are available at the click of a mouse. New technological options are challenging and changing the very nature of teaching as faculty migrate from being deliverers of information to facilitators and mentors. Students are also undergoing a transformation from passive recipients to participants in an active learning environment. Interactions are at the heart of this revolution as students and faculty create new methodologies for the online classroom. New types of interactions are emerging between faculty and students, between students and other students and between students and the educational resources they are exploring. As the online teaching and learning environment expands and matures, new social and instructional interactions are replacing the traditional occurrences in face-to-face classrooms. New communication options are also evolving as a critical component of the online classroom. The shift from a synchronous to an asynchronous communication structure has also had a significant impact on the way students and faculty interact. The use of e-mail, listservs and web-based conferencing has given teachers and learners new flexibility and has fostered a climate where learning takes place wherever and whenever it is convenient. HyperGroups, a communication tool that was developed at the University of Houston, allows students and faculty to seamlessly participate in course-related discussions and easily share multimedia resources. This article explores the many issues associated with facilitating interaction, communication and collaboration in online courses.
The development of a collaborative virtual environment for finite element simulation
NASA Astrophysics Data System (ADS)
Abdul-Jalil, Mohamad Kasim
Communication between geographically distributed designers has been a major hurdle in traditional engineering design. Conventional methods of communication, such as video conferencing, telephone, and email, are less efficient especially when dealing with complex design models. Complex shapes, intricate features and hidden parts are often difficult to describe verbally or even using traditional 2-D or 3-D visual representations. Virtual Reality (VR) and Internet technologies have provided a substantial potential to bridge the present communication barrier. VR technology allows designers to immerse themselves in a virtual environment to view and manipulate this model just as in real-life. Fast Internet connectivity has enabled fast data transfer between remote locations. Although various collaborative virtual environment (CVE) systems have been developed in the past decade, they are limited to high-end technology that is not accessible to typical designers. The objective of this dissertation is to discover and develop a new approach to increase the efficiency of the design process, particularly for large-scale applications wherein participants are geographically distributed. A multi-platform and easily accessible collaborative virtual environment (CVRoom), is developed to accomplish the stated research objective. Geographically dispersed designers can meet in a single shared virtual environment to discuss issues pertaining to the engineering design process and to make trade-off decisions more quickly than before, thereby speeding the entire process. This 'faster' design process will be achieved through the development of capabilities to better enable the multidisciplinary and modeling the trade-off decisions that are so critical before launching into a formal detailed design. The features of the environment developed as a result of this research include the ability to view design models, use voice interaction, and to link engineering analysis modules (such as Finite Element Analysis module, such as is demonstrated in this work). One of the major issues in developing a CVE system for engineering design purposes is to obtain any pertinent simulation results in real-time. This is critical so that the designers can make decisions based on these results quickly. For example, in a finite element analysis, if a design model is changed or perturbed, the analysis results must be obtained in real-time or near real-time to make the virtual meeting environment realistic. In this research, the finite difference-based Design Sensitivity Analysis (DSA) approach is employed to approximate structural responses (i.e. stress, displacement, etc), so as to demonstrate the applicability of CVRoom for engineering design trade-offs. This DSA approach provides for fast approximation and is well-suited for the virtual meeting environment where fast response time is required. The DSA-based approach is tested on several example test problems to show its applicability and limitations. This dissertation demonstrates that an increase in efficiency and reduction of time required for a complex design processing can be accomplished using the approach developed in this dissertation research. Several implementations of CVRoom by students working on common design tasks were investigated. All participants confirmed the preference of using the collaborative virtual environment developed in this dissertation work (CVRoom) over other modes of interactions. It is proposed here that CVRoom is representative of the type of collaborative virtual environment that will be used by most designers in the future to reduce the time required in a design cycle and thereby reduce the associated cost.
Regulation and Socio-Emotional Interactions in a Positive and a Negative Group Climate
ERIC Educational Resources Information Center
Bakhtiar, Aishah; Webster, Elizabeth A.; Hadwin, Allyson F.
2018-01-01
Collaboration in an online environment can be a socially and emotionally demanding task. It requires group members to engage in a great deal of regulation, where favourable emotions need to be sustained for the group's productive functioning. The purpose of this cross-case analysis was to examine the interplay of two groups' regulatory processes,…
ERIC Educational Resources Information Center
Isogai, Andrea; McCarthy, Daniel D.; Gardner, Holly L.; Karagatzides, Jim D.; Vandenberg, Skye; Barbeau, Christine; Charania, Nadia; Edwards, Vicky; Cowan, Don; Tsuji, Leonard J. S.
2013-01-01
Northern First Nations in Canada have experienced environmental change throughout history, adapting to these changes based on personal experience interacting with their environment. Community members of Fort Albany First Nation of northern Ontario, Canada, have voiced their concern that their youths' connection to the land is diminishing, making…
ERIC Educational Resources Information Center
Chauncey, Sarah A.
2012-01-01
The ability to interact with peers and coworkers in online digital networks is essential in learning and business environments. Our digital participatory culture is based on communication in response to purposeful activity and is facilitated by information and communication technologies (ICT). Students with emotional, behavioral, and learning…
LiveWall Operational Evaluation: Seattle Law Enforcement Pilot
DOE Office of Scientific and Technical Information (OSTI.GOV)
Barr, Jonathan L.; Burtner, Edwin R.; Stein, Steven L.
2013-10-01
The LiveWall concept envisioned as an outgrowth of the Precision Information Environment (PIE) project allows communications between separate groups using interactive video, audio, and a shared desktop environment; this allows everyone to participate and collaborate in real time, regardless of location. The LiveWall concept provides a virtual window to other locations, where all parties can interact and collaboratively work with each other. This functionality is intended to improve multi-site coordination amongst emergency operations centers (EOC), field operations sites and across organizations and jurisdictions to accommodate communications during routine and emergency events. For the initial LiveWall operational evaluation PNNL partnered withmore » the Seattle Police Department (SPD). This partnership allowed for the creation of an excellent LiveWall test bed specific to law enforcement. This partnership made it possible to test the LiveWall concept with scenarios involving the many facets of the law enforcement work done by SPD. PNNL and SPD agreed that integrating the systems into operations for a real event would be the best test of the technology and give SPD staff greater visibility into the functionality and benefits offered by the LiveWall concept.« less
Multiagent cooperation and competition with deep reinforcement learning.
Tampuu, Ardi; Matiisen, Tambet; Kodelja, Dorian; Kuzovkin, Ilya; Korjus, Kristjan; Aru, Juhan; Aru, Jaan; Vicente, Raul
2017-01-01
Evolution of cooperation and competition can appear when multiple adaptive agents share a biological, social, or technological niche. In the present work we study how cooperation and competition emerge between autonomous agents that learn by reinforcement while using only their raw visual input as the state representation. In particular, we extend the Deep Q-Learning framework to multiagent environments to investigate the interaction between two learning agents in the well-known video game Pong. By manipulating the classical rewarding scheme of Pong we show how competitive and collaborative behaviors emerge. We also describe the progression from competitive to collaborative behavior when the incentive to cooperate is increased. Finally we show how learning by playing against another adaptive agent, instead of against a hard-wired algorithm, results in more robust strategies. The present work shows that Deep Q-Networks can become a useful tool for studying decentralized learning of multiagent systems coping with high-dimensional environments.
Multiagent cooperation and competition with deep reinforcement learning
Kodelja, Dorian; Kuzovkin, Ilya; Korjus, Kristjan; Aru, Juhan; Aru, Jaan; Vicente, Raul
2017-01-01
Evolution of cooperation and competition can appear when multiple adaptive agents share a biological, social, or technological niche. In the present work we study how cooperation and competition emerge between autonomous agents that learn by reinforcement while using only their raw visual input as the state representation. In particular, we extend the Deep Q-Learning framework to multiagent environments to investigate the interaction between two learning agents in the well-known video game Pong. By manipulating the classical rewarding scheme of Pong we show how competitive and collaborative behaviors emerge. We also describe the progression from competitive to collaborative behavior when the incentive to cooperate is increased. Finally we show how learning by playing against another adaptive agent, instead of against a hard-wired algorithm, results in more robust strategies. The present work shows that Deep Q-Networks can become a useful tool for studying decentralized learning of multiagent systems coping with high-dimensional environments. PMID:28380078
Smart Homes for All: Collaborating Services in a for-All Architecture for Domotics
NASA Astrophysics Data System (ADS)
Catarci, Tiziana; Cincotti, Febo; de Leoni, Massimiliano; Mecella, Massimo; Santucci, Giuseppe
Nowadays, control equipments such as automobiles, home appliances, communication, control and office machines, offer their functionalities in the form of services. Such service pervasivity is particularly evident in immersive realities, i.e., scenarios in which invisible embedded systems need to continuously interact with human users, in order to provide continuous sensed information and to react to service requests from the users themselves. The sm4all project, which will be presented in this paper, is investigating an innovative middleware platform for collaborating smart embedded services in immersive and person-centric environments, through the use of composability and semantic techniques.
Design and Evaluation of a Collaborative Learning Environment
ERIC Educational Resources Information Center
Wang, Qiyun
2009-01-01
Collaboration becomes an essential competency in the current knowledge society. In this study, a collaborative learning environment was designed to facilitate students in group collaboration. Instructional support strategies of friendship and meaningful learning tasks were applied to promote collaboration. Scaffolding strategies such as writing…
Toward a neural basis for peer-interaction: what makes peer-learning tick?
Clark, Ian; Dumas, Guillaume
2015-01-01
Many of the instructional practices that have been advanced as intrinsically motivating are inherent in socio-constructivist learning environments. There is now emerging scientific evidence to explain why interactive learning environments promote the intrinsic motivation to learn. The “two-body” and “second person” approaches have begun to explore the “dark matter” of social neuroscience: the intra- and inter-individual brain dynamics during social interaction. Moreover, studies indicate that when young learners are given expanded opportunities to actively and equitably participate in collaborative learning activities they experienced feelings of well-being, contentment, or even excitement. Neuroscience starts demonstrating how this naturally rewarding aspect is strongly associated with the implication of the mesolimbic dopaminergic pathway during social interaction. The production of dopamine reinforces the desire to continue the interaction, and heightens feelings of anticipation for future peer-learning activities. Here we review how cooperative learning and problem-solving interactions can bring about the “intrinsic” motivation to learn. Overall, the reported theoretical arguments and neuroscientific results have clear implications for school and organization approaches and support social constructivist perspectives. PMID:25713542
NASA Astrophysics Data System (ADS)
Patil, Sameer; Kobsa, Alfred; John, Ajita; Brotman, Lynne S.; Seligmann, Doree
To understand how collaborators reconcile the often conflicting needs of awareness and privacy, we studied a large software development project in a multinational corporation involving individuals at sites in the U.S. and India. We present a theoretical framework describing privacy management practices and their determinants that emerged from field visits, interviews, and questionnaire responses. The framework identifies five relevant situational characteristics: issue(s) under consideration, physical place(s) involved in interaction(s), temporal aspects, affordances and limitations presented by technology, and nature of relationships among parties. Each actor, in turn, interprets the situation based on several simultaneous influences: self, team, work site, organization, and cultural environment. This interpretation guides privacy management action(s). Past actions form a feedback loop refining and/or reinforcing the interpretive influences. The framework suggests that effective support for privacy management will require that designers follow a socio-technical approach incorporating a wider scope of situational and interpretive differences.
Epigenetics, eh! A meeting summary of the Canadian Conference on Epigenetics.
Rodenhiser, David I; Bérubé, Nathalie G; Mann, Mellissa R W
2011-10-01
In May 2011, the Canadian Conference on Epigenetics: Epigenetics Eh! was held in London, Canada. The objectives of this conference were to showcase the breadth of epigenetic research on environment and health across Canada and to provide the catalyst to develop collaborative Canadian epigenetic research opportunities, similar to existing international epigenetic initiatives in the US and Europe. With ten platform sessions and two sessions with over 100 poster presentations, this conference featured cutting-edge epigenetic research, presented by Canadian and international principal investigators and their trainees in the field of epigenetics and chromatin dynamics. An EpigenART competition included ten artists, creating a unique opportunity for artists and scientists to interact and explore their individual interpretations of this scientific discipline. The conference provided a unique venue for a significant cross-section of Canadian epigenetic researchers from diverse disciplines to meet, interact, collaborate and strategize at the national level.
Framework for Building Collaborative Research Environment
Devarakonda, Ranjeet; Palanisamy, Giriprakash; San Gil, Inigo
2014-10-25
Wide range of expertise and technologies are the key to solving some global problems. Semantic web technology can revolutionize the nature of how scientific knowledge is produced and shared. The semantic web is all about enabling machine-machine readability instead of a routine human-human interaction. Carefully structured data, as in machine readable data is the key to enabling these interactions. Drupal is an example of one such toolset that can render all the functionalities of Semantic Web technology right out of the box. Drupal’s content management system automatically stores the data in a structured format enabling it to be machine. Withinmore » this paper, we will discuss how Drupal promotes collaboration in a research setting such as Oak Ridge National Laboratory (ORNL) and Long Term Ecological Research Center (LTER) and how it is effectively using the Semantic Web in achieving this.« less
Locating Elementary Teachers' Professional Communities in a Structured Collaboration Environment
ERIC Educational Resources Information Center
Chu, Szu Yang
2016-01-01
As teacher collaboration becomes an increasingly common goal in school organization, teachers' experiences and perspectives in a Structured Collaboration Environment remain under-examined. This qualitative case study explored how teachers participated in collaborative work, the outcomes of collaboration, and supports and obstacles to productive…
Interface Anywhere: Development of a Voice and Gesture System for Spaceflight Operations
NASA Technical Reports Server (NTRS)
Thompson, Shelby; Haddock, Maxwell; Overland, David
2013-01-01
The Interface Anywhere Project was funded through Innovation Charge Account (ICA) at NASA JSC in the Fall of 2012. The project was collaboration between human factors and engineering to explore the possibility of designing an interface to control basic habitat operations through gesture and voice control; (a) Current interfaces require the users to be physically near an input device in order to interact with the system; and (b) By using voice and gesture commands, the user is able to interact with the system anywhere they want within the work environment.
ISS Radiation Shielding and Acoustic Simulation Using an Immersive Environment
NASA Technical Reports Server (NTRS)
Verhage, Joshua E.; Sandridge, Chris A.; Qualls, Garry D.; Rizzi, Stephen A.
2002-01-01
The International Space Station Environment Simulator (ISSES) is a virtual reality application that uses high-performance computing, graphics, and audio rendering to simulate the radiation and acoustic environments of the International Space Station (ISS). This CAVE application allows the user to maneuver to different locations inside or outside of the ISS and interactively compute and display the radiation dose at a point. The directional dose data is displayed as a color-mapped sphere that indicates the relative levels of radiation from all directions about the center of the sphere. The noise environment is rendered in real time over headphones or speakers and includes non-spatial background noise, such as air-handling equipment, and spatial sounds associated with specific equipment racks, such as compressors or fans. Changes can be made to equipment rack locations that produce changes in both the radiation shielding and system noise. The ISSES application allows for interactive investigation and collaborative trade studies between radiation shielding and noise for crew safety and comfort.
CaveCAD: a tool for architectural design in immersive virtual environments
NASA Astrophysics Data System (ADS)
Schulze, Jürgen P.; Hughes, Cathleen E.; Zhang, Lelin; Edelstein, Eve; Macagno, Eduardo
2014-02-01
Existing 3D modeling tools were designed to run on desktop computers with monitor, keyboard and mouse. To make 3D modeling possible with mouse and keyboard, many 3D interactions, such as point placement or translations of geometry, had to be mapped to the 2D parameter space of the mouse, possibly supported by mouse buttons or keyboard keys. We hypothesize that had the designers of these existing systems had been able to assume immersive virtual reality systems as their target platforms, they would have been able to design 3D interactions much more intuitively. In collaboration with professional architects, we created a simple, but complete 3D modeling tool for virtual environments from the ground up and use direct 3D interaction wherever possible and adequate. In this publication, we present our approaches for interactions for typical 3D modeling functions, such as geometry creation, modification of existing geometry, and assignment of surface materials. We also discuss preliminary user experiences with this system.
Henderson, Saras; Dalton, Megan; Cartmel, Jennifer
2016-01-01
Health professionals may be expert clinicians but do not automatically make effective teachers and need educational development. In response, a team of health academics at an Australian university developed and evaluated the continuing education Graduate Certificate in Health Professional Education Program using an interprofessional learning model. The model was informed by Collins interactional expertise and Knowles adult learning theories. The team collaboratively developed and taught four courses in the program. Blended learning methods such as web-based learning, face-to-face workshops, and online discussion forums were used. Twenty-seven multidisciplinary participants enrolled in the inaugural program. Focus group interview, self-report questionnaires, and teacher observations were used to evaluate the program. Online learning motivated participants to learn in a collaborative virtual environment. The workshops conducted in an interprofessional environment promoted knowledge sharing and helped participants to better understand other discipline roles, so they could conduct clinical education within a broader health care team context. Work-integrated assessments supported learning relevance. The teachers, however, observed that some participants struggled because of lack of computer skills. Although the interprofessional learning model promoted collaboration and flexibility, it is important to note that consideration be given to participants who are not computer literate. We therefore conducted a library and computer literacy workshop in orientation week which helped. An interprofessional learning environment can assist health professionals to operate outside their "traditional silos" leading to a more collaborative approach to the provision of care. Our experience may assist other organizations in developing similar programs.
C-ME: A 3D Community-Based, Real-Time Collaboration Tool for Scientific Research and Training
Kolatkar, Anand; Kennedy, Kevin; Halabuk, Dan; Kunken, Josh; Marrinucci, Dena; Bethel, Kelly; Guzman, Rodney; Huckaby, Tim; Kuhn, Peter
2008-01-01
The need for effective collaboration tools is growing as multidisciplinary proteome-wide projects and distributed research teams become more common. The resulting data is often quite disparate, stored in separate locations, and not contextually related. Collaborative Molecular Modeling Environment (C-ME) is an interactive community-based collaboration system that allows researchers to organize information, visualize data on a two-dimensional (2-D) or three-dimensional (3-D) basis, and share and manage that information with collaborators in real time. C-ME stores the information in industry-standard databases that are immediately accessible by appropriate permission within the computer network directory service or anonymously across the internet through the C-ME application or through a web browser. The system addresses two important aspects of collaboration: context and information management. C-ME allows a researcher to use a 3-D atomic structure model or a 2-D image as a contextual basis on which to attach and share annotations to specific atoms or molecules or to specific regions of a 2-D image. These annotations provide additional information about the atomic structure or image data that can then be evaluated, amended or added to by other project members. PMID:18286178
The Value of Friction, Tension, and Disparity in Global Collaboration (Invited)
NASA Astrophysics Data System (ADS)
Parsons, M. A.
2013-12-01
Misunderstandings; conflicting goals; competition for limited funds; differing worldviews, agendas, ideals... These types of 'friction' are inevitable in national and global collaboration. And while friction can create tension and conflict, it is not inherently bad. It is at these points of interaction and tension where we can sometimes gain the most insight. Common understanding comes not only through agreed universal principles but also through multiple lines of evidence that wind through disparate views and describe a greater story. Collaboration is not straightforward in an environment of friction, tension, and disparity. Collaborators do not necessarily have common goals. Dynamic, coalition-style politics emerge. How can we align these disparities to achieve standards and common knowledge while still valuing and understanding differing perspectives? Achieving the understanding that comes through both unity and disparity is a central goal of the Research Data Alliance. RDA is emerging as a "neutral place" or "social gateway" where frictions can be identified, addressed, and understood but not necessarily removed.
Collaborative Scheduling Using JMS in a Mixed Java and .NET Environment
NASA Technical Reports Server (NTRS)
Wang, Yeou-Fang; Wax, Allan; Lam, Ray; Baldwin, John; Borden, Chet
2006-01-01
A viewgraph presentation to demonstrate collaborative scheduling using Java Message Service (JMS) in a mixed Java and .Net environment is given. The topics include: 1) NASA Deep Space Network scheduling; 2) Collaborative scheduling concept; 3) Distributed computing environment; 4) Platform concerns in a distributed environment; 5) Messaging and data synchronization; and 6) The prototype.
ERIC Educational Resources Information Center
Pino, Marco; Pozzuoli, Loredana; Riccioni, Ilaria; Castellarin, Valentine
2016-01-01
In this article we examine a turn construction ("oh"+apology+solution) that speakers use to deal with the concomitant presence of a possible offense and a problem-to-be-solved in the immediately preceding interactional environment. We show that speakers collaborate in differentiating the offense aspect and the problem aspect of an…
ERIC Educational Resources Information Center
Akhtar, S.; Warburton, S.; Xu, W.
2017-01-01
In this paper we report on the use of a purpose built Computer Support Collaborative learning environment designed to support lab-based CAD teaching through the monitoring of student participation and identified predictors of success. This was carried out by analysing data from the interactive learning system and correlating student behaviour with…
ERIC Educational Resources Information Center
Kumar, Vikas; Sharma, Deepika
2016-01-01
Students in the digital era are habitual of using digital devices not only for playing and interacting with their friends and peers, but also as a tool for education and learning. These digital natives are highly obsessed with the internet driven portable devices and always demand for a multimedia rich content. This specific demand needs to be…
ERIC Educational Resources Information Center
Bademci, Ozden H.; Karadayi, Figen E.
2013-01-01
Street children are the most excluded group of people in any society. The general attitude towards them is to criminalise and pathologise. The "To-gather with Children Project" (TCP) has been developed by the Maltepe University Research and Application Centre for Street Children (SOYAC) in Istanbul and implemented in conjunction with the…
Treasure hunt of mineral resources: a serious game in a virtual world
NASA Astrophysics Data System (ADS)
Boniello, Annalisa
2015-04-01
This posterdescribes a geoscience activities on mineral resources for students of 14-18 years old. The activities are created as a treasure hunt of mineral resources, students must pass test and solve questions, search mineral in different environments: near a volcanos, in the river, in a lake, in a cave, under the sea and on a mountain. The activity is created using a virtual environment a virtual world built with a software, Opensim, a opensource software. In this virtual world every student as avatar, a virtual rapresentation of himself, search information, objects, mineral as in a serious game, a digital serious game. In the serious game buit as a treasure hunt, students interact with environment in a learning by doing, and they interact with other students in a cooperative learning and a collaborative environment. In the hunt there is a challenge that student must overcome: understanding what is a mineral resource collecting data on mineral analyzing environments where they are created so the students can improve motivation and learn, and improve scientific skills.
Computational Tools and Facilities for the Next-Generation Analysis and Design Environment
NASA Technical Reports Server (NTRS)
Noor, Ahmed K. (Compiler); Malone, John B. (Compiler)
1997-01-01
This document contains presentations from the joint UVA/NASA Workshop on Computational Tools and Facilities for the Next-Generation Analysis and Design Environment held at the Virginia Consortium of Engineering and Science Universities in Hampton, Virginia on September 17-18, 1996. The presentations focused on the computational tools and facilities for analysis and design of engineering systems, including, real-time simulations, immersive systems, collaborative engineering environment, Web-based tools and interactive media for technical training. Workshop attendees represented NASA, commercial software developers, the aerospace industry, government labs, and academia. The workshop objectives were to assess the level of maturity of a number of computational tools and facilities and their potential for application to the next-generation integrated design environment.
NASA Astrophysics Data System (ADS)
Kuznetsova, M. M.; Heynderickz, D.; Grande, M.; Opgenoorth, H. J.
2017-12-01
The COSPAR/ILWS roadmap on space weather published in 2015 (Advances in Space Research, 2015: DOI: 10.1016/j.asr.2015.03.023) prioritizes steps to be taken to advance understanding of space environment phenomena and to improve space weather forecasting capabilities. General recommendations include development of a comprehensive space environment specification, assessment of the state of the field on a 5-yr basis, standardization of meta-data and product metrics. To facilitate progress towards roadmap goals there is a need for a global hub for collaborative space weather capabilities assessment and development that brings together research, engineering, operational, educational, and end-user communities. The COSPAR Panel on Space Weather is aiming to build upon past progress and to facilitate coordination of established and new international space weather research and development initiatives. Keys to the success include creating flexible, collaborative, inclusive environment and engaging motivated groups and individuals committed to active participation in international multi-disciplinary teams focused on topics addressing emerging needs and challenges in the rapidly growing field of space weather. Near term focus includes comprehensive assessment of the state of the field and establishing an internationally recognized process to quantify and track progress over time, development of a global network of distributed web-based resources and interconnected interactive services required for space weather research, analysis, forecasting and education.
System Level Uncertainty Assessment for Collaborative RLV Design
NASA Technical Reports Server (NTRS)
Charania, A. C.; Bradford, John E.; Olds, John R.; Graham, Matthew
2002-01-01
A collaborative design process utilizing Probabilistic Data Assessment (PDA) is showcased. Given the limitation of financial resources by both the government and industry, strategic decision makers need more than just traditional point designs, they need to be aware of the likelihood of these future designs to meet their objectives. This uncertainty, an ever-present character in the design process, can be embraced through a probabilistic design environment. A conceptual design process is presented that encapsulates the major engineering disciplines for a Third Generation Reusable Launch Vehicle (RLV). Toolsets consist of aerospace industry standard tools in disciplines such as trajectory, propulsion, mass properties, cost, operations, safety, and economics. Variations of the design process are presented that use different fidelities of tools. The disciplinary engineering models are used in a collaborative engineering framework utilizing Phoenix Integration's ModelCenter and AnalysisServer environment. These tools allow the designer to join disparate models and simulations together in a unified environment wherein each discipline can interact with any other discipline. The design process also uses probabilistic methods to generate the system level output metrics of interest for a RLV conceptual design. The specific system being examined is the Advanced Concept Rocket Engine 92 (ACRE-92) RLV. Previous experience and knowledge (in terms of input uncertainty distributions from experts and modeling and simulation codes) can be coupled with Monte Carlo processes to best predict the chances of program success.
Bose, Pia; Hinojosa, Jim
2008-01-01
This grounded theory study described the perspectives of school-based occupational therapists working in inclusive early childhood classrooms emphasizing interactions with teaching staff. Six therapists were interviewed multiple times over several months. The participants viewed their interactions with teaching staff as challenging but potentially rewarding experiences. Viewing collaboration as valuable, their descriptions nonetheless generally omitted many collaborative features, with therapists often assigned the role of "expert." Data analysis revealed four major themes: (1) "It's Not Like I Don't Value Collaboration" (the benefits of collaboration); (2) "Collaboration--I Can't Do It Alone" (the challenges of interactions); (3) "My Opinion, Please Ask for It" (attachment to the expert status), and (4) "Is This Collaboration?" (interactions in practice). The results of this study suggest that current recommendations for collaboration for inclusion in school-based occupational therapy are not optimally implemented in all practice settings.
NASA Astrophysics Data System (ADS)
Panuzzo, P.; Li, J.; Caux, E.
2012-09-01
The Herschel Interactive Processing Environment (HIPE) was developed by the European Space Agency (ESA) in collaboration with NASA and the Herschel Instrument Control Centres, to provide the astronomical community a complete environment to process and analyze the data gathered by the Herschel Space Observatory. One of the most important components of HIPE is the plotting system (named PlotXY) that we present here. With PlotXY it is possible to produce easily high quality publication-ready 2D plots. It provides a long list of features, with fully configurable components, and interactive zooming. The entire code of HIPE is written in Java and is open source released under the GNU Lesser General Public License version 3. A new version of PlotXY is being developed to be independent from the HIPE code base; it is available to the software development community for the inclusion in other projects at the URL http://code.google.com/p/jplot2d/.
Dynamic shared state maintenance in distributed virtual environments
NASA Astrophysics Data System (ADS)
Hamza-Lup, Felix George
Advances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. Particularly challenging are distributed interactive Virtual Environments (VE) that allow knowledge sharing through 3D information. The purpose of this work is to address the problem of latency in distributed interactive VE and to develop a conceptual model for consistency maintenance in these environments based on the participant interaction model. An area that needs to be explored is the relationship between the dynamic shared state and the interaction with the virtual entities present in the shared scene. Mixed Reality (MR) and VR environments must bring the human participant interaction into the loop through a wide range of electronic motion sensors, and haptic devices. Part of the work presented here defines a novel criterion for categorization of distributed interactive VE and introduces, as well as analyzes, an adaptive synchronization algorithm for consistency maintenance in such environments. As part of the work, a distributed interactive Augmented Reality (AR) testbed and the algorithm implementation details are presented. Currently the testbed is part of several research efforts at the Optical Diagnostics and Applications Laboratory including 3D visualization applications using custom built head-mounted displays (HMDs) with optical motion tracking and a medical training prototype for endotracheal intubation and medical prognostics. An objective method using quaternion calculus is applied for the algorithm assessment. In spite of significant network latency, results show that the dynamic shared state can be maintained consistent at multiple remotely located sites. In further consideration of the latency problems and in the light of the current trends in interactive distributed VE applications, we propose a hybrid distributed system architecture for sensor-based distributed VE that has the potential to improve the system real-time behavior and scalability. (Abstract shortened by UMI.)
Fostering Multilateral Involvement in Analog Research
NASA Technical Reports Server (NTRS)
Cromwell, Ronita L.
2015-01-01
International collaboration in space flight research is an effective means for conducting investigations and utilizing limited resources to the fullest extent. Through these multilateral collaborations mutual research questions can be investigated and resources contributed by each international partner to maximize the scientific benefits to all parties. Recently the international partners embraced this approach to initiate collaborations in ground-based space flight analog environments. In 2011, the International Analog Research Working Group was established, and later named the International Human Space Flight Analog Research Coordination Group (HANA). Among the goals of this working group are to 1) establish a framework to coordinate research campaigns, as appropriate, to minimize duplication of effort and enhance synergy; 2) define what analogs are best to use for collaborative interests; and 3) facilitate interaction between discipline experts in order to have the full benefit of international expertise. To accomplish these goals, HANA is currently engaged in developing international research campaigns in ground-based analogs. Plans are being made for an international solicitation for proposals to address research of common interest to all international partners. This solicitation with identify an analog environment that will best accommodate the types of investigations requested. Once selected, studies will be integrated into a campaign and implemented at the analog site. Through these combined efforts, research beneficial to all partners will be conducted efficiently to further address human risks of space exploration.
Bang, Magnus; Timpka, Toomas
2007-06-01
Co-located teams often use material objects to communicate messages in collaboration. Modern desktop computing systems with abstract graphical user interface (GUIs) fail to support this material dimension of inter-personal communication. The aim of this study is to investigate how tangible user interfaces can be used in computer systems to better support collaborative routines among co-located clinical teams. The semiotics of physical objects used in team collaboration was analyzed from data collected during 1 month of observations at an emergency room. The resulting set of communication patterns was used as a framework when designing an experimental system. Following the principles of augmented reality, physical objects were mapped into a physical user interface with the goal of maintaining the symbolic value of those objects. NOSTOS is an experimental ubiquitous computing environment that takes advantage of interaction devices integrated into the traditional clinical environment, including digital pens, walk-up displays, and a digital desk. The design uses familiar workplace tools to function as user interfaces to the computer in order to exploit established cognitive and collaborative routines. Paper-based tangible user interfaces and digital desks are promising technologies for co-located clinical teams. A key issue that needs to be solved before employing such solutions in practice is associated with limited feedback from the passive paper interfaces.
ERIC Educational Resources Information Center
Muuro, Maina Elizaphan; Oboko, Robert; Wagacha, Waiganjo Peter
2016-01-01
In this paper we explore the impact of an intelligent grouping algorithm based on learners' collaborative competency when compared with (a) instructor based Grade Point Average (GPA) method level and (b) random method, on group outcomes and group collaboration problems in an online collaborative learning environment. An intelligent grouping…
Septic safe interactions with smart glasses in health care.
Czuszynski, K; Ruminski, J; Kocejko, T; Wtorek, J
2015-08-01
In this paper, septic safe methods of interaction with smart glasses, due to the health care environment applications consideration, are presented. The main focus is on capabilities of an optical, proximity-based gesture sensor and eye-tracker input systems. The design of both interfaces is being adapted to the open smart glasses platform that is being developed under the eGlasses project. Preliminary results obtained from the proximity sensor show that the recognition of different static and dynamic hand gestures is promising. The experiments performed for the eye-tracker module shown the possibility of interaction with simple Graphical User Interface provided by the near-to-eye display. Research leads to the conclusion of attractiveness of collaborative interfaces for interaction with smart glasses.
Xiao, Yan; Schenkel, Stephen; Faraj, Samer; Mackenzie, Colin F; Moss, Jacqueline
2007-10-01
Highly reliable, efficient collaborative work relies on excellent communication. We seek to understand how a traditional whiteboard is used as a versatile information artifact to support communication in rapid-paced, highly dynamic collaborative work. The similar communicative demands of the trauma operating suite and an emergency department (ED) make the findings applicable to both settings. We took photographs and observed staff's interaction with a whiteboard in a 6-bed surgical suite dedicated to trauma service. We analyzed the integral role of artifacts in cognitive activities as when workers configure and manage visual spaces to simplify their cognitive tasks. We further identified characteristics of the whiteboard as a communicative information artifact in supporting coordination in fast-paced environments. We identified 8 ways in which the whiteboard was used by physicians, nurses, and with other personnel to support collaborative work: task management, team attention management, task status tracking, task articulation, resource planning and tracking, synchronous and asynchronous communication, multidisciplinary problem solving and negotiation, and socialization and team building. The whiteboard was highly communicative because of its location and installation method, high interactivity and usability, high expressiveness, and ability to visualize transition points to support work handoffs. Traditional information artifacts such as whiteboards play significant roles in supporting collaborative work. How these artifacts are used provides insights into complicated information needs of teamwork in highly dynamic, high-risk settings such as an ED.
STEPPE: Supporting collaborative research and education on Earth's deep-time sedimentary crust.
NASA Astrophysics Data System (ADS)
Smith, D. M.
2014-12-01
STEPPE—Sedimentary geology, Time, Environment, Paleontology, Paleoclimate, and Energy—is a National Science Foundation supported consortium whose mission is to promote multidisciplinary research and education on Earth's deep-time sedimentary crust. Deep-time sedimentary crust research includes many specialty areas—biology, geography, ecology, paleontology, sedimentary geology, stratigraphy, geochronology, paleoclimatology, sedimentary geochemistry, and more. In fact, the diversity of disciplines and size of the community (roughly one-third of Earth-science faculty in US universities) itself has been a barrier to the formation of collaborative, multidisciplinary teams in the past. STEPPE has been working to support new research synergies and the development of infrastructure that will encourage the community to think about the big problems that need to be solved and facilitate the formation of collaborative research teams to tackle these problems. Toward this end, STEPPE is providing opportunities for workshops, working groups and professional development training sessions, web-hosting and database services and an online collaboration platform that facilitates interaction among participants, the sharing of documentation and workflows and an ability to push news and reports to group participants and beyond using social media tools. As such, STEPPE is working to provide an interactive space that will serve as both a gathering place and clearinghouse for information, allowing for broader integration of research and education across all STEPPE-related sub disciplines.
A study on haptic collaborative game in shared virtual environment
NASA Astrophysics Data System (ADS)
Lu, Keke; Liu, Guanyang; Liu, Lingzhi
2013-03-01
A study on collaborative game in shared virtual environment with haptic feedback over computer networks is introduced in this paper. A collaborative task was used where the players located at remote sites and played the game together. The player can feel visual and haptic feedback in virtual environment compared to traditional networked multiplayer games. The experiment was desired in two conditions: visual feedback only and visual-haptic feedback. The goal of the experiment is to assess the impact of force feedback on collaborative task performance. Results indicate that haptic feedback is beneficial for performance enhancement for collaborative game in shared virtual environment. The outcomes of this research can have a powerful impact on the networked computer games.
A collaborative molecular modeling environment using a virtual tunneling service.
Lee, Jun; Kim, Jee-In; Kang, Lin-Woo
2012-01-01
Collaborative researches of three-dimensional molecular modeling can be limited by different time zones and locations. A networked virtual environment can be utilized to overcome the problem caused by the temporal and spatial differences. However, traditional approaches did not sufficiently consider integration of different computing environments, which were characterized by types of applications, roles of users, and so on. We propose a collaborative molecular modeling environment to integrate different molecule modeling systems using a virtual tunneling service. We integrated Co-Coot, which is a collaborative crystallographic object-oriented toolkit, with VRMMS, which is a virtual reality molecular modeling system, through a collaborative tunneling system. The proposed system showed reliable quantitative and qualitative results through pilot experiments.
NASA Technical Reports Server (NTRS)
Kamhawi, Hilmi N.
2012-01-01
This report documents the work performed from March 2010 to March 2012. The Integrated Design and Engineering Analysis (IDEA) environment is a collaborative environment based on an object-oriented, multidisciplinary, distributed framework using the Adaptive Modeling Language (AML) as a framework and supporting the configuration design and parametric CFD grid generation. This report will focus on describing the work in the area of parametric CFD grid generation using novel concepts for defining the interaction between the mesh topology and the geometry in such a way as to separate the mesh topology from the geometric topology while maintaining the link between the mesh topology and the actual geometry.
Supporting Awareness for Augmenting Participation in Collaborative Learning.
ERIC Educational Resources Information Center
Ogata, Hiroaki; Yano, Yoneo
This paper describes Coconuts (Concurrent Collaborative Learning Environment Supported by Awareness), a proposed module of Sharlok (Sharing, Linking and Looking-for Knowledge), an open-ended and collaborative learning environment that integrates a knowledge building tool with a collaborative interface tool. Coconuts was developed in order to…
Diversity of multilayer networks and its impact on collaborating epidemics
NASA Astrophysics Data System (ADS)
Min, Yong; Hu, Jiaren; Wang, Weihong; Ge, Ying; Chang, Jie; Jin, Xiaogang
2014-12-01
Interacting epidemics on diverse multilayer networks are increasingly important in modeling and analyzing the diffusion processes of real complex systems. A viral agent spreading on one layer of a multilayer network can interact with its counterparts by promoting (cooperative interaction), suppressing (competitive interaction), or inducing (collaborating interaction) its diffusion on other layers. Collaborating interaction displays different patterns: (i) random collaboration, where intralayer or interlayer induction has the same probability; (ii) concentrating collaboration, where consecutive intralayer induction is guaranteed with a probability of 1; and (iii) cascading collaboration, where consecutive intralayer induction is banned with a probability of 0. In this paper, we develop a top-bottom framework that uses only two distributions, the overlaid degree distribution and edge-type distribution, to model collaborating epidemics on multilayer networks. We then state the response of three collaborating patterns to structural diversity (evenness and difference of network layers). For viral agents with small transmissibility, we find that random collaboration is more effective in networks with higher diversity (high evenness and difference), while the concentrating pattern is more suitable in uneven networks. Interestingly, the cascading pattern requires a network with moderate difference and high evenness, and the moderately uneven coupling of multiple network layers can effectively increase robustness to resist cascading failure. With large transmissibility, however, we find that all collaborating patterns are more effective in high-diversity networks. Our work provides a systemic analysis of collaborating epidemics on multilayer networks. The results enhance our understanding of biotic and informative diffusion through multiple vectors.
Evaluating Types of Students' Interactions in a Wiki-Based Collaborative Learning Project
ERIC Educational Resources Information Center
Prokofieva, Maria
2013-01-01
Wiki technology has been promoted as a collaborative software platform. This study investigates interactions that occur in a wiki-based collaborative learning project. The study draws on interaction literature and investigates the types of interactions with which students are engaged in wiki-based group projects, clusters that reflect online…
Foley, Mary Ann; Fried, Adina Rachel; Cowan, Emily; Bays, Rebecca Brooke
2014-01-01
In 2 experiments, the effect of collaborative encoding on memory was examined by testing 2 interactive components of co-construction processes. One component focused on the nature of the interactive exchange between collaborators: As the partners worked together to create descriptions about ways to interact with familiar objects, constraints were imposed on the interactions by requiring them to take turns (Experiment 1) or to interact without constraints (Experiment 2). The nature of the relationship between partners was manipulated as well by including 2 pair types, friends or unfamiliar peers (Experiments 1 and 2). Interactive component effects were found to influence spontaneous activations through content analyses of participants' descriptions, the patterns of false recognition errors, and the relationship between content and errors. The findings highlight the value of examining the content of participants' collaborative efforts when assessing the effects of collaborative encoding on memory and point to mechanisms mediating collaboration's effects. Because the interactions occurred within the context of an imagery generation task, the findings are also intriguing because of their implications for the use of guided imagery techniques that incorporate co-construction processes.
Art-Science-Technology collaboration through immersive, interactive 3D visualization
NASA Astrophysics Data System (ADS)
Kellogg, L. H.
2014-12-01
At the W. M. Keck Center for Active Visualization in Earth Sciences (KeckCAVES), a group of geoscientists and computer scientists collaborate to develop and use of interactive, immersive, 3D visualization technology to view, manipulate, and interpret data for scientific research. The visual impact of immersion in a CAVE environment can be extremely compelling, and from the outset KeckCAVES scientists have collaborated with artists to bring this technology to creative works, including theater and dance performance, installations, and gamification. The first full-fledged collaboration designed and produced a performance called "Collapse: Suddenly falling down", choreographed by Della Davidson, which investigated the human and cultural response to natural and man-made disasters. Scientific data (lidar scans of disaster sites, such as landslides and mine collapses) were fully integrated into the performance by the Sideshow Physical Theatre. This presentation will discuss both the technological and creative characteristics of, and lessons learned from the collaboration. Many parallels between the artistic and scientific process emerged. We observed that both artists and scientists set out to investigate a topic, solve a problem, or answer a question. Refining that question or problem is an essential part of both the creative and scientific workflow. Both artists and scientists seek understanding (in this case understanding of natural disasters). Differences also emerged; the group noted that the scientists sought clarity (including but not limited to quantitative measurements) as a means to understanding, while the artists embraced ambiguity, also as a means to understanding. Subsequent art-science-technology collaborations have responded to evolving technology for visualization and include gamification as a means to explore data, and use of augmented reality for informal learning in museum settings.
NASA Astrophysics Data System (ADS)
Cencetti, Michele
2016-07-01
European space exploration missions have produced huge data sets of potentially immense value for research as well as for planning and operating future missions. For instance, Mars Exploration programs comprise a series of missions with launches ranging from the past to beyond present, which are anticipated to produce exceptional volumes of data which provide prospects for research breakthroughs and advancing further activities in space. These collected data include a variety of information, such as imagery, topography, atmospheric, geochemical datasets and more, which has resulted in and still demands, databases, versatile visualisation tools and data reduction methods. Such rate of valuable data acquisition requires the scientists, researchers and computer scientists to coordinate their storage, processing and relevant tools to enable efficient data analysis. However, the current position is that expert teams from various disciplines, the databases and tools are fragmented, leaving little scope for unlocking its value through collaborative activities. The benefits of collaborative virtual environments have been implemented in various industrial fields allowing real-time multi-user collaborative work among people from different disciplines. Exploiting the benefits of advanced immersive virtual environments (IVE) has been recognized as an important interaction paradigm to facilitate future space exploration. The current work is mainly aimed towards the presentation of the preliminary results coming from the CROSS DRIVE project. This research received funding from the European Union Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 607177 and is mainly aimed towards the implementation of a distributed virtual workspace for collaborative scientific discovery, mission planning and operations. The purpose of the CROSS DRIVE project is to lay foundations of collaborative European workspaces for space science. It will demonstrate the feasibility and begin to standardize the integration of space datasets, simulators, analytical modules, remote scientific centers and experts to work together to conduct space science activities as well as support the planning and operations of space missions. The development of this collaborative workspace infrastructure will be focused through preparation of the ExoMars 2016 TGO and 2018 rover missions. Three use case scenarios with increasing levels of complexities has been considered to exercise the remote and Collaborative Workspace as it would happen during science mission design or real-time operations: rover landing site characterization; Mars atmospheric data analysis and comparison among datasets; rover target selection and motion planning during real-time operations. A brief overview of the traditional approaches used in the operations domains is provided in the first part of the paper, mainly focusing on the main drawbacks that arise during actual missions. Examples of design, execution and management of the operational activities are introduced in this section, highlighting the main issues and tools that are currently used. The current needs and the possible solutions are introduced in the following section, providing details on how CROSS DRIVE environment can be used to improve space operations. The developed prototype and the related approach are assessed to show the improvements that can be achieved with respect to data exchange and users' interactions. The project results are also intended to show how the same operational philosophy can be extended from robotic exploration to human-rated ones missions.
Applications of Multi-Agent Technology to Power Systems
NASA Astrophysics Data System (ADS)
Nagata, Takeshi
Currently, agents are focus of intense on many sub-fields of computer science and artificial intelligence. Agents are being used in an increasingly wide variety of applications. Many important computing applications such as planning, process control, communication networks and concurrent systems will benefit from using multi-agent system approach. A multi-agent system is a structure given by an environment together with a set of artificial agents capable to act on this environment. Multi-agent models are oriented towards interactions, collaborative phenomena, and autonomy. This article presents the applications of multi-agent technology to the power systems.
NASA Astrophysics Data System (ADS)
West, Ruth G.; Margolis, Todd; Prudhomme, Andrew; Schulze, Jürgen P.; Mostafavi, Iman; Lewis, J. P.; Gossmann, Joachim; Singh, Rajvikram
2014-02-01
Scalable Metadata Environments (MDEs) are an artistic approach for designing immersive environments for large scale data exploration in which users interact with data by forming multiscale patterns that they alternatively disrupt and reform. Developed and prototyped as part of an art-science research collaboration, we define an MDE as a 4D virtual environment structured by quantitative and qualitative metadata describing multidimensional data collections. Entire data sets (e.g.10s of millions of records) can be visualized and sonified at multiple scales and at different levels of detail so they can be explored interactively in real-time within MDEs. They are designed to reflect similarities and differences in the underlying data or metadata such that patterns can be visually/aurally sorted in an exploratory fashion by an observer who is not familiar with the details of the mapping from data to visual, auditory or dynamic attributes. While many approaches for visual and auditory data mining exist, MDEs are distinct in that they utilize qualitative and quantitative data and metadata to construct multiple interrelated conceptual coordinate systems. These "regions" function as conceptual lattices for scalable auditory and visual representations within virtual environments computationally driven by multi-GPU CUDA-enabled fluid dyamics systems.
Distributed Collaborative Homework Activities in a Problem-Based Usability Engineering Course
ERIC Educational Resources Information Center
Carroll, John M.; Jiang, Hao; Borge, Marcela
2015-01-01
Teams of students in an upper-division undergraduate Usability Engineering course used a collaborative environment to carry out a series of three distributed collaborative homework assignments. Assignments were case-based analyses structured using a jigsaw design; students were provided a collaborative software environment and introduced to a…
ERIC Educational Resources Information Center
Ishiguro, Hiroaki
2016-01-01
This research is a longitudinal, ethnographic study that focuses on mealtimes with one boy from 9 to 78 months of age in a day-care center in Japan. It looks at routine interactions between a child, his nursery teachers, and the environment, which is a shared and mutually available communicative space between participants in collaboration. The aim…
Wave-Sediment Interaction in Muddy Environments: A Field Experiment
2008-01-01
project includes a field experiment on the Atchafalaya shelf, Louisiana, in Years 1 and 2 (2007-2008) and a data analysis and modeling effort in Year 3...2008), in collaboration with other researchers funded by ONR CG program. The pilot experiment has tested the instrumentation and data analysis ...1993; Foda et al., 1993). With the exception of liquefaction processes, these models assume a single, well defined mud phase. However
Social Interaction and Collaboration among Oncology Nurses.
Moore, Jane; Prentice, Dawn; McQuestion, Maurene
2015-01-01
Collaboration is a complex process influenced by organizational, professional, interpersonal, and personal factors. Research has demonstrated that collaboration may also be influenced by social factors. Nurses spend much of their time working in collaborative teams, yet little is known about how they socially interact in practice. This qualitative case study explored nurse perceptions of social interaction in relation to collaboration. Data were collected using telephone interviews and documentary reviews from fourteen oncology nurses employed at one cancer center in Canada. Thematic analysis revealed two themes: knowing you is trusting you and formal and informal opportunities. Nurses reported that social interaction meant getting to know someone personally as well as professionally. Social interaction was enacted inside of work during breaks/meals and outside of work at planned events. Social interaction was facilitated by having a long-term current and/or previous professional and personal relationship. The barriers to social interaction included a lack of time to get to know each other, workload issues, and poor interpersonal skills. Findings suggest that social interaction is an important factor in the collaborative relationship among oncology nurses. Nurse leaders need to promote social interaction opportunities and facilitate educational sessions to improve social and interpersonal skills.
Cross-standard user description in mobile, medical oriented virtual collaborative environments
NASA Astrophysics Data System (ADS)
Ganji, Rama Rao; Mitrea, Mihai; Joveski, Bojan; Chammem, Afef
2015-03-01
By combining four different open standards belonging to the ISO/IEC JTC1/SC29 WG11 (a.k.a. MPEG) and W3C, this paper advances an architecture for mobile, medical oriented virtual collaborative environments. The various users are represented according to MPEG-UD (MPEG User Description) while the security issues are dealt with by deploying the WebID principles. On the server side, irrespective of their elementary types (text, image, video, 3D, …), the medical data are aggregated into hierarchical, interactive multimedia scenes which are alternatively represented into MPEG-4 BiFS or HTML5 standards. This way, each type of content can be optimally encoded according to its particular constraints (semantic, medical practice, network conditions, etc.). The mobile device should ensure only the displaying of the content (inside an MPEG player or an HTML5 browser) and the capturing of the user interaction. The overall architecture is implemented and tested under the framework of the MEDUSA European project, in partnership with medical institutions. The testbed considers a server emulated by a PC and heterogeneous user devices (tablets, smartphones, laptops) running under iOS, Android and Windows operating systems. The connection between the users and the server is alternatively ensured by WiFi and 3G/4G networks.
[Quorum sensing in bacteria and yeast].
March Rosselló, Gabriel Alberto; Eiros Bouza, José María
2013-10-19
Bacterial sets are complex dynamic systems, which interact with each other and through the interaction, bacteria coexist, collaborate, compete and share information in a coordinated manner. A way of bacterial communication is quorum sensing. Through this mechanism the bacteria can recognize its concentration in a given environment and they can decide the time at which the expression of a particular set of genes should be started for developing a specific and simultaneous response. The result of these interconnections raises properties that cannot be explained from a single isolated bacterial cell. Copyright © 2012 Elsevier España, S.L. All rights reserved.
Interactive modelling with stakeholders in two cases in flood management
NASA Astrophysics Data System (ADS)
Leskens, Johannes; Brugnach, Marcela
2013-04-01
New policies on flood management called Multi-Level Safety (MLS), demand for an integral and collaborative approach. The goal of MLS is to minimize flood risks by a coherent package of protection measures, crisis management and flood resilience measures. To achieve this, various stakeholders, such as water boards, municipalities and provinces, have to collaborate in composing these measures. Besides the many advances this integral and collaborative approach gives, the decision-making environment becomes also more complex. Participants have to consider more criteria than they used to do and have to take a wide network of participants into account, all with specific perspectives, cultures and preferences. In response, sophisticated models are developed to support decision-makers in grasping this complexity. These models provide predictions of flood events and offer the opportunity to test the effectiveness of various measures under different criteria. Recent model advances in computation speed and model flexibility allow stakeholders to directly interact with a hydrological hydraulic model during meetings. Besides a better understanding of the decision content, these interactive models are supposed to support the incorporation of stakeholder knowledge in modelling and to support mutual understanding of different perspectives of stakeholders To explore the support of interactive modelling in integral and collaborate policies, such as MLS, we tested a prototype of an interactive flood model (3Di) with respect to a conventional model (Sobek) in two cases. The two cases included the designing of flood protection measures in Amsterdam and a flood event exercise in Delft. These case studies yielded two main results. First, we observed that in the exploration phase of a decision-making process, stakeholders participated actively in interactive modelling sessions. This increased the technical understanding of complex problems and the insight in the effectiveness of various integral measures. Second, when measures became more concrete, the model played a minor role, as stakeholders were still bounded to goals, responsibilities and budgets of their own organization. Model results in this phase are mainly used in a political way to maximize the goals of particular organizations.
ERIC Educational Resources Information Center
Foley, Mary Ann; Fried, Adina Rachel; Cowan, Emily; Bays, Rebecca Brooke
2014-01-01
In 2 experiments, the effect of collaborative encoding on memory was examined by testing 2 interactive components of co-construction processes. One component focused on the nature of the interactive exchange between collaborators: As the partners worked together to create descriptions about ways to interact with familiar objects, constraints were…
A Collaborative Molecular Modeling Environment Using a Virtual Tunneling Service
Lee, Jun; Kim, Jee-In; Kang, Lin-Woo
2012-01-01
Collaborative researches of three-dimensional molecular modeling can be limited by different time zones and locations. A networked virtual environment can be utilized to overcome the problem caused by the temporal and spatial differences. However, traditional approaches did not sufficiently consider integration of different computing environments, which were characterized by types of applications, roles of users, and so on. We propose a collaborative molecular modeling environment to integrate different molecule modeling systems using a virtual tunneling service. We integrated Co-Coot, which is a collaborative crystallographic object-oriented toolkit, with VRMMS, which is a virtual reality molecular modeling system, through a collaborative tunneling system. The proposed system showed reliable quantitative and qualitative results through pilot experiments. PMID:22927721
A Proposed Framework for Collaborative Design in a Virtual Environment
NASA Astrophysics Data System (ADS)
Breland, Jason S.; Shiratuddin, Mohd Fairuz
This paper describes a proposed framework for a collaborative design in a virtual environment. The framework consists of components that support a true collaborative design in a real-time 3D virtual environment. In support of the proposed framework, a prototype application is being developed. The authors envision the framework will have, but not limited to the following features: (1) real-time manipulation of 3D objects across the network, (2) support for multi-designer activities and information access, (3) co-existence within same virtual space, etc. This paper also discusses a proposed testing to determine the possible benefits of a collaborative design in a virtual environment over other forms of collaboration, and results from a pilot test.
Sonic intelligence as a virtual therapeutic environment.
Tarnanas, Ioannis; Adam, Dimitrios
2003-06-01
This paper reports on the results of a research project, on comparing one virtual collaborative environment with a first-person visual immersion (first-perspective interaction) and a second one where the user interacts through a sound-kinetic virtual representation of himself (avatar), as a stress-coping environment in real-life situations. Recent developments in coping research are proposing a shift from a trait-oriented approach of coping to a more situation-specific treatment. We defined as real-life situation a target-oriented situation that demands a complex coping skills inventory of high self-efficacy and internal or external "locus of control" strategies. The participants were 90 normal adults with healthy or impaired coping skills, 25-40 years of age, randomly spread across two groups. There was the same number of participants across groups and gender balance within groups. All two groups went through two phases. In Phase I, Solo, one participant was assessed using a three-stage assessment inspired by the transactional stress theory of Lazarus and the stress inoculation theory of Meichenbaum. In Phase I, each participant was given a coping skills measurement within the time course of various hypothetical stressful encounters performed in two different conditions and a control group. In Condition A, the participant was given a virtual stress assessment scenario relative to a first-person perspective (VRFP). In Condition B, the participant was given a virtual stress assessment scenario relative to a behaviorally realistic motion controlled avatar with sonic feedback (VRSA). In Condition C, the No Treatment Condition (NTC), the participant received just an interview. In Phase II, all three groups were mixed and exercised the same tasks but with two participants in pairs. The results showed that the VRSA group performed notably better in terms of cognitive appraisals, emotions and attributions than the other two groups in Phase I (VRSA, 92%; VRFP, 85%; NTC, 34%). In Phase II, the difference again favored the VRSA group against the other two. These results indicate that a virtual collaborative environment seems to be a consistent coping environment, tapping two classes of stress: (a) aversive or ambiguous situations, and (b) loss or failure situations in relation to the stress inoculation theory. In terms of coping behaviors, a distinction is made between self-directed and environment-directed strategies. A great advantage of the virtual collaborative environment with the behaviorally enhanced sound-kinetic avatar is the consideration of team coping intentions in different stages. Even if the aim is to tap transactional processes in real-life situations, it might be better to conduct research using a sound-kinetic avatar based collaborative environment than a virtual first-person perspective scenario alone. The VE consisted of two dual-processor PC systems, a video splitter, a digital camera and two stereoscopic CRT displays. The system was programmed in C++ and VRScape Immersive Cluster from VRCO, which created an artificial environment that encodes the user's motion from a video camera, targeted at the face of the users and physiological sensors attached to the body.
Virtual environments for scene of crime reconstruction and analysis
NASA Astrophysics Data System (ADS)
Howard, Toby L. J.; Murta, Alan D.; Gibson, Simon
2000-02-01
This paper describes research conducted in collaboration with Greater Manchester Police (UK), to evalute the utility of Virtual Environments for scene of crime analysis, forensic investigation, and law enforcement briefing and training. We present an illustrated case study of the construction of a high-fidelity virtual environment, intended to match a particular real-life crime scene as closely as possible. We describe and evaluate the combination of several approaches including: the use of the Manchester Scene Description Language for constructing complex geometrical models; the application of a radiosity rendering algorithm with several novel features based on human perceptual consideration; texture extraction from forensic photography; and experiments with interactive walkthroughs and large-screen stereoscopic display of the virtual environment implemented using the MAVERIK system. We also discuss the potential applications of Virtual Environment techniques in the Law Enforcement and Forensic communities.
Primate dental ecology: How teeth respond to the environment.
Cuozzo, Frank P; Ungar, Peter S; Sauther, Michelle L
2012-06-01
Teeth are central for the study of ecology, as teeth are at the direct interface between an organism and its environment. Recent years have witnessed a rapid growth in the use of teeth to understand a broad range of topics in living and fossil primate biology. This in part reflects new techniques for assessing ways in which teeth respond to, and interact with, an organism's environment. Long-term studies of wild primate populations that integrate dental analyses have also provided a new context for understanding primate interactions with their environments. These new techniques and long-term field studies have allowed the development of a new perspective-dental ecology. We define dental ecology as the broad study of how teeth respond to, or interact with, the environment. This includes identifying patterns of dental pathology and tooth use-wear, as they reflect feeding ecology, behavior, and habitat variation, including areas impacted by anthropogenic disturbance, and how dental development can reflect environmental change and/or stress. The dental ecology approach, built on collaboration between dental experts and ecologists, holds the potential to provide an important theoretical and practical framework for inferring ecology and behavior of fossil forms, for assessing environmental change in living populations, and for understanding ways in which habitat impacts primate growth and development. This symposium issue brings together experts on dental morphology, growth and development, tooth wear and health, primate ecology, and paleontology, to explore the broad application of dental ecology to questions of how living and fossil primates interact with their environments. Copyright © 2012 Wiley Periodicals, Inc.
Authoring and Enactment of Mobile Pyramid-Based Collaborative Learning Activities
ERIC Educational Resources Information Center
Manathunga, Kalpani; Hernández-Leo, Davinia
2018-01-01
Collaborative learning flow patterns (CLFPs) formulate best practices for the orchestration of activity sequences and collaboration mechanisms that can elicit fruitful social interactions. Mobile technology features offer opportunities to support interaction mediation and content accessibility. However, existing mobile collaborative learning…
Fors, Uno; Tedre, Matti; Nouri, Jalal
2018-01-01
To ensure online collaborative learning meets the intended pedagogical goals (is actually collaborative and stimulates learning), mechanisms are needed for monitoring the efficiency of online collaboration. Various studies have indicated that social network analysis can be particularly effective in studying students’ interactions in online collaboration. However, research in education has only focused on the theoretical potential of using SNA, not on the actual benefits they achieved. This study investigated how social network analysis can be used to monitor online collaborative learning, find aspects in need of improvement, guide an informed intervention, and assess the efficacy of intervention using an experimental, observational repeated-measurement design in three courses over a full-term duration. Using a combination of SNA-based visual and quantitative analysis, we monitored three SNA constructs for each participant: the level of interactivity, the role, and position in information exchange, and the role played by each participant in the collaboration. On the group level, we monitored interactivity and group cohesion indicators. Our monitoring uncovered a non-collaborative teacher-centered pattern of interactions in the three studied courses as well as very few interactions among students, limited information exchange or negotiation, and very limited student networks dominated by the teacher. An intervention based on SNA-generated insights was designed. The intervention was structured into five actions: increasing awareness, promoting collaboration, improving the content, preparing teachers, and finally practicing with feedback. Evaluation of the intervention revealed that it has significantly enhanced student-student interactions and teacher-student interactions, as well as produced a collaborative pattern of interactions among most students and teachers. Since efficient and communicative activities are essential prerequisites for successful content discussion and for realizing the goals of collaboration, we suggest that our SNA-based approach will positively affect teaching and learning in many educational domains. Our study offers a proof-of-concept of what SNA can add to the current tools for monitoring and supporting teaching and learning in higher education. PMID:29566058
Saqr, Mohammed; Fors, Uno; Tedre, Matti; Nouri, Jalal
2018-01-01
To ensure online collaborative learning meets the intended pedagogical goals (is actually collaborative and stimulates learning), mechanisms are needed for monitoring the efficiency of online collaboration. Various studies have indicated that social network analysis can be particularly effective in studying students' interactions in online collaboration. However, research in education has only focused on the theoretical potential of using SNA, not on the actual benefits they achieved. This study investigated how social network analysis can be used to monitor online collaborative learning, find aspects in need of improvement, guide an informed intervention, and assess the efficacy of intervention using an experimental, observational repeated-measurement design in three courses over a full-term duration. Using a combination of SNA-based visual and quantitative analysis, we monitored three SNA constructs for each participant: the level of interactivity, the role, and position in information exchange, and the role played by each participant in the collaboration. On the group level, we monitored interactivity and group cohesion indicators. Our monitoring uncovered a non-collaborative teacher-centered pattern of interactions in the three studied courses as well as very few interactions among students, limited information exchange or negotiation, and very limited student networks dominated by the teacher. An intervention based on SNA-generated insights was designed. The intervention was structured into five actions: increasing awareness, promoting collaboration, improving the content, preparing teachers, and finally practicing with feedback. Evaluation of the intervention revealed that it has significantly enhanced student-student interactions and teacher-student interactions, as well as produced a collaborative pattern of interactions among most students and teachers. Since efficient and communicative activities are essential prerequisites for successful content discussion and for realizing the goals of collaboration, we suggest that our SNA-based approach will positively affect teaching and learning in many educational domains. Our study offers a proof-of-concept of what SNA can add to the current tools for monitoring and supporting teaching and learning in higher education.
ERIC Educational Resources Information Center
Shadiev, Rustam; Hwang, Wu-Yuin; Huang, Yueh-Min
2015-01-01
This study investigated three aspects: how project-based collaborative learning facilitates cross-cultural understanding; how students perceive project-based collaborative learning implementation in a collaborative cyber community (3C) online environment; and what types of communication among students are used. A qualitative case study approach…
ERIC Educational Resources Information Center
Fakomogbon, Michael Ayodele; Bolaji, Hameed Olalekan
2017-01-01
Collaborative learning is an approach employed by instructors to facilitate learning and improve learner's performance. Mobile learning can accommodate a variety of learning approaches. This study, therefore, investigated the effects of collaborative learning styles on performance of students in a mobile learning environment. The specific purposes…
CoLeMo: A Collaborative Learning Environment for UML Modelling
ERIC Educational Resources Information Center
Chen, Weiqin; Pedersen, Roger Heggernes; Pettersen, Oystein
2006-01-01
This paper presents the design, implementation, and evaluation of a distributed collaborative UML modelling environment, CoLeMo. CoLeMo is designed for students studying UML modelling. It can also be used as a platform for collaborative design of software. We conducted formative evaluations and a summative evaluation to improve the environment and…
Navy Collaborative Integrated Information Technology Initiative
2000-01-11
investigating the development and application of collaborative multimedia conferencing software for education and other groupwork activities. We are extending...an alternative environment for place-based synchronous groupwork . The new environment is based on the same collaborative infrastructure as the...alternative environment for place- based synchronous groupwork . This information is being used as an initial user profile, requirements analysis
Legerton, Graham
2013-09-01
The refurbishment and extension of existing university buildings is a critical consideration for many universities. This article details an architect's perspective of an innovative and collaborative design approach to transforming an existing library into a futuristic and student-centric interactive learning environment. The design is responsive to people, place, the community and the environment, due, in part, to the enhanced physical permeability of the building. Associated user-group forums comprised the end user client, the university's facilities body, the builder, lead architectural consultants, the Centre for Indigenous Students (Gumurrii Centre) and architectural sub-consultants. This article discusses five key design moves--"triangulate", "unique geometries and spaces", "learning aviary", "sky lounge" and "understanding flexibility". It goes on to discuss these elements in relation to designing spaces to enhance interprofessional education and collaboration. In summary, this article identifies how it is possible to maximise the value and characteristics of an existing library whilst creating a series of innovative spaces that offer choice, encourage serendipity and embrace experimentation.
Challenges Facing Crop Production And (Some) Potential Solutions
NASA Astrophysics Data System (ADS)
Schnable, P. S.
2017-12-01
To overcome some of the myriad challenges facing sustainable crop production we are seeking to develop statistical models that will predict crop performance in diverse agronomic environments. Crop phenotypes such as yield and drought tolerance are controlled by genotype, environment (considered broadly) and their interaction (GxE). As a consequence of the next generation sequencing revolution genotyping data are now available for a wide diversity of accessions in each of the major crops. The necessary volumes of phenotypic data, however, remain limiting and our understanding of molecular basis of GxE is minimal. To address this limitation, we are collaborating with engineers to construct new sensors and robots to automatically collect large volumes of phenotypic data. Two types of high-throughput, high-resolution, field-based phenotyping systems and new sensors will be described. Some of these technologies will be introduced within the context of the Genomes to Fields Initiative. Progress towards developing predictive models will be briefly summarized. An administrative structure that fosters transdisciplinary collaborations will be briefly described.
ARL Collaborative Research Alliance Materials in Extreme Dynamic Environments (MEDE)
2010-11-19
Program Internal to the CRA Staff Rotation Lectures, Workshops, and Research Reviews Education Opportunities for Government Personnel Student ... Engagement with ARL Research Environment Industry Partnership + Collaboration Other Collaboration Opportunities High Performance Computing DoD
Research on mixed network architecture collaborative application model
NASA Astrophysics Data System (ADS)
Jing, Changfeng; Zhao, Xi'an; Liang, Song
2009-10-01
When facing complex requirements of city development, ever-growing spatial data, rapid development of geographical business and increasing business complexity, collaboration between multiple users and departments is needed urgently, however conventional GIS software (such as Client/Server model or Browser/Server model) are not support this well. Collaborative application is one of the good resolutions. Collaborative application has four main problems to resolve: consistency and co-edit conflict, real-time responsiveness, unconstrained operation, spatial data recoverability. In paper, application model called AMCM is put forward based on agent and multi-level cache. AMCM can be used in mixed network structure and supports distributed collaborative. Agent is an autonomous, interactive, initiative and reactive computing entity in a distributed environment. Agent has been used in many fields such as compute science and automation. Agent brings new methods for cooperation and the access for spatial data. Multi-level cache is a part of full data. It reduces the network load and improves the access and handle of spatial data, especially, in editing the spatial data. With agent technology, we make full use of its characteristics of intelligent for managing the cache and cooperative editing that brings a new method for distributed cooperation and improves the efficiency.
Wu, Dongrui; Lance, Brent J; Parsons, Thomas D
2013-01-01
Brain-computer interaction (BCI) and physiological computing are terms that refer to using processed neural or physiological signals to influence human interaction with computers, environment, and each other. A major challenge in developing these systems arises from the large individual differences typically seen in the neural/physiological responses. As a result, many researchers use individually-trained recognition algorithms to process this data. In order to minimize time, cost, and barriers to use, there is a need to minimize the amount of individual training data required, or equivalently, to increase the recognition accuracy without increasing the number of user-specific training samples. One promising method for achieving this is collaborative filtering, which combines training data from the individual subject with additional training data from other, similar subjects. This paper describes a successful application of a collaborative filtering approach intended for a BCI system. This approach is based on transfer learning (TL), active class selection (ACS), and a mean squared difference user-similarity heuristic. The resulting BCI system uses neural and physiological signals for automatic task difficulty recognition. TL improves the learning performance by combining a small number of user-specific training samples with a large number of auxiliary training samples from other similar subjects. ACS optimally selects the classes to generate user-specific training samples. Experimental results on 18 subjects, using both k nearest neighbors and support vector machine classifiers, demonstrate that the proposed approach can significantly reduce the number of user-specific training data samples. This collaborative filtering approach will also be generalizable to handling individual differences in many other applications that involve human neural or physiological data, such as affective computing.
A prototype molecular interactive collaborative environment (MICE).
Bourne, P; Gribskov, M; Johnson, G; Moreland, J; Wavra, S; Weissig, H
1998-01-01
Illustrations of macromolecular structure in the scientific literature contain a high level of semantic content through which the authors convey, among other features, the biological function of that macromolecule. We refer to these illustrations as molecular scenes. Such scenes, if available electronically, are not readily accessible for further interactive interrogation. The basic PDB format does not retain features of the scene; formats like PostScript retain the scene but are not interactive; and the many formats used by individual graphics programs, while capable of reproducing the scene, are neither interchangeable nor can they be stored in a database and queried for features of the scene. MICE defines a Molecular Scene Description Language (MSDL) which allows scenes to be stored in a relational database (a molecular scene gallery) and queried. Scenes retrieved from the gallery are rendered in Virtual Reality Modeling Language (VRML) and currently displayed in WebView, a VRML browser modified to support the Virtual Reality Behavior System (VRBS) protocol. VRBS provides communication between multiple client browsers, each capable of manipulating the scene. This level of collaboration works well over standard Internet connections and holds promise for collaborative research at a distance and distance learning. Further, via VRBS, the VRML world can be used as a visual cue to trigger an application such as a remote MEME search. MICE is very much work in progress. Current work seeks to replace WebView with Netscape, Cosmoplayer, a standard VRML plug-in, and a Java-based console. The console consists of a generic kernel suitable for multiple collaborative applications and additional application-specific controls. Further details of the MICE project are available at http:/(/)mice.sdsc.edu.
Wu, Dongrui; Lance, Brent J.; Parsons, Thomas D.
2013-01-01
Brain-computer interaction (BCI) and physiological computing are terms that refer to using processed neural or physiological signals to influence human interaction with computers, environment, and each other. A major challenge in developing these systems arises from the large individual differences typically seen in the neural/physiological responses. As a result, many researchers use individually-trained recognition algorithms to process this data. In order to minimize time, cost, and barriers to use, there is a need to minimize the amount of individual training data required, or equivalently, to increase the recognition accuracy without increasing the number of user-specific training samples. One promising method for achieving this is collaborative filtering, which combines training data from the individual subject with additional training data from other, similar subjects. This paper describes a successful application of a collaborative filtering approach intended for a BCI system. This approach is based on transfer learning (TL), active class selection (ACS), and a mean squared difference user-similarity heuristic. The resulting BCI system uses neural and physiological signals for automatic task difficulty recognition. TL improves the learning performance by combining a small number of user-specific training samples with a large number of auxiliary training samples from other similar subjects. ACS optimally selects the classes to generate user-specific training samples. Experimental results on 18 subjects, using both nearest neighbors and support vector machine classifiers, demonstrate that the proposed approach can significantly reduce the number of user-specific training data samples. This collaborative filtering approach will also be generalizable to handling individual differences in many other applications that involve human neural or physiological data, such as affective computing. PMID:23437188
2013-09-01
AND COLLABORATION IN THE HOMELAND SECURITY ENVIRONMENT 5. FUNDING NUMBERS 6. AUTHOR(S) Andrew J. Phelps 7. PERFORMING ORGANIZATION NAME(S) AND...ADDRESS(ES) Naval Postgraduate School Monterey, CA 93943-5000 8. PERFORMING ORGANIZATION REPORT NUMBER 9. SPONSORING /MONITORING AGENCY NAME(S...collaboration is important, but we are not told how to collaborate. Improvisational theater, on the other hand, is built on collaboration among performers to
A virtual therapeutic environment with user projective agents.
Ookita, S Y; Tokuda, H
2001-02-01
Today, we see the Internet as more than just an information infrastructure, but a socializing place and a safe outlet of inner feelings. Many personalities develop aside from real world life due to its anonymous environment. Virtual world interactions are bringing about new psychological illnesses ranging from netaddiction to technostress, as well as online personality disorders and conflicts in multiple identities that exist in the virtual world. Presently, there are no standard therapy models for the virtual environment. There are very few therapeutic environments, or tools especially made for virtual therapeutic environments. The goal of our research is to provide the therapy model and middleware tools for psychologists to use in virtual therapeutic environments. We propose the Cyber Therapy Model, and Projective Agents, a tool used in the therapeutic environment. To evaluate the effectiveness of the tool, we created a prototype system, called the Virtual Group Counseling System, which is a therapeutic environment that allows the user to participate in group counseling through the eyes of their Projective Agent. Projective Agents inherit the user's personality traits. During the virtual group counseling, the user's Projective Agent interacts and collaborates to recover and increase their psychological growth. The prototype system provides a simulation environment where psychologists can adjust the parameters and customize their own simulation environment. The model and tool is a first attempt toward simulating online personalities that may exist only online, and provide data for observation.
ERIC Educational Resources Information Center
Du, Jianxia; Wang, Chuang; Zhou, Mingming; Xu, Jianzhong; Fan, Xitao; Lei, Saosan
2018-01-01
The present investigation examines the multidimensional relationships among several critical components in online collaborative learning, including group trust, communication media, and interactivity. Four hundred eleven university students from 103 groups in the United States responded survey items on online collaboration, interactivity,…
Health Promotion Practice and Interprofessional Education in Aging: Senior Wellness Fairs.
Diwan, Sadhna; Perdue, Megan; Lee, Sang E; Grossman, Brian R
2016-01-01
Senior wellness fairs (SWFs) offer a unique opportunity for community health promotion and interprofessional education (IPE). The authors describe and evaluate the impact of a 3-year, university-community SWF collaboration on interprofessional competencies among students across multiple professional programs. Participation in the SWF enhanced student knowledge and skills in providing health promotion information to older adults in an interprofessional, collaborative setting as indicated by mean scores on the Perceived Learning Outcomes Survey, an instrument developed for this project. Open-ended data highlighted aspects of the SWF that students found most useful (interaction with seniors, community resources, interprofessional learning, and self-awareness) and most challenging (communication barriers, limited opportunity for interaction, and physical environment). Pre- and posttest scores on the Multidisciplinary SWF Practice Learning Quiz, another instrument developed for this project, illustrated improvement in student understanding of other professions and the importance of interprofessional cooperation to promote and maintain healthy aging. Implications and suggestions for structuring learning opportunities that combine community health promotion practice and interprofessional learning are discussed.
Zhou, Y; Murata, T; Defanti, T A
2000-01-01
Despite their attractive properties, networked virtual environments (net-VEs) are notoriously difficult to design, implement, and test due to the concurrency, real-time and networking features in these systems. Net-VEs demand high quality-of-service (QoS) requirements on the network to maintain natural and real-time interactions among users. The current practice for net-VE design is basically trial and error, empirical, and totally lacks formal methods. This paper proposes to apply a Petri net formal modeling technique to a net-VE-NICE (narrative immersive constructionist/collaborative environment), predict the net-VE performance based on simulation, and improve the net-VE performance. NICE is essentially a network of collaborative virtual reality systems called the CAVE-(CAVE automatic virtual environment). First, we introduce extended fuzzy-timing Petri net (EFTN) modeling and analysis techniques. Then, we present EFTN models of the CAVE, NICE, and transport layer protocol used in NICE: transmission control protocol (TCP). We show the possibility analysis based on the EFTN model for the CAVE. Then, by using these models and design/CPN as the simulation tool, we conducted various simulations to study real-time behavior, network effects and performance (latencies and jitters) of NICE. Our simulation results are consistent with experimental data.
Perry, Brea L.; Pescosolido, Bernice A.; Bucholz, Kathleen; Edenberg, Howard; Kramer, John; Kuperman, Samuel; Schuckit, Marc Alan; Nurnberger, John I.
2015-01-01
Gender-moderated gene–environment interactions are rarely explored, raising concerns about inaccurate specification of etiological models and inferential errors. The current study examined the influence of gender, negative and positive daily life events, and GABRA2 genotype (SNP rs279871) on alcohol dependence, testing two- and three-way interactions between these variables using multilevel regression models fit to data from 2,281 White participants in the Collaborative Study on the Genetics of Alcoholism. Significant direct effects of variables of interest were identified, as well as gender-specific moderation of genetic risk on this SNP by social experiences. Higher levels of positive life events were protective for men with the high-risk genotype, but not among men with the low-risk genotype or women, regardless of genotype. Our findings support the disinhibition theory of alcohol dependence, suggesting that gender differences in social norms, constraints and opportunities, and behavioral undercontrol may explain men and women’s distinct patterns of association. PMID:23974430
Vázquez-García, Mario
2018-06-01
The present study examined the relationship between second-year medical students' group performance and individual performance in a collaborative-learning environment. In recent decades, university professors in the scientific and humanistic disciplines have successfully put into practice different modalities of collaborative approaches to teaching. Essentially, collaborative approach refers to a variety of techniques that involves the joint intellectual effort of a small group of students, which encourages interaction and discussion among students and professors. The present results show the efficacy of collaborative learning, which, furthermore, allowed students to participate actively in the physiology class. Average student's grades were significantly higher when they engaged in single-best-response, multiple-choice tests as a student team, compared with taking the same examinations individually. The method improved notably knowledge retention, as learning is more effective when performed in the context of collaborative partnership. A selected subset of questions answered wrongly in an initial test, both individually and collectively, was used on a second test to examine student retention of studied material. Grade averages were significantly improved, both individually and groupwise, when students responded to the subset of questions a second time, 1, 2, or 3 wk after the first attempt. These results suggest that the collaborative approach to teaching allowed a more effective understanding of course content, which meant an improved capacity for retention of human physiology knowledge.
Space Weather Studies at Istanbul Technical University
NASA Astrophysics Data System (ADS)
Kaymaz, Zerefsan
2016-07-01
This presentation will introduce the Upper Atmosphere and Space Weather Laboratory of Istanbul Technical University (ITU). It has been established to support the educational needs of the Faculty of Aeronautics and Astronautics in 2011 to conduct scientific research in Space Weather, Space Environment, Space Environment-Spacecraft Interactions, Space instrumentation and Upper Atmospheric studies. Currently the laboratory has some essential infrastructure and the most instrumentation for ionospheric observations and ground induced currents from the magnetosphere. The laboratory has two subunits: SWIFT dealing with Space Weather Instrumentation and Forecasting unit and SWDPA dealing with Space Weather Data Processing and Analysis. The research area covers wide range of upper atmospheric and space science studies from ionosphere, ionosphere-magnetosphere coupling, magnetic storms and magnetospheric substorms, distant magnetotail, magnetopause and bow shock studies, as well as solar and solar wind disturbances and their interaction with the Earth's space environment. We also study the spacecraft environment interaction and novel plasma instrument design. Several scientific projects have been carried out in the laboratory. Operational objectives of our laboratory will be carried out with the collaboration of NASA's Space Weather Laboratory and the facilities are in the process of integration to their prediction services. Educational and research objectives, as well as the examples from the research carried out in our laboratory will be demonstrated in this presentation.
Wolfram technologies as an integrated scalable platform for interactive learning
NASA Astrophysics Data System (ADS)
Kaurov, Vitaliy
2012-02-01
We rely on technology profoundly with the prospect of even greater integration in the future. Well known challenges in education are a technology-inadequate curriculum and many software platforms that are difficult to scale or interconnect. We'll review an integrated technology, much of it free, that addresses these issues for individuals and small schools as well as for universities. Topics include: Mathematica, a programming environment that offers a diverse range of functionality; natural language programming for getting started quickly and accessing data from Wolfram|Alpha; quick and easy construction of interactive courseware and scientific applications; partnering with publishers to create interactive e-textbooks; course assistant apps for mobile platforms; the computable document format (CDF); teacher-student and student-student collaboration on interactive projects and web publishing at the Wolfram Demonstrations site.
The Self-Formation of Collaborative Groups in a Problem Based Learning Environment
ERIC Educational Resources Information Center
Raiyn, Jamal; Tilchin, Oleg
2016-01-01
The aim of this paper is to present "the three steps method" of the self-formation of collaborative groups in a problem-based learning environment. The self-formation of collaborative groups is based on sharing of accountability among students for solving instructional problems. The steps of the method are planning collaborative problem…
ERIC Educational Resources Information Center
Namdar, Bahadir
2017-01-01
The purpose of this study was to investigate preservice science teachers' collaborative knowledge building through socioscientific argumentation on healthy eating in a multiple representation-rich computer supported collaborative learning (CSCL) environment. This study was conducted with a group of preservice science teachers (n = 18) enrolled in…
Intelligent Agents for the Digital Battlefield
1998-11-01
specific outcome of our long term research will be the development of a collaborative agent technology system, CATS , that will provide the underlying...software infrastructure needed to build large, heterogeneous, distributed agent applications. CATS will provide a software environment through which multiple...intelligent agents may interact with other agents, both human and computational. In addition, CATS will contain a number of intelligent agent components that will be useful for a wide variety of applications.
2013-08-01
hunting, cleaner water, better views, and reduced human health risks and ecological risks). These require some interaction with, or at least some... evolution in collaboration. The discipline of ecology has possessed an underlying socio- economic character in several phases of its development as...environment. Early connection to concepts in evolution . Introduced the Greek term oikos linked to both ecology (study of the household) and
Michigan/Air Force Research Laboratory (AFRL) Collaborative Center in Aeronautical Sciences (MACCAS)
2013-09-01
Interactions - PIV Database for the Second SBLI Workshop” “Design of a Glass Supersonic Wind Tunnel Experiment for Mixed Compression Inlet Investigations...or small-scale wind tunnel tests. Some of the discipline components have also been compared against well-established numerical solutions (e.g...difficult to test in a wind tunnel environment. The choice of construction, materials, and geometry were such that they allow accurate characterization of
Border, Richard; Keller, Matthew C
2017-03-01
Moore and Thoemmes elaborate on one particular source of difficulty in the study of candidate gene-by-environment interactions (cG × E): how different biologically plausible configurations of gene-environment covariation can bias estimates of cG × E when not explicitly modeled. However, even if cG × E investigators were able to account for the sources of bias Moore and Thoemmes elaborate, it is unlikely that conventional approaches would yield reliable results. Published cG × E findings to date have generally employed inadequate analytic procedures, have relied on samples orders of magnitude too small to detect plausible effects, and have relied on a particular candidate gene approach that has been unfruitful and largely jettisoned in mainstream genetic analyses of complex traits. Analytic procedures for the study of gene-environment interplay must evolve to meet the challenges that the genetic architecture of complex traits presents, and investigators must collaborate on grander scales if we hope to begin to understand how specific genes and environments combine to affect behavior. © 2017 Association for Child and Adolescent Mental Health.
Enforcing compatibility and constraint conditions and information retrieval at the design action
NASA Technical Reports Server (NTRS)
Woodruff, George W.
1990-01-01
The design of complex entities is a multidisciplinary process involving several interacting groups and disciplines. There is a need to integrate the data in such environments to enhance the collaboration between these groups and to enforce compatibility between dependent data entities. This paper discusses the implementation of a workstation based CAD system that is integrated with a DBMS and an expert system, CLIPS, (both implemented on a mini computer) to provide such collaborative and compatibility enforcement capabilities. The current implementation allows for a three way link between the CAD system, the DBMS and CLIPS. The engineering design process associated with the design and fabrication of sheet metal housing for computers in a large computer manufacturing facility provides the basis for this prototype system.
Flexibility in Macro-Scripts for Computer-Supported Collaborative Learning
ERIC Educational Resources Information Center
Dillenbourg, P.; Tchounikine, P.
2007-01-01
In the field of computer-supported collaborative learning (CSCL), scripts are designed to support collaboration among distant learners or co-present learners whose interactions are (at least partially) mediated by a computer. The rationale of scripts is to structure collaborative learning processes in order to trigger group interactions that may…
NASA Astrophysics Data System (ADS)
Duan, Pengfei; Lei, Wenping
2017-11-01
A number of disciplines (mechanics, structures, thermal, and optics) are needed to design and build Space Camera. Separate design models are normally constructed by each discipline CAD/CAE tools. Design and analysis is conducted largely in parallel subject to requirements that have been levied on each discipline, and technical interaction between the different disciplines is limited and infrequent. As a result a unified view of the Space Camera design across discipline boundaries is not directly possible in the approach above, and generating one would require a large manual, and error-prone process. A collaborative environment that is built on abstract model and performance template allows engineering data and CAD/CAE results to be shared across above discipline boundaries within a common interface, so that it can help to attain speedy multivariate design and directly evaluate optical performance under environment loadings. A small interdisciplinary engineering team from Beijing Institute of Space Mechanics and Electricity has recently conducted a Structural/Thermal/Optical (STOP) analysis of a space camera with this collaborative environment. STOP analysis evaluates the changes in image quality that arise from the structural deformations when the thermal environment of the camera changes throughout its orbit. STOP analyses were conducted for four different test conditions applied during final thermal vacuum (TVAC) testing of the payload on the ground. The STOP Simulation Process begins with importing an integrated CAD model of the camera geometry into the collaborative environment, within which 1. Independent thermal and structural meshes are generated. 2. The thermal mesh and relevant engineering data for material properties and thermal boundary conditions are then used to compute temperature distributions at nodal points in both the thermal and structures mesh through Thermal Desktop, a COTS thermal design and analysis code. 3. Thermally induced structural deformations of the camera are then evaluated in Nastran, an industry standard code for structural design and analysis. 4. Thermal and structural results are next imported into SigFit, another COTS tool that computes deformation and best fit rigid body displacements for the optical surfaces. 5. SigFit creates a modified optical prescription that is imported into CODE V for evaluation of optical performance impacts. The integrated STOP analysis was validated using TVAC test data. For the four different TVAC tests, the relative errors between simulation and test data of measuring points temperatures were almost around 5%, while in some test conditions, they were even much lower to 1%. As to image quality MTF, relative error between simulation and test was 8.3% in the worst condition, others were all below 5%. Through the validation, it has been approved that the collaborative design and simulation environment can achieved the integrated STOP analysis of Space Camera efficiently. And further, the collaborative environment allows an interdisciplinary analysis that formerly might take several months to perform to be completed in two or three weeks, which is very adaptive to scheme demonstration of projects in earlier stages.
Interaction with Machine Improvisation
NASA Astrophysics Data System (ADS)
Assayag, Gerard; Bloch, George; Cont, Arshia; Dubnov, Shlomo
We describe two multi-agent architectures for an improvisation oriented musician-machine interaction systems that learn in real time from human performers. The improvisation kernel is based on sequence modeling and statistical learning. We present two frameworks of interaction with this kernel. In the first, the stylistic interaction is guided by a human operator in front of an interactive computer environment. In the second framework, the stylistic interaction is delegated to machine intelligence and therefore, knowledge propagation and decision are taken care of by the computer alone. The first framework involves a hybrid architecture using two popular composition/performance environments, Max and OpenMusic, that are put to work and communicate together, each one handling the process at a different time/memory scale. The second framework shares the same representational schemes with the first but uses an Active Learning architecture based on collaborative, competitive and memory-based learning to handle stylistic interactions. Both systems are capable of processing real-time audio/video as well as MIDI. After discussing the general cognitive background of improvisation practices, the statistical modelling tools and the concurrent agent architecture are presented. Then, an Active Learning scheme is described and considered in terms of using different improvisation regimes for improvisation planning. Finally, we provide more details about the different system implementations and describe several performances with the system.
Radiological tele-immersion for next generation networks.
Ai, Z; Dech, F; Rasmussen, M; Silverstein, J C
2000-01-01
Since the acquisition of high-resolution three-dimensional patient images has become widespread, medical volumetric datasets (CT or MR) larger than 100 MB and encompassing more than 250 slices are common. It is important to make this patient-specific data quickly available and usable to many specialists at different geographical sites. Web-based systems have been developed to provide volume or surface rendering of medical data over networks with low fidelity, but these cannot adequately handle stereoscopic visualization or huge datasets. State-of-the-art virtual reality techniques and high speed networks have made it possible to create an environment for clinicians geographically distributed to immersively share these massive datasets in real-time. An object-oriented method for instantaneously importing medical volumetric data into Tele-Immersive environments has been developed at the Virtual Reality in Medicine Laboratory (VRMedLab) at the University of Illinois at Chicago (UIC). This networked-VR setup is based on LIMBO, an application framework or template that provides the basic capabilities of Tele-Immersion. We have developed a modular general purpose Tele-Immersion program that automatically combines 3D medical data with the methods for handling the data. For this purpose a DICOM loader for IRIS Performer has been developed. The loader was designed for SGI machines as a shared object, which is executed at LIMBO's runtime. The loader loads not only the selected DICOM dataset, but also methods for rendering, handling, and interacting with the data, bringing networked, real-time, stereoscopic interaction with radiological data to reality. Collaborative, interactive methods currently implemented in the loader include cutting planes and windowing. The Tele-Immersive environment has been tested on the UIC campus over an ATM network. We tested the environment with 3 nodes; one ImmersaDesk at the VRMedLab, one CAVE at the Electronic Visualization Laboratory (EVL) on east campus, and a CT scan machine in UIC Hospital. CT data was pulled directly from the scan machine to the Tele-Immersion server in our Laboratory, and then the data was synchronously distributed by our Onyx2 Rack server to all the VR setups. Instead of permitting medical volume visualization at one VR device, by combining teleconferencing, tele-presence, and virtual reality, the Tele-Immersive environment will enable geographically distributed clinicians to intuitively interact with the same medical volumetric models, point, gesture, converse, and see each other. This environment will bring together clinicians at different geographic locations to participate in Tele-Immersive consultation and collaboration.
The impact of self-avatars on trust and collaboration in shared virtual environments.
Pan, Ye; Steed, Anthony
2017-01-01
A self-avatar is known to have a potentially significant impact on the user's experience of the immersive content but it can also affect how users interact with each other in a shared virtual environment (SVE). We implemented an SVE for a consumer virtual reality system where each user's body could be represented by a jointed self-avatar that was dynamically controlled by head and hand controllers. We investigated the impact of a self-avatar on collaborative outcomes such as completion time and trust formation during competitive and cooperative tasks. We used two different embodiment levels: no self-avatar and self-avatar, and compared these to an in-person face to face version of the tasks. We found that participants could finish the task more quickly when they cooperated than when they competed, for both the self-avatar condition and the face to face condition, but not for the no self-avatar condition. In terms of trust formation, both the self-avatar condition and the face to face condition led to higher scores than the no self-avatar condition; however, collaboration style had no significant effect on trust built between partners. The results are further evidence of the importance of a self-avatar representation in immersive virtual reality.
The impact of self-avatars on trust and collaboration in shared virtual environments
Steed, Anthony
2017-01-01
A self-avatar is known to have a potentially significant impact on the user’s experience of the immersive content but it can also affect how users interact with each other in a shared virtual environment (SVE). We implemented an SVE for a consumer virtual reality system where each user’s body could be represented by a jointed self-avatar that was dynamically controlled by head and hand controllers. We investigated the impact of a self-avatar on collaborative outcomes such as completion time and trust formation during competitive and cooperative tasks. We used two different embodiment levels: no self-avatar and self-avatar, and compared these to an in-person face to face version of the tasks. We found that participants could finish the task more quickly when they cooperated than when they competed, for both the self-avatar condition and the face to face condition, but not for the no self-avatar condition. In terms of trust formation, both the self-avatar condition and the face to face condition led to higher scores than the no self-avatar condition; however, collaboration style had no significant effect on trust built between partners. The results are further evidence of the importance of a self-avatar representation in immersive virtual reality. PMID:29240837
Interprofessional communication training: benefits to practicing pharmacists.
Luetsch, Karen; Rowett, Debra
2015-10-01
Interprofessional communication skills are important for pharmacists to build collaborative relationships with other health professionals, integrate into healthcare teams, maximise their effectiveness in patient care in addressing complex care needs and meet the demands of health care reforms. This qualitative study explores clinical pharmacists' experiences and reflections after completing a learning and practice module which introduced them to a framework for successful interprofessional communication. The postgraduate clinical pharmacy program at The University of Queensland and the clinical pharmacy practice environments of forty-eight hospital and seven community based pharmacists. A learning and practice module outlining a framework for successful interprofessional communication was designed and integrated into a postgraduate clinical pharmacy program. Enrolled pharmacists applied newly learnt communication skills in pro-actively initiated, clinical discussions with a health professional in their practice environment. They provided written reflections on their experiences which were analysed using thematic analysis. Pharmacists' perceptions of the impact of applying the communication framework during their interaction with a health professional in their practice setting. Themes which emerged from reflections described pharmacists' confidence and capabilities to successfully conduct a clinical discussion with a health professional after initial apprehension and nervousness about the scheduled interaction. The application of the communication framework enhanced their perception of their professional identity, credibility and ability to build a collaborative working relationship with other health professionals. Pharmacists perceived that a learning and practice module for successful interprofessional practice integrated into a postgraduate clinical pharmacy program enhanced their interprofessional communication skills. The development of pro-active, interprofessional communication skills has the potential to increase interprofessional collaboration and pharmacists' personal role satisfaction. Pharmacists also observed it added value to their professional contribution in health care teams when addressing the demands of increasingly complex health care needs and reforms.
Acoustics and sociolinguistics: Patterns of communication in hearing impairing classrooms
NASA Astrophysics Data System (ADS)
McKellin, William; Shahin, Kimary; Jamieson, Janet; Hodgson, Murray; Pichora-Fuller, Kathleen
2005-04-01
In elementary school classes, noise during student led activities is often taken as evidence of successful interaction and learning. In this complex social environment of elementary school classrooms, acquisition of complex language and social skills-the focus of activities in early education-is expected to take place in hearing-hostile environments. Communication and language processing in these contexts requires interactive strategies, discourse forms, and syntactic structures different from the educationally desired forms used in acoustically advantageous environments. Recordings were made of the interaction of groups of students in grades 1-3, 5, and 7 during collaborative group work in their regular classrooms. Each student wore microphones at the ear level and head-mounted video cameras. Each group as a whole was also audio- and videotaped and noise level readings were recorded. Analysis of the acoustical and phonological properties of language heard by each student has demonstrated that the language variety used in these noisy and reverberant settings is similar to that of individuals with hearing impairments. This paper reports similarities between the syntactic structures and pragmatic strategies used by hearing impaired children and normally hearing children in noisy contexts. [Work supported by Peter Wall Institute for Advanced Studies, University of British Columbia.
Stimulating Collaboration and Discussion in Online Learning Environments.
ERIC Educational Resources Information Center
Clark, Jim
2001-01-01
Discussion of the advantages of online learning environments (OLEs) for distance education focuses on the importance of collaboration and discussion to make the students feel more central to the learning process. Presents methods to stimulate collaboration and discussion in OLEs. (Author/LRW)
ERIC Educational Resources Information Center
Harrison, Jason
2013-01-01
Problem: Leaders today need a new set of knowledge and skills to be effective in collaborative environments. The focus of this study was to investigate how collaborative environments can contribute to leadership development. The purpose of this study was to describe how the collaborative environment of summer camp helped shape emerging adults as…
Collaborative Scheduling Using JMS in a Mixed Java and .NET Environment
NASA Technical Reports Server (NTRS)
Wang, Yeou-Fang; Wax, Allan; Lam, Ray; Baldwin, John; Borden, Chet
2006-01-01
A collaborative framework/environment was proto-typed to prove the feasibility of scheduling space flight missions on NASA's Deep Space Network (DSN) in a distributed fashion. In this environment, effective collaboration relies on efficient communications among all flight mission and DSN scheduling users. There-fore, messaging becomes critical to timely event notification and data synchronization. In the prototype, a rapid messaging system using Java Message Service (JMS) in a mixed Java and .NET environment is established. This scheme allows both Java and .NET applications to communicate with each other for data synchronization and schedule negotiation. The JMS approach we used is based on a centralized messaging scheme. With proper use of a high speed messaging system, all users in this collaborative framework can communicate with each other to generate a schedule collaboratively to meet DSN and projects tracking needs.
Simulating Sand Behavior through Terrain Subdivision and Particle Refinement
NASA Astrophysics Data System (ADS)
Clothier, M.
2013-12-01
Advances in computer graphics, GPUs, and parallel processing hardware have provided researchers with new methods to visualize scientific data. In fact, these advances have spurred new research opportunities between computer graphics and other disciplines, such as Earth sciences. Through collaboration, Earth and planetary scientists have benefited by using these advances in hardware technology to process large amounts of data for visualization and analysis. At Oregon State University, we are collaborating with the Oregon Space Grant and IGERT Ecosystem Informatics programs to investigate techniques for simulating the behavior of sand. In addition, we have also been collaborating with the Jet Propulsion Laboratory's DARTS Lab to exchange ideas on our research. The DARTS Lab specializes in the simulation of planetary vehicles, such as the Mars rovers. One aspect of their work is testing these vehicles in a virtual "sand box" to test their performance in different environments. Our research builds upon this idea to create a sand simulation framework to allow for more complex and diverse environments. As a basis for our framework, we have focused on planetary environments, such as the harsh, sandy regions on Mars. To evaluate our framework, we have used simulated planetary vehicles, such as a rover, to gain insight into the performance and interaction between the surface sand and the vehicle. Unfortunately, simulating the vast number of individual sand particles and their interaction with each other has been a computationally complex problem in the past. However, through the use of high-performance computing, we have developed a technique to subdivide physically active terrain regions across a large landscape. To achieve this, we only subdivide terrain regions where sand particles are actively participating with another object or force, such as a rover wheel. This is similar to a Level of Detail (LOD) technique, except that the density of subdivisions are determined by their proximity to the interacting object or force with the sand. To illustrate an example, as a rover wheel moves forward and approaches a particular sand region, that region will continue to subdivide until individual sand particles are represented. Conversely, if the rover wheel moves away, previously subdivided sand regions will recombine. Thus, individual sand particles are available when an interacting force is present but stored away if there is not. As such, this technique allows for many particles to be represented without the computational complexity. We have also further generalized these subdivision regions in our sand framework into any volumetric area suitable for use in the simulation. This allows for more compact subdivision regions and has fine-tuned our framework so that more emphasis can be placed on regions of actively participating sand. We feel that this increases the framework's usefulness across scientific applications and can provide for other research opportunities within the earth and planetary sciences. Through continued collaboration with our academic partners, we continue to build upon our sand simulation framework and look for other opportunities to utilize this research.
Learning Tasks, Peer Interaction, and Cognition Process: An Online Collaborative Design Model
ERIC Educational Resources Information Center
Du, Jianxia; Durrington, Vance A.
2013-01-01
This paper illustrates a model for Online Group Collaborative Learning. The authors based the foundation of the Online Collaborative Design Model upon Piaget's concepts of assimilation and accommodation, and Vygotsky's theory of social interaction. The four components of online collaborative learning include: individual processes, the task(s)…
NASA Astrophysics Data System (ADS)
Eddy Spicer, David Henning
Teacher collaboration and joint reflective inquiry have been viewed as central elements of progressive educational reform for more than two decades. More recently, researchers, policy-makers, and practitioners have heralded "blended" or "hybrid" approaches that combine online and on-site environments for collaborative learning as especially promising for "scaling up" instructional improvement. Yet, relatively little is known about how teachers working together navigate organizational and interpersonal constraints to develop and sustain conditions essential to collective inquiry. This in-depth study of meaning making about curriculum and instruction among a group of 11 physics teachers in a public, urban secondary school in the U.S. is an effort to explore collective inquiry as a resource for teacher learning and innovations in teaching practice. Through extended observations, multiple interviews, and close analyses of interaction, the study followed teachers for 7 months as they worked together across 3 settings organized in fundamentally different ways to promote joint inquiry into teaching practice. The explanatory framework of the study rests on the mutually-reinforcing conceptual underpinnings of sociocultural theory and systemic functional linguistics to establish connections between micro-social interactions and macro-social processes. Drawing on systemic functional linguistics, the study explores interpersonal meaning making through close analyses of speech function and speech role in 6 extended sequences of generative interaction. Concepts from activity theory elucidate those features of settings and school that directly impinged on or advanced teachers' collaborative work. Findings run counter to prevailing congenial views of teacher collegiality by identifying ways in which collective inquiry is inherently unstable. That instability makes itself apparent at two levels: (a) the dynamics of authority within the group, and (b) middle-level features of setting and school that favored preserving solidarity above developing a critical stance towards practice. The study offers a theoretically-informed description of collective inquiry and an analytic framework to trace its development in naturally-occurring interaction. The analytic framework extends the tools of functional analysis into a new realm, that of teachers' collaborative work, and offers means to understand better the complex array of forces shaping and shaped by teachers' everyday interactions around their practice.
Hean, Sarah; Willumsen, Elisabeth; Ødegård, Atle
2018-06-11
Purpose Effective collaboration between mental health services (MHS) and criminal justice services (CJS) impacts on mental illness and reduces reoffending rates. This paper proposes the change laboratory model (CLM) of workplace transformation as a potential tool to support interagency collaborative practice that has potential to complement current integration tools used in this context. The purpose of this paper is to focus specifically on the theoretical dimension of the model: the cultural historical activity systems theory (CHAT) as a theoretical perspective that offers a framework with which interactions between the MHS and CJS can be better understood. Design/methodology/approach The structure and rationale behind future piloting of the change laboratory in this context is made. Then CHAT theory is briefly introduced and then its utility illustrated in the presentation of the findings of a qualitative study of leaders from MHS and CJS that explored their perspectives of the characteristics of collaborative working between MHS and prison/probation services in a Norwegian context and using CHAT as an analytical framework. Findings Leaders suggested that interactions between the two services, within the Norwegian system at least, are most salient when professionals engage in the reintegration and rehabilitation of the offender. Achieving effective communication within the boundary space between the two systems is a focus for professionals engaging in interagency working and this is mediated by a range of integration tools such as coordination plans and interagency meetings. Formalised interagency agreements and informal, unspoken norms of interaction governed this activity. Key challenges limiting the collaboration between the two systems included resource limitations, logistical issues and differences in professional judgments on referral and confidentiality. Originality/value Current tools with which MHS/CJS interactions are understood and managed, fail to make explicit the dimensions and nature of these complex interactions. The CLM, and CHAT as its theoretical underpinning, has been highly successful internationally and in other clinical contexts, as a means of exploring and developing interagency working. It is a new idea in prison development, none as yet being applied to the challenges facing the MHS and CJS. This paper addresses this by illustrating the use of CHAT as an analytical framework with which to articulate MHS/CJS collaborations and the potential of the CLM more widely to address current challenges in a context specific, bottom-up and fluid approach to interagency working in this environment.
Elearn: A Collaborative Educational Virtual Environment.
ERIC Educational Resources Information Center
Michailidou, Anna; Economides, Anastasios A.
Virtual Learning Environments (VLEs) that support collaboration are one of the new technologies that have attracted great interest. VLEs are learning management software systems composed of computer-mediated communication software and online methods of delivering course material. This paper presents ELearn, a collaborative VLE for teaching…
Wang, Yaya; Wan, Qiaoqin; Guo, Jia; Jin, Xiaoyan; Zhou, Weijiao; Feng, Xiaolin; Shang, Shaomei
2018-06-01
Nurse-physician collaboration is a critical prerequisite for high-quality care. Previous researchers have addressed multiple factors that influence collaboration. However, little of this research has explored the influence of interactional factors on nurses' perception of nurse-physician collaboration in China. To examine the influence of interactional factors (effective communication, perceived respect and willingness to collaborate) on nurses' perception of nurse-physician collaboration. A cross-sectional survey of 971 registered nurses in nine hospitals was conducted. An author-designed interactional factor questionnaire and the Nurse-Physician Collaboration Scale were used to collect data. Multiple regression analysis was used. Nurse-physician collaboration was identified as at a moderate level (mean = 3.93 ± 0.68). Interactional factors (effective communication, perceived respect and willingness to collaborate) were identified as relatively moderate to high (mean = 4.03 ± 0.68, mean = 3.87 ± 0.75, mean = 4.50 ± 0.59, respectively). The results showed that effective communication, perceived respect and willingness to collaborate explained 57.3% of the variance in nurses' perception of nurse-physician collaboration (Adjusted R 2 = 0.573, F = 435.563, P < 0.001). Perceived respect (β = 0.378) was the strongest factor relevant to nurses' perception of nurse-physician collaboration, second was effective communication (β = 0.315), and the weakest factor among these three factors was willingness to collaborate (β = 0.160). Nurses' perceptions of collaboration were relatively positive, mainly in Sharing of patient information; however, improvements need to be made regarding Joint participation in the cure/care decision-making process. Effective communication, perceived respect and willingness to collaborate significantly affect nurses' perception of nurse-physician collaboration, with perceived respect having greater explanatory power among the three interactional factors. It is necessary for hospital managers to develop strategies to build professional respect for nurses, facilitate effective nurse-physician communication and improve nurses' willingness to collaborate. Copyright © 2018 Elsevier Inc. All rights reserved.
Supporting Dynamic Ad hoc Collaboration Capabilities
DOE Office of Scientific and Technical Information (OSTI.GOV)
Agarwal, Deborah A.; Berket, Karlo
2003-07-14
Modern HENP experiments such as CMS and Atlas involve as many as 2000 collaborators around the world. Collaborations this large will be unable to meet often enough to support working closely together. Many of the tools currently available for collaboration focus on heavy-weight applications such as videoconferencing tools. While these are important, there is a more basic need for tools that support connecting physicists to work together on an ad hoc or continuous basis. Tools that support the day-to-day connectivity and underlying needs of a group of collaborators are important for providing light-weight, non-intrusive, and flexible ways to work collaboratively.more » Some example tools include messaging, file-sharing, and shared plot viewers. An important component of the environment is a scalable underlying communication framework. In this paper we will describe our current progress on building a dynamic and ad hoc collaboration environment and our vision for its evolution into a HENP collaboration environment.« less
Collaborative WorkBench for Researchers - Work Smarter, Not Harder
NASA Technical Reports Server (NTRS)
Ramachandran, Rahul; Kuo, Kwo-sen; Maskey, Manil; Lynnes, Christopher
2014-01-01
It is important to define some commonly used terminology related to collaboration to facilitate clarity in later discussions. We define provisioning as infrastructure capabilities such as computation, storage, data, and tools provided by some agency or similarly trusted institution. Sharing is defined as the process of exchanging data, programs, and knowledge among individuals (often strangers) and groups. Collaboration is a specialized case of sharing. In collaboration, sharing with others (usually known colleagues) is done in pursuit of a common scientific goal or objective. Collaboration entails more dynamic and frequent interactions and can occur at different speeds. Synchronous collaboration occurs in real time such as editing a shared document on the fly, chatting, video conference, etc., and typically requires a peer-to-peer connection. Asynchronous collaboration is episodic in nature based on a push-pull model. Examples of asynchronous collaboration include email exchanges, blogging, repositories, etc. The purpose of a workbench is to provide a customizable framework for different applications. Since the workbench will be common to all the customized tools, it promotes building modular functionality that can be used and reused by multiple tools. The objective of our Collaborative Workbench (CWB) is thus to create such an open and extensible framework for the Earth Science community via a set of plug-ins. Our CWB is based on the Eclipse [2] Integrated Development Environment (IDE), which is designed as a small kernel containing a plug-in loader for hundreds of plug-ins. The kernel itself is an implementation of a known specification to provide an environment for the plug-ins to execute. This design enables modularity, where discrete chunks of functionality can be reused to build new applications. The minimal set of plug-ins necessary to create a client application is called the Eclipse Rich Client Platform (RCP) [3]; The Eclipse RCP also supports thousands of community-contributed plug-ins, making it a popular development platform for many diverse applications including the Science Activity Planner developed at JPL for the Mars rovers [4] and the scientific experiment tool Gumtree [5]. By leveraging the Eclipse RCP to provide an open, extensible framework, a CWB supports customizations via plug-ins to build rich user applications specific for Earth Science. More importantly, CWB plug-ins can be used by existing science tools built off Eclipse such as IDL or PyDev to provide seamless collaboration functionalities.
A Development of Game-Based Learning Environment to Activate Interaction among Learners
NASA Astrophysics Data System (ADS)
Takaoka, Ryo; Shimokawa, Masayuki; Okamoto, Toshio
Many studies and systems that incorporate elements such as “pleasure” and “fun” in the game to improve a learner's motivation have been developed in the field of learning environments. However, few are the studies of situations where many learners gather at a single computer and participate in a game-based learning environment (GBLE), and where the GBLE designs the learning process by controlling the interactions between learners such as competition, collaboration, and learning by teaching. Therefore, the purpose of this study is to propose a framework of educational control that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our GBLE called “Who becomes the king in the country of mathematics?” from a game viewpoint and describe the method of learning support control in the learning environment. In addition, we report the results of the learning experiment with our GBLE, which we carried out in a junior high school, and include some comments by a principal and a teacher. From the results of the experiment and some comments, we noticed that a game may play a significant role in weakening the learning relationship among students and creating new relationships in the world of the game. Furthermore, we discovered that learning support control of the GBLE has led to activation of the interaction between learners to some extent.
Peer Collaboration: The Relation of Regulatory Behaviors to Learning with Hypermedia
ERIC Educational Resources Information Center
Winters, Fielding I.; Alexander, Patricia A.
2011-01-01
Peer collaboration is a pedagogical method currently used to facilitate learning in classrooms. Similarly, computer-learning environments (CLEs) are often used to promote student learning in science classrooms, in particular. However, students often have difficulty utilizing these environments effectively. Does peer collaboration help students…
DOE Office of Scientific and Technical Information (OSTI.GOV)
Sinclair, K.
This poster highlights the various wildlife-wind collaboratives (specific to wildlife-wind turbine interaction research) that currently exist. Examples of collaboratives are included along with contact information, objectives, benefits, and ways to advance the knowledge base.
ERIC Educational Resources Information Center
Richmond, Laurie; Di Piero, Daniela; Espinoza, Flowers; Simeonoff, Teacon; Faraday, Margaret
2010-01-01
On a small island belonging to the Alutiiq people of Old Harbor, 11 people sat around a campfire. Two community leaders, a nonprofit organizer, an academic scholar, a native filmmaker, and six young people from the Indian reservation of Taos Pueblo in New Mexico gathered after a day of interacting with Old Harbor residents--fishing, hunting and…
NASA Technical Reports Server (NTRS)
Clement, Bradley J.; Barrett, Anthony C.
2003-01-01
Interacting agents that interleave planning and execution must reach consensus on their commitments to each other. In domains where agents have varying degrees of interaction and different constraints on communication and computation, agents will require different coordination protocols in order to efficiently reach consensus in real time. We briefly describe a largely unexplored class of real-time, distributed planning problems (inspired by interacting spacecraft missions), new challenges they pose, and a general approach to solving the problems. These problems involve self-interested agents that have infrequent communication but collaborate on joint activities. We describe a Shared Activity Coordination (SHAC) framework that provides a decentralized algorithm for negotiating the scheduling of shared activities in a dynamic environment, a soft, real-time approach to reaching consensus during execution with limited communication, and a foundation for customizing protocols for negotiating planner interactions. We apply SHAC to a realistic simulation of interacting Mars missions and illustrate the simplicity of protocol development.
Collaboration in academic medicine: reflections on gender and advancement.
Carr, Phyllis L; Pololi, Linda; Knight, Sharon; Conrad, Peter
2009-10-01
Collaboration in academic medicine is encouraged, yet no one has studied the environment in which faculty collaborate. The authors investigated how faculty experienced collaboration and the institutional atmosphere for collaboration. In 2007, as part of a qualitative study of faculty in five disparate U.S. medical schools, the authors interviewed 96 medical faculty at different career stages and in diverse specialties, with an oversampling of women, minorities, and generalists, regarding their perceptions and experiences of collaboration in academic medicine. Data analysis was inductive and driven by the grounded theory tradition. Female faculty expressed enthusiasm about the potential and process of collaboration; male faculty were more likely to focus on outcomes. Senior faculty experienced a more collaborative environment than early career faculty, who faced numerous barriers to collaboration: the hierarchy of medical academe, advancement criteria, and the lack of infrastructure supportive of collaboration. Research faculty appreciated shared ideas, knowledge, resources, and the increased productivity that could result from collaboration, but they were acutely aware that advancement requires an independent body of work, which was a major deterrent to collaboration among early career faculty. Academic medicine faculty have differing views on the impact and benefits of collaboration. Early career faculty face concerning obstacles to collaboration. Female faculty seemed more appreciative of the process of collaboration, which may be of importance for transitioning to a more collaborative academic environment. A reevaluation of effective benchmarks for promotion of faculty is warranted to address the often exclusive reliance on individualistic achievement.
Virtual Collaborative Environments for System of Systems Engineering and Applications for ISAT
NASA Technical Reports Server (NTRS)
Dryer, David A.
2002-01-01
This paper describes an system of systems or metasystems approach and models developed to help prepare engineering organizations for distributed engineering environments. These changes in engineering enterprises include competition in increasingly global environments; new partnering opportunities caused by advances in information and communication technologies, and virtual collaboration issues associated with dispersed teams. To help address challenges and needs in this environment, a framework is proposed that can be customized and adapted for NASA to assist in improved engineering activities conducted in distributed, enhanced engineering environments. The approach is designed to prepare engineers for such distributed collaborative environments by learning and applying e-engineering methods and tools to a real-world engineering development scenario. The approach consists of two phases: an e-engineering basics phase and e-engineering application phase. The e-engineering basics phase addresses skills required for e-engineering. The e-engineering application phase applies these skills in a distributed collaborative environment to system development projects.
ERIC Educational Resources Information Center
Mercier, Emma; Vourloumi, Georgia; Higgins, Steven
2017-01-01
Multi-touch technology is increasingly being used to support collaborative learning activities. However, to know how this technology can be used most effectively, we need to understand if collaborative interactions differ when groups are using multi-touch technology compared with other tools. In this paper, we compare the interactions of groups of…
Supporting tactical intelligence using collaborative environments and social networking
NASA Astrophysics Data System (ADS)
Wollocko, Arthur B.; Farry, Michael P.; Stark, Robert F.
2013-05-01
Modern military environments place an increased emphasis on the collection and analysis of intelligence at the tactical level. The deployment of analytical tools at the tactical level helps support the Warfighter's need for rapid collection, analysis, and dissemination of intelligence. However, given the lack of experience and staffing at the tactical level, most of the available intelligence is not exploited. Tactical environments are staffed by a new generation of intelligence analysts who are well-versed in modern collaboration environments and social networking. An opportunity exists to enhance tactical intelligence analysis by exploiting these personnel strengths, but is dependent on appropriately designed information sharing technologies. Existing social information sharing technologies enable users to publish information quickly, but do not unite or organize information in a manner that effectively supports intelligence analysis. In this paper, we present an alternative approach to structuring and supporting tactical intelligence analysis that combines the benefits of existing concepts, and provide detail on a prototype system embodying that approach. Since this approach employs familiar collaboration support concepts from social media, it enables new-generation analysts to identify the decision-relevant data scattered among databases and the mental models of other personnel, increasing the timeliness of collaborative analysis. Also, the approach enables analysts to collaborate visually to associate heterogeneous and uncertain data within the intelligence analysis process, increasing the robustness of collaborative analyses. Utilizing this familiar dynamic collaboration environment, we hope to achieve a significant reduction of time and skill required to glean actionable intelligence in these challenging operational environments.
Communication Resource Use in a Networked Collaborative Design Environment.
ERIC Educational Resources Information Center
Gay, Geri; Lentini, Marc
The purpose of this exploratory study was to examine student use of a prototype networked collaborative design environment to support or augment learning about engineering design. The theoretical framework is based primarily on Vygotsky's social construction of knowledge and the belief that collaboration and communication are critical components…
Role Management in a Privacy-Enhanced Collaborative Environment
ERIC Educational Resources Information Center
Lorenz, Anja; Borcea-Pfitzmann, Katrin
2010-01-01
Purpose: Facing the dilemma between collaboration and privacy is a continual challenge for users. In this setting, the purpose of this paper is to discuss issues of a highly flexible role management integrated in a privacy-enhanced collaborative environment (PECE). Design/methodology/approach: The general framework was provided by former findings…
Agreli, Heloise F; Peduzzi, Marina; Bailey, Christopher
2017-11-01
The concept of team climate is widely used to understand and evaluate working environments. It shares some important features with Interprofessional Collaboration (IPC). The four-factor theory of climate for work group innovation, which underpins team climate, could provide a better basis for understanding both teamwork and IPC. This article examines in detail the common ground between team climate and IPC, and assesses the relevance of team climate as a theoretical approach to understanding IPC. There are important potential areas of overlap between team climate and IPC that we have grouped under four headings: (1) interaction and communication between team members; (2) common objectives around which collective work is organised; (3) responsibility for performing work to a high standard; and (4) promoting innovation in working practices. These overlapping areas suggest common characteristics that could provide elements of a framework for considering the contribution of team climate to collaborative working, both from a conceptual perspective and, potentially, in operational terms as, for example, a diagnostic tool.
NASA Astrophysics Data System (ADS)
Corrie, Brian; Zimmerman, Todd
Scientific research is fundamentally collaborative in nature, and many of today's complex scientific problems require domain expertise in a wide range of disciplines. In order to create research groups that can effectively explore such problems, research collaborations are often formed that involve colleagues at many institutions, sometimes spanning a country and often spanning the world. An increasingly common manifestation of such a collaboration is the collaboratory (Bos et al., 2007), a “…center without walls in which the nation's researchers can perform research without regard to geographical location — interacting with colleagues, accessing instrumentation, sharing data and computational resources, and accessing information from digital libraries.” In order to bring groups together on such a scale, a wide range of components need to be available to researchers, including distributed computer systems, remote instrumentation, data storage, collaboration tools, and the financial and human resources to operate and run such a system (National Research Council, 1993). Media Spaces, as both a technology and a social facilitator, have the potential to meet many of these needs. In this chapter, we focus on the use of scientific media spaces (SMS) as a tool for supporting collaboration in scientific research. In particular, we discuss the design, deployment, and use of a set of SMS environments deployed by WestGrid and one of its collaborating organizations, the Centre for Interdisciplinary Research in the Mathematical and Computational Sciences (IRMACS) over a 5-year period.
ERIC Educational Resources Information Center
Du, Jianxia; Xu, Jianzhong; Fan, Xitao
2015-01-01
The present study examines empirical models of students' management of the learning environment in the context of online collaborative groupwork. Such environment management is an important component of students' overall self-regulated learning strategy for effective learning. Student- and group-level predictors for study environment management in…
NASA Astrophysics Data System (ADS)
Noor, Ahmed K.
2013-12-01
Some of the recent attempts for improving and transforming engineering education are reviewed. The attempts aim at providing the entry level engineers with the skills needed to address the challenges of future large-scale complex systems and projects. Some of the frontier sectors and future challenges for engineers are outlined. The major characteristics of the coming intelligence convergence era (the post-information age) are identified. These include the prevalence of smart devices and environments, the widespread applications of anticipatory computing and predictive / prescriptive analytics, as well as a symbiotic relationship between humans and machines. Devices and machines will be able to learn from, and with, humans in a natural collaborative way. The recent game changers in learnscapes (learning paradigms, technologies, platforms, spaces, and environments) that can significantly impact engineering education in the coming era are identified. Among these are open educational resources, knowledge-rich classrooms, immersive interactive 3D learning, augmented reality, reverse instruction / flipped classroom, gamification, robots in the classroom, and adaptive personalized learning. Significant transformative changes in, and mass customization of, learning are envisioned to emerge from the synergistic combination of the game changers and other technologies. The realization of the aforementioned vision requires the development of a new multidisciplinary framework of emergent engineering for relating innovation, complexity and cybernetics, within the future learning environments. The framework can be used to treat engineering education as a complex adaptive system, with dynamically interacting and communicating components (instructors, individual, small, and large groups of learners). The emergent behavior resulting from the interactions can produce progressively better, and continuously improving, learning environment. As a first step towards the realization of the vision, intelligent adaptive cyber-physical ecosystems need to be developed to facilitate collaboration between the various stakeholders of engineering education, and to accelerate the development of a skilled engineering workforce. The major components of the ecosystems include integrated knowledge discovery and exploitation facilities, blended learning and research spaces, novel ultra-intelligent software agents, multimodal and autonomous interfaces, and networked cognitive and tele-presence robots.
TELMA: Technology-enhanced learning environment for minimally invasive surgery.
Sánchez-González, Patricia; Burgos, Daniel; Oropesa, Ignacio; Romero, Vicente; Albacete, Antonio; Sánchez-Peralta, Luisa F; Noguera, José F; Sánchez-Margallo, Francisco M; Gómez, Enrique J
2013-06-01
Cognitive skills training for minimally invasive surgery has traditionally relied upon diverse tools, such as seminars or lectures. Web technologies for e-learning have been adopted to provide ubiquitous training and serve as structured repositories for the vast amount of laparoscopic video sources available. However, these technologies fail to offer such features as formative and summative evaluation, guided learning, or collaborative interaction between users. The "TELMA" environment is presented as a new technology-enhanced learning platform that increases the user's experience using a four-pillared architecture: (1) an authoring tool for the creation of didactic contents; (2) a learning content and knowledge management system that incorporates a modular and scalable system to capture, catalogue, search, and retrieve multimedia content; (3) an evaluation module that provides learning feedback to users; and (4) a professional network for collaborative learning between users. Face validation of the environment and the authoring tool are presented. Face validation of TELMA reveals the positive perception of surgeons regarding the implementation of TELMA and their willingness to use it as a cognitive skills training tool. Preliminary validation data also reflect the importance of providing an easy-to-use, functional authoring tool to create didactic content. The TELMA environment is currently installed and used at the Jesús Usón Minimally Invasive Surgery Centre and several other Spanish hospitals. Face validation results ascertain the acceptance and usefulness of this new minimally invasive surgery training environment. Copyright © 2013 Elsevier Inc. All rights reserved.
Stakeholder Analysis To Shape the Enterprise
NASA Astrophysics Data System (ADS)
McCaughin, Keith; Derosa, Joseph
An enterprise is a complex adaptive social system that should maximize stakeholder, not shareholder, value — value to employees, customers, shareholders and others. We expand upon Russell Ackoff s direction to distribute value among stakeholders, to propose a schema of rules that guide the interactions among autonomous agents in the transactional environment of an enterprise. We define an enterprise as an organization and its transactional environment interacting with and adapting to each other. Enterprise behavior can only be understood in the context of this transactional environment where everything depends on everything else and interactions cannot be controlled, but can be influenced if they are guided by an understanding of the internal rules of the autonomous agents. The schema has four complementary rules (control, autonomy, return and value) derived from the work of Russell Ackoff and Michael Porter. The basic rules are applied in combination to eight stakeholder types derived from Richard Hopeman and Raymond McLeod (Leaders, Competitors, Customers, Public, Workers, Collaborators, Suppliers and Regulators). An enterprise can use this schema and rules in a process of stakeholder analysis to develop and continually refine strategies to encourage behaviors that benefit the enterprise and discourage behaviors that harm the enterprise. These strategies are implemented in a relationship management program in support of enterprise strategic management to consciously and explicitly shape the environment to reduce risks and increase opportunities for success.
An agent based architecture for high-risk neonate management at neonatal intensive care unit.
Malak, Jaleh Shoshtarian; Safdari, Reza; Zeraati, Hojjat; Nayeri, Fatemeh Sadat; Mohammadzadeh, Niloofar; Farajollah, Seide Sedighe Seied
2018-01-01
In recent years, the use of new tools and technologies has decreased the neonatal mortality rate. Despite the positive effect of using these technologies, the decisions are complex and uncertain in critical conditions when the neonate is preterm or has a low birth weight or malformations. There is a need to automate the high-risk neonate management process by creating real-time and more precise decision support tools. To create a collaborative and real-time environment to manage neonates with critical conditions at the NICU (Neonatal Intensive Care Unit) and to overcome high-risk neonate management weaknesses by applying a multi agent based analysis and design methodology as a new solution for NICU management. This study was a basic research for medical informatics method development that was carried out in 2017. The requirement analysis was done by reviewing articles on NICU Decision Support Systems. PubMed, Science Direct, and IEEE databases were searched. Only English articles published after 1990 were included; also, a needs assessment was done by reviewing the extracted features and current processes at the NICU environment where the research was conducted. We analyzed the requirements and identified the main system roles (agents) and interactions by a comparative study of existing NICU decision support systems. The Universal Multi Agent Platform (UMAP) was applied to implement a prototype of our multi agent based high-risk neonate management architecture. Local environment agents interacted inside a container and each container interacted with external resources, including other NICU systems and consultation centers. In the NICU container, the main identified agents were reception, monitoring, NICU registry, and outcome prediction, which interacted with human agents including nurses and physicians. Managing patients at the NICU units requires online data collection, real-time collaboration, and management of many components. Multi agent systems are applied as a well-known solution for management, coordination, modeling, and control of NICU processes. We are currently working on an outcome prediction module using artificial intelligence techniques for neonatal mortality risk prediction. The full implementation of the proposed architecture and evaluation is considered the future work.
Online Teacher Development: Collaborating in a Virtual Learning Environment
ERIC Educational Resources Information Center
Ernest, Pauline; Guitert Catasús, Montse; Hampel, Regine; Heiser, Sarah; Hopkins, Joseph; Murphy, Linda; Stickler, Ursula
2013-01-01
Over recent years, educational institutions have been making increasing use of virtual environments to set up collaborative activities for learners. While it is recognized that teachers play an important role in facilitating learner collaboration online, they may not have the necessary skills to do so successfully. Thus, a small-scale professional…
Correction of false memory for associated word lists by collaborating groups.
Weigold, Arne; Russell, Elizabeth J; Natera, Sara N
2014-01-01
Collaborative inhibition is often observed for both correct and false memories. However, research examining the mechanisms by which collaborative inhibition occurs, such as retrieval disruption, reality monitoring, or group filtering, is lacking. In addition, the creation of the nominal groups (i.e., groups artificially developed by combining individuals' recall) necessary for examining collaborative inhibition do not use statistical best practices. Using the Deese-Roediger-McDermott paradigm, we examined percentages of correct and false memories in individuals, collaborative interactive groups, and correctly created nominal groups, as well as the processes that the collaborative interactive groups used to determine which memories to report. Results showed evidence of the collaborative inhibition effect. In addition, analyses of the collaborative interactive groups' discussions found that these groups wrote down almost all presented words but less than half of nonpresented critical words, after discussing them, with nonpresented critical words being stated to the group with lower confidence and rejected by other group members more often. Overall, our findings indicated support for the group filtering hypothesis.
Moriyama, M; Suwa, T; Kabuto, M; Fukushima, T
2001-02-01
To understand the actual viewpoints of children about daily life and the environment, the authors, adopting a participatory strategy, visited 21 classes of Japanese school children, improved in a stepwise process their ways of question-asking, and developed "WIFY"(what is important for you); a set of interactive questions composed of a basic question and three accompanying instructions. In applying WIFY, 59 fourth graders, 22 in Nagasaki, Japan and 37 in Beijing, China, reported their viewpoints in each of classroom settings. In both settings, when children were allowed to communicate with each other by the use of WIFY answering sheet, spontaneous exchanges arose and continued. WIFY itself is supposed to bring out and enhance mutual collaboration and spontaneous networking. In this instance, WIFY functioned as a communication tool. When answering sheets were collected and obtained responses were analyzed as cases, a rather materialistic view was suggested among Japanese children and a more disciplined view, which put much value on school and home, was suggested among Chinese children. Further studies are needed to confirm the changing environmental views of children from the collaborative research framework.
A systematic study of the strong interaction with P-barANDA
DOE Office of Scientific and Technical Information (OSTI.GOV)
Messchendorp, J. G.
2011-10-21
The theory of Quantum Chromo Dynamics (QCD) reproduces the strong interaction at distances much shorter than the size of the nucleon. At larger distance scales, the generation of hadron masses and confinement cannot yet be derived from first principles on basis of QCD. The PANDA experiment at FAIR will address the origin of these phenomena in controlled environments. Beams of antiprotons together with a multi-purpose and compact detection system will provide unique tools to perform studies of the strong interaction. This will be achieved via precision spectroscopy of charmonium and open-charm states, an extensive search for exotic objects such asmore » glueballs and hybrids, in-medium and hypernuclei spectroscopy, and more. An overview is given of the physics program of the P-barANDA collaboration.« less
On the chemical reaction of matter with antimatter.
Lodi Rizzini, Evandro; Venturelli, Luca; Zurlo, Nicola
2007-06-04
A chemical reaction between the building block antiatomic nucleus, the antiproton (p or H- in chemical notation), and the hydrogen molecular ion (H2+) has been observed by the ATHENA collaboration at CERN. The charged pair interact via the long-range Coulomb force in the environment of a Penning trap which is purpose-built to observe antiproton interactions. The net result of the very low energy collision of the pair is the creation of an antiproton-proton bound state, known as protonium (Pn), together with the liberation of a hydrogen atom. The Pn is formed in a highly excited, metastable, state with a lifetime against annihilation of around 1 micros. Effects are observed related to the temperature of the H2+ prior to the interaction, and this is discussed herein.
3D Virtual Environment Used to Support Lighting System Management in a Building
NASA Astrophysics Data System (ADS)
Sampaio, A. Z.; Ferreira, M. M.; Rosário, D. P.
The main aim of the research project, which is in progress at the UTL, is to develop a virtual interactive model as a tool to support decision-making in the planning of construction maintenance and facilities management. The virtual model gives the capacity to allow the user to transmit, visually and interactively, information related to the components of a building, defined as a function of the time variable. In addition, the analysis of solutions for repair work/substitution and inherent cost are predicted, the results being obtained interactively and visualized in the virtual environment itself. The first component of the virtual prototype concerns the management of lamps in a lighting system. It was applied in a study case. The interactive application allows the examination of the physical model, visualizing, for each element modeled in 3D and linked to a database, the corresponding technical information concerned with the use of the material, calculated for different points in time during their life. The control of a lamp stock, the constant updating of lifetime information and the planning of periodical local inspections are attended on the prototype. This is an important mean of cooperation between collaborators involved in the building management.
Kanaka Maoli and Kamáāina Seascapes - Knowing Our Ocean Through Times of Change
NASA Astrophysics Data System (ADS)
Puniwai, N.
2017-12-01
In Hawaíi our oceans define us, we come from the ocean. Our oceans change, and we change with them, as we always have. By learning from people who are dependent on their environment, we learn how to observe and how to adapt. Through the lens of climate change, we interviewed respected ocean observers and surfers to learn about changes they have witnessed over time and the spatial scales and ocean conditions important to them. We looked at our ancient and historical texts to see what processes they recorded and the language they used to ascribe their observations, interactions and relationships to these places. Yet, we also integrate what our mechanical data sensors have recorded over recent time. By expanding our time scales of reference, knowledge sources, and collaborators, these methods teach us how our ancestors adapted and how climate change may impact our subsistence, recreation, and interactions with the environment. Managing complex seascapes requires the integration of multiple ways of knowing; strengthening our understanding of seascapes and their resiliency in this changing environment.
Manipulation of volumetric patient data in a distributed virtual reality environment.
Dech, F; Ai, Z; Silverstein, J C
2001-01-01
Due to increases in network speed and bandwidth, distributed exploration of medical data in immersive Virtual Reality (VR) environments is becoming increasingly feasible. The volumetric display of radiological data in such environments presents a unique set of challenges. The shear size and complexity of the datasets involved not only make them difficult to transmit to remote sites, but these datasets also require extensive user interaction in order to make them understandable to the investigator and manageable to the rendering hardware. A sophisticated VR user interface is required in order for the clinician to focus on the aspects of the data that will provide educational and/or diagnostic insight. We will describe a software system of data acquisition, data display, Tele-Immersion, and data manipulation that supports interactive, collaborative investigation of large radiological datasets. The hardware required in this strategy is still at the high-end of the graphics workstation market. Future software ports to Linux and NT, along with the rapid development of PC graphics cards, open the possibility for later work with Linux or NT PCs and PC clusters.
Hands-on-Universe, Europe Bringing frontline interactive astronomy to the classroom
NASA Astrophysics Data System (ADS)
Ferlet, R.
Hands-on-Universe, Europe (EU-HOU) aims at re-awakening the interest for science in the young generations through astronomy and new technologies. It relies on real observations acquired through a worldwide internet-based network of automatic telescopes or with didactical tools (webcam, radiotelescope). Pupils manipulate images in the classroom environment, using specific software within pedagogical resources constructed in close collaboration between researchers and teachers. EU-HOU is freely available on the web, and trains european teachers.
Building a Virtual Environment for Diabetes Self-Management Education and Support
Johnson, Constance; Feenan, Kevin; Setliff, Glenn; Pereira, Katherine; Hassell, Nancy; Beresford, Henry F.; Epps, Shelly; Nicollerat, Janet; Tatum, William; Feinglos, Mark; Vorderstrasse, Allison
2015-01-01
The authors developed an immersive diabetes community to provide diabetes self-management education and support for adults with type 2 diabetes. In this article the authors describe the procedures used to develop this virtual environment (VE). Second Life Impacts Diabetes Education & Self-Management (SLIDES), the VE for our diabetes community was built in Second Life. Social Cognitive Theory, behavioral principles and key aspects of virtual environments related to usability were applied in the development in this VE. Collaboration between researchers, clinicians and information technology (IT) specialists occurred throughout the development process. An interactive community was successfully built and utilized to provide diabetes self-management education and support. VEs for health applications may be innovative and enticing, yet it must be kept in mind that there are substantial effort, expertise, and usability factors that must be considered in the development of these environments for health care consumers. PMID:25699133
ERIC Educational Resources Information Center
Colbry, Stephanie; Hurwitz, Marc; Adair, Rodger
2014-01-01
Theories of collaboration exist at the interfirm and intergroup level, but not the intragroup or team level. Team interactions are often framed in terms of leadership and followership, a categorization which may, or may not, accurately reflect the dynamics of intragroup interactions. To create a grounded theory of collaboration, the Farmer's…
Addressing Microaggressions to Facilitate High-Performing Work Climates
NASA Astrophysics Data System (ADS)
Brown Clarke, J.
2016-12-01
Microaggressions can be described as verbal, behavioral or environmental insults, whether intentional or unintentional, that communicates hostile, derogatory, or negative messages toward individuals based on one's race, ethnicity, gender, sexuality, intersectionality, thisABILITIES, language, socioeconomic and/or citizenship status. This interactive workshop will engage participants to examine and identifying microaggressions, then work collaboratively to develop strategies and tools to confront and remove them from the environment. At the end of this session, participants will be more aware of their own personal biases and stereotypes, and the influence it can have on the organizational climate: Learn how to detect microaggressions Learn how to react to microaggressions Learn how to sustain a microaggression-free environment
[The informatics: a remarkable tool for teaching general internal medicine].
Ombelli, Julien; Pasche, Olivier; Sohrmann, Marc; Monti, Matteo
2015-05-13
INTERMED training implies a three week course, integrated in the "primary care module" for medical students in the first master year at the school of medicine in Lausanne. INTERMED uses an innovative teaching method based on repetitive sequences of e-learning-based individual learning followed by collaborative learning activities in teams, named Team-based learning (TBL). The e-learning takes place in a web-based virtual learning environment using a series of interactive multimedia virtual patients. By using INTERMED students go through a complete medical encounter applying clinical reasoning and choosing the diagnostic and therapeutic approach. INTERMED offers an authentic experience in an engaging and safe environment where errors are allowed and without consequences.
Weight stigma in physiotherapy practice: Patient perceptions of interactions with physiotherapists.
Setchell, Jenny; Watson, Bernadette; Jones, Liz; Gard, Michael
2015-12-01
Weight management is increasingly considered part of physiotherapists' scope of practice in order to improve patient outcomes by, for example, reducing load on joints, or improving chronic pain. However, interactions with patients involving weight may result in patient perceptions of negative judgement from health professionals, which can result in poorer health outcomes. How physiotherapist/patient interactions involving weight are perceived by patients has not yet been investigated. To explore patients' perceptions of interactions with physiotherapists that involved weight, and investigate how these perceptions may inform physiotherapy practice. Face-to-face interviews with physiotherapy patients, with follow up interviews conducted by telephone. Data were analysed thematically. First interviews were held in a physiotherapy practice with follow up interviews conducted two weeks later. Interviews were audio recorded, transcribed and analysed using an inductive thematic method established by Braun and Clarke. Thirty interviews with 15 patients were analysed. Four main themes relevant to weight were identified: 1) perceptions of being 'in physiotherapy' including pre-conceptions, the physical environment, and exposing the body, 2) emphasis placed on weight in physiotherapy interactions, 3) communication styles, and 4) judgement perception. Some patients perceived negative weight judgements from elements of physiotherapy interactions and environments. Physiotherapists need to be aware of this perception because it may result in poorer patient outcomes and patients avoiding physiotherapy appointments. The results suggest strategies to counteract weight stigma include: adjusting the physical environment of the clinic, portraying an understanding of complex determinants of weight, and employing collaborative, non-judgemental communication styles. Copyright © 2015 Elsevier Ltd. All rights reserved.
Report on the Joint EU-US Workshop on Microbial Community Dynamics: Cooperation and Competition
DOE Office of Scientific and Technical Information (OSTI.GOV)
Wall, Judy D.
2013-07-01
The European Commission (EC)-United States (US) Task Force on Biotechnology Research has a longstanding joint Working Group on Biotechnology for the Environment whose mission is to foster collaborations between researchers in the European Union (EU) and US in the field of environmental biotechnology. A special focus of the Working Group is to increase scientific interchange between early career scientists in the US and EU. Such interactions initiate a foundation of respect and trust needed to develop long-term collaborations. In order to realize the full potential for the application of modern technologies to obtain a sustainable biosphere, it is vital tomore » create conduits for knowledge exchange among scientists worldwide engaged in environmental microbial biotechnology research. Since its formation in 1994, the Working Group has organized many activities for early career scientists designed to promote this scientific exchange, including two week courses with hands-on research experience, intensive workshops of two or three days, and research scholar exchanges of one to six months. These interactions are focused on environmental problems that respect no international boundaries.« less
The relation between prior knowledge and students' collaborative discovery learning processes
NASA Astrophysics Data System (ADS)
Gijlers, Hannie; de Jong, Ton
2005-03-01
In this study we investigate how prior knowledge influences knowledge development during collaborative discovery learning. Fifteen dyads of students (pre-university education, 15-16 years old) worked on a discovery learning task in the physics field of kinematics. The (face-to-face) communication between students was recorded and the interaction with the environment was logged. Based on students' individual judgments of the truth-value and testability of a series of domain-specific propositions, a detailed description of the knowledge configuration for each dyad was created before they entered the learning environment. Qualitative analyses of two dialogues illustrated that prior knowledge influences the discovery learning processes, and knowledge development in a pair of students. Assessments of student and dyad definitional (domain-specific) knowledge, generic (mathematical and graph) knowledge, and generic (discovery) skills were related to the students' dialogue in different discovery learning processes. Results show that a high level of definitional prior knowledge is positively related to the proportion of communication regarding the interpretation of results. Heterogeneity with respect to generic prior knowledge was positively related to the number of utterances made in the discovery process categories hypotheses generation and experimentation. Results of the qualitative analyses indicated that collaboration between extremely heterogeneous dyads is difficult when the high achiever is not willing to scaffold information and work in the low achiever's zone of proximal development.
Trust and Online Reputation Systems
NASA Astrophysics Data System (ADS)
Kwan, Ming; Ramachandran, Deepak
Web 2.0 technologies provide organizations with unprecedented opportunities to expand and solidify relationships with their customers, partners, and employees—while empowering firms to define entirely new business models focused on sharing information in online collaborative environments. Yet, in and of themselves, these technologies cannot ensure productive online interactions. Leading enterprises that are experimenting with social networks and online communities are already discovering this fact and along with it, the importance of establishing trust as the foundation for online collaboration and transactions. Just as today's consumers must feel secure to bank, exchange personal information and purchase products and services online; participants in Web 2.0 initiatives will only accept the higher levels of risk and exposure inherent in e-commerce and Web collaboration in an environment of trust. Indeed, only by attending to the need to cultivate online trust with customers, partners and employees will enterprises ever fully exploit the expanded business potential posed by Web 2.0. But developing online trust is no easy feat. While various preliminary attempts have occurred, no definitive model for establishing or measuring it has yet been established. To that end, nGenera has identified three, distinct dimensions of online trust: reputation (quantitative-based); relationship (qualitative-based) and process (system-based). When considered together, they form a valuable model for understanding online trust and a toolbox for cultivating it to support Web 2.0 initiatives.
NASA Technical Reports Server (NTRS)
Minow, Joseph I.; Coffey, Victoria; Wright, Kenneth; Craven, Paul; Koontz, Steven
2010-01-01
The near circular, 51.6deg inclination orbit of the International Space Station (ISS) is maintained within an altitude range of approximately 300 km to 400 km providing an ideal platform for conducting in-situ studies of space weather effects on the mid and low-latitude F-2 region ionosphere. The Floating Potential Measurement Unit (FPMU) is a suite of instruments installed on the ISS in August 2006 which includes a Floating Potential Probe (FPP), a Plasma Impedance Probe (PIP), a Wide-sweep Langmuir Probe (WLP), and a Narrow-sweep Langmuir Probe (NLP). The primary purpose for deploying the FPMU is to characterize ambient plasma temperatures and densities in which the ISS operates and to obtain measurements of the ISS potential relative to the space plasma environment for use in characterizing and mitigating spacecraft charging hazards to the vehicle and crew. In addition to the engineering goals, data from the FPMU instrument package is available for collaborative multi-satellite and ground based instrument studies of the F-region ionosphere during both quiet and disturbed periods. Finally, the FPMU measurements supported by ISS engineering telemetry data provides a unique opportunity to investigate interactions of the ISS high voltage (160 volt) solar array system with the plasma environment. This presentation will provide examples of FPMU measurements along the ISS orbit including night-time equatorial plasma density depletions sampled near the peak electron density in the F2-region ionosphere, charging phenomenon due to interaction of the ISS solar arrays with the plasma environment, and modification of ISS charging due to visiting vehicles demonstrating the capabilities of the FPMU probes for monitoring mid and low latitude plasma processes as well as vehicle interactions with the plasma environment.
User-Centered Iterative Design of a Collaborative Virtual Environment
2001-03-01
cognitive task analysis methods to study land navigators. This study was intended to validate the use of user-centered design methodologies for the design of...have explored the cognitive aspects of collaborative human way finding and design for collaborative virtual environments. Further investigation of design paradigms should include cognitive task analysis and behavioral task analysis.
ERIC Educational Resources Information Center
Tirado, Ramon; Aguaded, Ignacio; Hernando, Angel
2011-01-01
This article analyses an experience in collaborative learning in an asynchronous writing environment through discussion forums on a WebCt platform of the University of Huelva's virtual campus, and was part of an innovative teaching project in 2007-08. The main objectives are to describe the processes of collaborative knowledge construction and the…
ERIC Educational Resources Information Center
Prata, David Nadler; Baker, Ryan S. J. d.; Costa, Evandro d. B.; Rose, Carolyn P.; Cui, Yue; de Carvalho, Adriana M. J. B.
2009-01-01
This paper presents a model which can automatically detect a variety of student speech acts as students collaborate within a computer supported collaborative learning environment. In addition, an analysis is presented which gives substantial insight as to how students' learning is associated with students' speech acts, knowledge that will…
ERIC Educational Resources Information Center
Gogoulou, Agoritsa; Gouli, Evangelia; Grigoriadou, Maria; Samarakou, Maria; Chinou, Dionisia
2007-01-01
In this paper, we present a web-based educational setting, referred to as SCALE (Supporting Collaboration and Adaptation in a Learning Environment), which aims to serve learning and assessment. SCALE enables learners to (i) work on individual and collaborative activities proposed by the environment with respect to learners' knowledge level, (ii)…
ERIC Educational Resources Information Center
Kollias, V.; Mamalougos, N.; Vamvakoussi, X.; Lakkala, M.; Vosniadou, S.
2005-01-01
Fifty-six teachers, from four European countries, were interviewed to ascertain their attitudes to and beliefs about the Collaborative Learning Environments (CLEs) which were designed under the Innovative Technologies for Collaborative Learning Project. Their responses were analysed using categories based on a model from cultural-historical…
Task Design and Interaction in Collaborative Writing: The Students' Story
ERIC Educational Resources Information Center
Bremner, Stephen; Peirson-Smith, Anne; Jones, Rodney; Bhatia, Vijay
2014-01-01
This article investigates student behaviour on collaborative assignments, looking at the relationship between task type and interaction, and considers the implications for task design. Students reported on interactions in a year-long workplace-focussed group communication project, comparing these with interactions on other academy-based group…
An Information Processing Perspective on Divergence and Convergence in Collaborative Learning
ERIC Educational Resources Information Center
Jorczak, Robert L.
2011-01-01
This paper presents a model of collaborative learning that takes an information processing perspective of learning by social interaction. The collaborative information processing model provides a theoretical basis for understanding learning principles associated with social interaction and explains why peer-to-peer discussion is potentially more…
Advantages and Disadvantages of Cross Grade Level Collaboration to Improve Collegial Interactions
ERIC Educational Resources Information Center
Johnson, Fidelia
2013-01-01
Researchers have connected student achievement to teacher collaboration; however, there is a paucity of studies conducted on how teachers use identified advantages and disadvantages of cross grade level collaboration to improve collegial interactions to achieve better student performance, professional development, teacher effectiveness, and job…
ERIC Educational Resources Information Center
Bligh, Caroline Adele; Fathima, Monalisa
2017-01-01
This article applies sociocultural theorizing as a tool to analyze children's collaborative cooking practices through the key sociocultural concepts of social interaction and collaboration within a school cooking club. The "everyday" activity of cooking is examined using field notes gathered through participant observations, diary…
Digital Games: Changing Education, One Raid at a Time
ERIC Educational Resources Information Center
Pivec, Paul; Pivec, Maja
2011-01-01
Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on…
ERIC Educational Resources Information Center
Ernst, Jeremy V.; Clark, Aaron C.
2011-01-01
The utilization of information technology to assist communication and collaboration has become a central theme in information systems research and practice. Rising information and communication technologies could considerably enhance interaction and collaboration. For the purposes of this research study, applications that permit documents and…
Wikis and Collaborative Learning in Higher Education
ERIC Educational Resources Information Center
Zheng, Binbin; Niiya, Melissa; Warschauer, Mark
2015-01-01
While collaborative learning and collaborative writing can be of great value to student learning, the implementation of a technology-supported collaborative learning environment is a challenge. With their built-in features for supporting collaborative writing and social communication, wikis are a promising platform for collaborative learning;…
Co-Regulation of Learning in Computer-Supported Collaborative Learning Environments: A Discussion
ERIC Educational Resources Information Center
Chan, Carol K. K.
2012-01-01
This discussion paper for this special issue examines co-regulation of learning in computer-supported collaborative learning (CSCL) environments extending research on self-regulated learning in computer-based environments. The discussion employs a socio-cognitive perspective focusing on social and collective views of learning to examine how…
EVA: Collaborative Distributed Learning Environment Based in Agents.
ERIC Educational Resources Information Center
Sheremetov, Leonid; Tellez, Rolando Quintero
In this paper, a Web-based learning environment developed within the project called Virtual Learning Spaces (EVA, in Spanish) is presented. The environment is composed of knowledge, collaboration, consulting, experimentation, and personal spaces as a collection of agents and conventional software components working over the knowledge domains. All…
ERIC Educational Resources Information Center
Alzahrani, Ibraheem; Woollard, John
2013-01-01
This paper seeks to discover the relationship between both the social constructivist learning theory and the collaborative learning environment. This relationship can be identified by giving an example of the learning environment. Due to wiki characteristics, Wiki technology is one of the most famous learning environments that can show the…
Milne, Jacqueline; Greenfield, David; Braithwaite, Jeffrey
2015-01-01
Collaborative practice among early career staff is at the bedrock of interprofessional care. This study investigated factors influencing the enactment of interprofessional practice by using the day-to-day role of six junior doctors in three teaching hospitals as a gateway to understand the various professions' interactive behaviours. The contextual framework used for the study was Strauss' theory of negotiated order. Ethnographic techniques were applied to observe the actions and interactions of participants on typical working days in their hospital environments. Field notes were created and thematic analysis was applied to the data. Three themes explored were culture, communication, and collaboration. Issues identified highlight the bounded organisational and professional cultures within which junior doctors work, and systemic problems in interprofessional interaction and communication in the wards of hospitals. There are indications that early career doctors are interprofessional isolates. The constraints of short training terms and pressure from multi-faceted demands on junior doctors can interfere with the establishment of meaningful relationships with nurses and other health professionals. The realisation of sustained interprofessional practice is, therefore, practically and structurally difficult. Enabling factors supporting the sharing of expertise are outweighed by barriers associated with professional and hospital organisational cultures, poor interprofessional communication, and the pressure of competing individual task demands in the course of daily practice.
‘An Interactive Web of Water, Space and Life’: A Paradox of Urban Dwelling in Setu Rawa Besar, Depok
NASA Astrophysics Data System (ADS)
Kurniawan, K. R.; Fadhil, M. N.; Abdilah, S.
2018-05-01
This paper discusses an interactive web of water, space and life amidst the paradox of formal and informal urban dwelling in Setu (Lake) Rawa Besar in Depok, Indonesia. Its high-density population lives in a such critical environmental condition with the amount of garbage that has polluted the Setu. The meshwork of human activity in terms of architecture and space strengthens the linkages between the natural and manmade environments. This interactive web highlights the paradox of urbanization and modernization of the city amidst environmental and socio-cultural issues. This research was initially based on findings of the International Joint Studio and Workshop at Universitas Indonesia, in collaboration with University of Florida and Cardiff University in 2016 and 2017. The methods of the study are through qualitative analysis with the advanced methods of in-depth interviews, observation and site analysis, and socio-cultural mapping of the informal and formal community. In addition, this research also reviews the existing urban master plan that has not been fully implemented yet. This research identifies the ways in which municipal authorities can collaborate with the informal community to help manage the waste within the setu, to propose further plans to create a ‘healthier’ settlement for the informal community.
Customizable scientific web-portal for DIII-D nuclear fusion experiment
NASA Astrophysics Data System (ADS)
Abla, G.; Kim, E. N.; Schissel, D. P.
2010-04-01
Increasing utilization of the Internet and convenient web technologies has made the web-portal a major application interface for remote participation and control of scientific instruments. While web-portals have provided a centralized gateway for multiple computational services, the amount of visual output often is overwhelming due to the high volume of data generated by complex scientific instruments and experiments. Since each scientist may have different priorities and areas of interest in the experiment, filtering and organizing information based on the individual user's need can increase the usability and efficiency of a web-portal. DIII-D is the largest magnetic nuclear fusion device in the US. A web-portal has been designed to support the experimental activities of DIII-D researchers worldwide. It offers a customizable interface with personalized page layouts and list of services for users to select. Each individual user can create a unique working environment to fit his own needs and interests. Customizable services are: real-time experiment status monitoring, diagnostic data access, interactive data analysis and visualization. The web-portal also supports interactive collaborations by providing collaborative logbook, and online instant announcement services. The DIII-D web-portal development utilizes multi-tier software architecture, and Web 2.0 technologies and tools, such as AJAX and Django, to develop a highly-interactive and customizable user interface.
The Effect of Online Collaboration on Adolescent Sense of Community in Eighth-Grade Physical Science
NASA Astrophysics Data System (ADS)
Wendt, Jillian L.; Rockinson-Szapkiw, Amanda J.
2015-10-01
Using a quasi-experimental, nonequivalent pretest/posttest control group design, the researchers examined the effects of online collaborative learning on eighth-grade student's sense of community in a physical science class. For a 9-week period, students in the control group participated in collaborative activities in a face-to-face learning environment, whereas students in the experimental group participated in online collaborative activities using the Edmodo educational platform in a hybrid learning environment. Students completed the Classroom Community Scale survey as a pretest and posttest. Results indicated that the students who participated in the face-to-face classroom had higher overall sense of community and learning community than students who participated in collaborative activities in the online environment. Results and implications are discussed and suggestions for future research are provided.
The Influence of Anxiety and Quality of Interaction on Collaborative Test Performance
ERIC Educational Resources Information Center
Pandey, Carol; Kapitanoff, Susan
2011-01-01
This research investigated the relationships among test performance, anxiety, and the quality of interaction during collaborative testing of college students. It also explored which students are most likely to benefit from collaborative testing. It was randomly determined whether a student would take each of six examinations alone or with a…
ERIC Educational Resources Information Center
DeWitt, Dorothy; Alias, Norlidah; Siraj, Saedah
2014-01-01
Collaborative problem-solving in science instruction allows learners to build their knowledge and understanding through interaction, using the language of science. Computer-mediated communication (CMC) tools facilitate collaboration and may provide the opportunity for interaction when using the language of science in learning. There seems to be…
ERIC Educational Resources Information Center
Jäppinen, Aini-Kristiina
2014-01-01
The article aims at explicating the emergence of human interactional sense-making process within educational leadership as a complex system. The kind of leadership is understood as a holistic entity called collaborative leadership. There, sense-making emerges across interdependent domains, called attributes of collaborative leadership. The…
The Application of Modeling and Simulation to the Behavioral Deficit of Autism
NASA Technical Reports Server (NTRS)
Anton, John J.
2010-01-01
This abstract describes a research effort to apply technological advances in virtual reality simulation and computer-based games to create behavioral modification programs for individuals with Autism Spectrum Disorder (ASD). The research investigates virtual social skills training within a 3D game environment to diminish the impact of ASD social impairments and to increase learning capacity for optimal intellectual capability. Individuals with autism will encounter prototypical social contexts via computer interface and will interact with 3D avatars with predefined roles within a game-like environment. Incremental learning objectives will combine to form a collaborative social environment. A secondary goal of the effort is to begin the research and development of virtual reality exercises aimed at triggering the release of neurotransmitters to promote critical aspects of synaptic maturation at an early age to change the course of the disease.
Fragmented Romanian sociology: growth and structure of the collaboration network.
Hâncean, Marian-Gabriel; Perc, Matjaž; Vlăsceanu, Lazăr
2014-01-01
Structural patterns in collaboration networks are essential for understanding how new ideas, research practices, innovation or cooperation circulate and develop within academic communities and between and within university departments. In our research, we explore and investigate the structure of the collaboration network formed by the academics working full-time within all the 17 sociology departments across Romania. We show that the collaboration network is sparse and fragmented, and that it constitutes an environment that does not promote the circulation of new ideas and innovation within the field. Although recent years have witnessed an increase in the productivity of Romanian sociologists, there is still ample room for improvement in terms of the interaction infrastructure that ought to link individuals together so that they could maximize their potentials. We also fail to discern evidence in favor of the Matthew effect governing the growth of the network, which suggests scientific success and productivity are not rewarded. Instead, the structural properties of the collaboration network are partly those of a core-periphery network, where the spread of innovation and change can be explained by structural equivalence rather than by interpersonal influence models. We also provide support for the idea that, within the observed network, collaboration is the product of homophily rather than prestige effects. Further research on the subject based on data from other countries in the region is needed to place our results in a comparative framework, in particular to discern whether the behavior of the Romanian sociologist community is unique or rather common.
Fragmented Romanian Sociology: Growth and Structure of the Collaboration Network
Hâncean, Marian-Gabriel; Perc, Matjaž; Vlăsceanu, Lazăr
2014-01-01
Structural patterns in collaboration networks are essential for understanding how new ideas, research practices, innovation or cooperation circulate and develop within academic communities and between and within university departments. In our research, we explore and investigate the structure of the collaboration network formed by the academics working full-time within all the 17 sociology departments across Romania. We show that the collaboration network is sparse and fragmented, and that it constitutes an environment that does not promote the circulation of new ideas and innovation within the field. Although recent years have witnessed an increase in the productivity of Romanian sociologists, there is still ample room for improvement in terms of the interaction infrastructure that ought to link individuals together so that they could maximize their potentials. We also fail to discern evidence in favor of the Matthew effect governing the growth of the network, which suggests scientific success and productivity are not rewarded. Instead, the structural properties of the collaboration network are partly those of a core-periphery network, where the spread of innovation and change can be explained by structural equivalence rather than by interpersonal influence models. We also provide support for the idea that, within the observed network, collaboration is the product of homophily rather than prestige effects. Further research on the subject based on data from other countries in the region is needed to place our results in a comparative framework, in particular to discern whether the behavior of the Romanian sociologist community is unique or rather common. PMID:25409180
DOE Office of Scientific and Technical Information (OSTI.GOV)
None, None
The LEDS Global Partnership (LEDS GP) strives to advance climate-resilient, low-emission development through catalyzing collaboration, information exchange, and action on the ground. The Government of Kenya is a key LEDS GP member and offers an inspiring example of how LEDS GP is having an impact globally. The 2012 LEDS Collaboration in Action workshop in London provided an interactive space for members to share experiences on cross-ministerial LEDS leadership and to learn about concrete development impacts of LEDS around the world. Inspired by these stories, the Kenya's Ministry of State for Planning, National Development and Vision 2030 (MPND) began to collaboratemore » closely with the Ministry of Environment and Mineral Resources to create strong links between climate change action and development in the country, culminating in the integration of Kenya's National Climate Change Action Plan and the country's Medium Term Development Plan.« less
The Role of HTS in Drug Discovery at the University of Michigan
Larsen, Martha J.; Larsen, Scott D.; Fribley, Andrew; Grembecka, Jolanta; Homan, Kristoff; Mapp, Anna; Haak, Andrew; Nikolovska-Coleska, Zaneta; Stuckey, Jeanne A.; Sun, Duxin
2014-01-01
High throughput screening (HTS) is an integral part of a highly collaborative approach to drug discovery at the University of Michigan. The HTS lab is one of four core centers that provide services to identify, produce, screen and follow-up on biomedical targets for faculty. Key features of this system are: protein cloning and purification, protein crystallography, small molecule and siRNA HTS, medicinal chemistry and pharmacokinetics. Therapeutic areas that have been targeted include anti-bacterial, metabolic, neurodegenerative, cardiovascular, anti-cancer and anti-viral. The centers work in a coordinated, interactive environment to affordably provide academic investigators with the technology, informatics and expertise necessary for successful drug discovery. This review provides an overview of these centers at the University of Michigan, along with case examples of successful collaborations with faculty. PMID:24409957
Collaborative interactive visualization: exploratory concept
NASA Astrophysics Data System (ADS)
Mokhtari, Marielle; Lavigne, Valérie; Drolet, Frédéric
2015-05-01
Dealing with an ever increasing amount of data is a challenge that military intelligence analysts or team of analysts face day to day. Increased individual and collective comprehension goes through collaboration between people. Better is the collaboration, better will be the comprehension. Nowadays, various technologies support and enhance collaboration by allowing people to connect and collaborate in settings as varied as across mobile devices, over networked computers, display walls, tabletop surfaces, to name just a few. A powerful collaboration system includes traditional and multimodal visualization features to achieve effective human communication. Interactive visualization strengthens collaboration because this approach is conducive to incrementally building a mental assessment of the data meaning. The purpose of this paper is to present an overview of the envisioned collaboration architecture and the interactive visualization concepts underlying the Sensemaking Support System prototype developed to support analysts in the context of the Joint Intelligence Collection and Analysis Capability project at DRDC Valcartier. It presents the current version of the architecture, discusses future capabilities to help analyst(s) in the accomplishment of their tasks and finally recommends collaboration and visualization technologies allowing to go a step further both as individual and as a team.
How can scientists bring research to use: the HENVINET experience.
Bartonova, Alena
2012-06-28
Health concerns have driven the European environmental policies of the last 25 years, with issues becoming more complex. Addressing these concerns requires an approach that is both interdisciplinary and engages scientists with society. In response to this requirement, the FP6 coordination action "Health and Environment Network" HENVINET was set up to create a permanent inter-disciplinary network of professionals in the field of health and environment tasked to bridge the communication gap between science and society. In this paper we describe how HENVINET delivered on this task. The HENVINET project approached the issue of inter-disciplinary collaboration in four ways. (1) The Drivers-Pressures-State-Exposure-Effect-Action framework was used to structure information gathering, collaboration and communication between scientists in the field of health and the environment. (2) Interactive web-based tools were developed to enhance methods for knowledge evaluation, and use these methods to formulate policy advice. (3) Quantification methods were adapted to measure scientific agreement. And (4) Open architecture web technology was used to develop an information repository and a web portal to facilitate collaboration and communication among scientists. Twenty-five organizations from Europe and five from outside Europe participated in the Health and Environment Network HENVINET, which lasted for 3.5 years. The consortium included partners in environmental research, public health and veterinary medicine; included medical practitioners and representatives of local administrations; and had access to national policy making and EEA and WHO expertise. Dedicated web-based tools for visualisation of environmental health issues and knowledge evaluation allowed remote expert elicitation, and were used as a basis for developing policy advice in five health areas (asthma and allergies; cancer; neurodevelopmental disorders; endocrine disruption; and engineered nanoparticles in the environment). An open searchable database of decision support tools was established and populated. A web based social networking tool was developed to enhance collaboration and communication between scientists and society. HENVINET addressed key issues that arise in inter-disciplinary research on health and environment and in communicating research results to policy makers and society. HENVINET went beyond traditional scientific tools and methods to bridge the communication gap between science and policy makers. The project identified the need for a common framework and delivered it. It developed and implemented a variety of novel methods and tools and, using several representative examples, demonstrated the process of producing politically relevant scientific advice based on an open participation of experts. It highlighted the need for, and benefits of, a liaison between health and environment professionals and professionals in the social sciences and liberal arts. By adopting critical complexity thinking, HENVINET extended the traditional approach to environment and health research, and set the standard for current approaches to bridge the gap between science and society.
Collaboration Scripts--A Conceptual Analysis
ERIC Educational Resources Information Center
Kollar, Ingo; Fischer, Frank; Hesse, Friedrich W.
2006-01-01
This article presents a conceptual analysis of collaboration scripts used in face-to-face and computer-mediated collaborative learning. Collaboration scripts are scaffolds that aim to improve collaboration through structuring the interactive processes between two or more learning partners. Collaboration scripts consist of at least five components:…
[Interagency collaboration in Spanish scientific production in nursing: social network analysis].
Almero-Canet, Amparo; López-Ferrer, Mayte; Sales-Orts, Rafael
2013-01-01
The objectives of this paper are to analyze the Spanish scientific production in nursing, define its temporal evolution, its geographical and institutional distribution, and observe the interinstitutional collaboration. We analyze a comprehensive sample of Spanish scientific production in the nursing area extracted from the multidisciplinary database SciVerse Scopus. The nursing scientific production grows along time. The collaboration rate is 3.7 authors per paper and 61% of the authors only publish one paper. Barcelona and Madrid are the provinces with highest number of authors. Most belong to the hospitalary environment, followed closely by authors belonging to the university. The most institutions that collaborate, sharing authorship of articles are: University of Barcelona, Autonomous University of Barcelona and Clinic Hospital of Barcelona. The nursing scientific production has been increasing since her incorporation at the university. The collaboration rate found is higher than found for other papers. It shows a low decrease of occasional authors. It discusses the outlook of scientific collaboration in nursing in Spain, at the level of institutions by co-authorship of papers, through a network graph. It observes their distribution, importance and interactions or lack thereof. There is a strong need to use international databases for research, care and teaching, in addition to the national specialized information resources. Professionals are encouraged to normalization of the paper's signature, both, surnames and institutions to which they belong. It confirms the limited cooperation with foreign institutions, although there is an increasing trend of collaboration between Spanish authors in this discipline. It is observed, clearly defined three interinstitutional collaboration patterns. Copyright © 2012 Elsevier España, S.L. All rights reserved.
ERIC Educational Resources Information Center
Pirkkalainen, Henri; Jokinen, Jussi P. P.; Pawlowski, Jan M.
2014-01-01
Social software environments are increasingly used for open education: teachers and learners share and collaborate in these environments. While there are various possibilities for the inclusion of such social functionalities for OER, many organizational, individual and technological challenges can hinder the motivation of teachers to share and…
ERIC Educational Resources Information Center
Symons, Duncan; Pierce, Robyn
2015-01-01
In this study we examine the use of cumulative and exploratory talk types in a year 5 computer supported collaborative learning environment. The focus for students in this environment was to participate in mathematical problem solving, with the intention of developing the proficiencies of problem solving and reasoning. Findings suggest that…
Development and Testing of the Collaboration in the Clinical Learning Environment (CCLE) Tool
ERIC Educational Resources Information Center
Hooven, Katie J.
2016-01-01
The purpose of this study was to develop and psychometrically test the Collaboration in the Clinical Learning Environment (CCLE) Tool. The researcher acknowledged two distinct populations that required input into this particular tool development: staff nurses who work on floors that are considered clinical learning environments for students, and…
Collaborative Movie Annotation
NASA Astrophysics Data System (ADS)
Zad, Damon Daylamani; Agius, Harry
In this paper, we focus on metadata for self-created movies like those found on YouTube and Google Video, the duration of which are increasing in line with falling upload restrictions. While simple tags may have been sufficient for most purposes for traditionally very short video footage that contains a relatively small amount of semantic content, this is not the case for movies of longer duration which embody more intricate semantics. Creating metadata is a time-consuming process that takes a great deal of individual effort; however, this effort can be greatly reduced by harnessing the power of Web 2.0 communities to create, update and maintain it. Consequently, we consider the annotation of movies within Web 2.0 environments, such that users create and share that metadata collaboratively and propose an architecture for collaborative movie annotation. This architecture arises from the results of an empirical experiment where metadata creation tools, YouTube and an MPEG-7 modelling tool, were used by users to create movie metadata. The next section discusses related work in the areas of collaborative retrieval and tagging. Then, we describe the experiments that were undertaken on a sample of 50 users. Next, the results are presented which provide some insight into how users interact with existing tools and systems for annotating movies. Based on these results, the paper then develops an architecture for collaborative movie annotation.
Mother ship and physical agents collaboration
NASA Astrophysics Data System (ADS)
Young, Stuart H.; Budulas, Peter P.; Emmerman, Philip J.
1999-07-01
This paper discusses ongoing research at the U.S. Army Research Laboratory that investigates the feasibility of developing a collaboration architecture between small physical agents and a mother ship. This incudes the distribution of planning, perception, mobility, processing and communications requirements between the mother ship and the agents. Small physical agents of the future will be virtually everywhere on the battlefield of the 21st century. A mother ship that is coupled to a team of small collaborating physical agents (conducting tasks such as Reconnaissance, Surveillance, and Target Acquisition (RSTA); logistics; sentry; and communications relay) will be used to build a completely effective and mission capable intelligent system. The mother ship must have long-range mobility to deploy the small, highly maneuverable agents that will operate in urban environments and more localized areas, and act as a logistics base for the smaller agents. The mother ship also establishes a robust communications network between the agents and is the primary information disseminating and receiving point to the external world. Because of its global knowledge and processing power, the mother ship does the high-level control and planning for the collaborative physical agents. This high level control and interaction between the mother ship and its agents (including inter agent collaboration) will be software agent architecture based. The mother ship incorporates multi-resolution battlefield visualization and analysis technology, which aids in mission planning and sensor fusion.
Rathbone, Adam P; Mansoor, Sarab M; Krass, Ines; Hamrosi, Kim; Aslani, Parisa
2016-01-01
Objectives Pharmacists and general practitioners (GPs) face an increasing expectation to collaborate interprofessionally on a number of healthcare issues, including medication non-adherence. This study aimed to propose a model of interprofessional collaboration within the context of identifying and improving medication non-adherence in primary care. Setting Primary care; Sydney, Australia. Participants 3 focus groups were conducted with pharmacists (n=23) and 3 with GPs (n=22) working in primary care. Primary and secondary outcome measures Qualitative investigation of GP and pharmacist interactions with each other, and specifically around supporting their patients’ medication adherence. Audio-recordings were transcribed verbatim and transcripts thematically analysed using a combination of manual and computer coding. Results 3 themes pertaining to interprofessional collaboration were identified (1) frequency, (2) co-collaborators and (3) nature of communication which included 2 subthemes (method of communication and type of communication). While the frequency of interactions was low, the majority were conducted by telephone. Interactions, especially those conducted face-to-face, were positive. Only a few related to patient non-adherence. The findings are positioned within contemporary collaborative theory and provide an accessible introduction to models of interprofessional collaboration. Conclusions This work highlighted that successful collaboration to improve medication adherence was underpinned by shared paradigmatic perspectives and trust, constructed through regular, face-to-face interactions between pharmacists and GPs. PMID:26983948
NASA Technical Reports Server (NTRS)
Wang, Yeou-Fang; Schrock, Mitchell; Baldwin, John R.; Borden, Charles S.
2010-01-01
The Ground Resource Allocation and Planning Environment (GRAPE 1.0) is a Web-based, collaborative team environment based on the Microsoft SharePoint platform, which provides Deep Space Network (DSN) resource planners tools and services for sharing information and performing analysis.
Collaboration with the United Kingdom on Air Quality Research
To initiate research collaboration among the United States Environmental Protection Agency (EPA), the Unitd Kingdom's (UK) Department for Environment, Food and Rural Affairs (Defra), and the Environment Agency for England and Wales (EA) on exposure science
NASA Technical Reports Server (NTRS)
Benford, Steve; Bowers, John; Fahlen, Lennart E.; Greenhalgh, Chris; Snowdon, Dave
1994-01-01
This paper explores the issue of user embodiment within collaborative virtual environments. By user embodiment we mean the provision of users with appropriate body images so as to represent them to others and also to themselves. By collaborative virtual environments we mean multi-user virtual reality systems which support cooperative work (although we argue that the results of our exploration may also be applied to other kinds of collaborative systems). The main part of the paper identifies a list of embodiment design issues including: presence, location, identity, activity, availability, history of activity, viewpoint, action point, gesture, facial expression, voluntary versus involuntary expression, degree of presence, reflecting capabilities, manipulating the user's view of others, representation across multiple media, autonomous and distributed body parts, truthfulness and efficiency. Following this, we show how these issues are reflected in our own DIVE and MASSIVE prototype collaborative virtual environments.
NASA Astrophysics Data System (ADS)
Vartiainen, Tero
This study determines a social contract for a form of university-industry collaboration to a project-based learning environment in close collaboration with industry. The author's previous studies on moral conflicts in a project-based learning (PjBL) environment and his 5-year engagement in the PjBL environment are used as background knowledge, and John Rawls' veil of ignorance is used as a method in the contract formulation. Fair and impartial treatment of actors is strived for with the contract which constitutes of sets of obligations for each party, students, clients, and university (instructors) in the chosen project course. With the contract fair and impartial treatment of actors is strived for and the most dilemmatic moral conflicts are tried to be avoided. The forming of the social contract is evaluated, and implications for research and collaborations in practice are offered.
de Carvalho, Elias César Araujo; Batilana, Adelia Portero; Simkins, Julie; Martins, Henrique; Shah, Jatin; Rajgor, Dimple; Shah, Anand; Rockart, Scott; Pietrobon, Ricardo
2010-02-19
Sharing of epidemiological and clinical data sets among researchers is poor at best, in detriment of science and community at large. The purpose of this paper is therefore to (1) describe a novel Web application designed to share information on study data sets focusing on epidemiological clinical research in a collaborative environment and (2) create a policy model placing this collaborative environment into the current scientific social context. The Database of Databases application was developed based on feedback from epidemiologists and clinical researchers requiring a Web-based platform that would allow for sharing of information about epidemiological and clinical study data sets in a collaborative environment. This platform should ensure that researchers can modify the information. A Model-based predictions of number of publications and funding resulting from combinations of different policy implementation strategies (for metadata and data sharing) were generated using System Dynamics modeling. The application allows researchers to easily upload information about clinical study data sets, which is searchable and modifiable by other users in a wiki environment. All modifications are filtered by the database principal investigator in order to maintain quality control. The application has been extensively tested and currently contains 130 clinical study data sets from the United States, Australia, China and Singapore. Model results indicated that any policy implementation would be better than the current strategy, that metadata sharing is better than data-sharing, and that combined policies achieve the best results in terms of publications. Based on our empirical observations and resulting model, the social network environment surrounding the application can assist epidemiologists and clinical researchers contribute and search for metadata in a collaborative environment, thus potentially facilitating collaboration efforts among research communities distributed around the globe.
Supporting Distance Learners for Collaborative Problem Solving.
ERIC Educational Resources Information Center
Verdejo, M. F.; Barros, B.; Abad, M. T.
This paper describes a computer-supported environment designed to facilitate distance learning through collaborative problem-solving. The goal is to encourage distance learning students to work together, in order to promote both learning of collaboration and learning through collaboration. Collaboration is defined as working together on a common…
ERIC Educational Resources Information Center
Kaendler, Celia; Wiedmann, Michael; Leuders, Timo; Rummel, Nikol; Spada, Hans
2016-01-01
The monitoring by teachers of collaborative, cognitive, and meta-cognitive student activities in collaborative learning is crucial for fostering beneficial student interaction. In a quasi-experimental study, we trained pre-service teachers (N = 74) to notice behavioral indicators for these three dimensions of student activities. Video clips of…
ERIC Educational Resources Information Center
Kaendler, Celia; Wiedmann, Michael; Rummel, Nikol; Spada, Hans
2015-01-01
This article describes teacher competencies for implementing collaborative learning in the classroom. Research has shown that the effectiveness of collaborative learning largely depends on the quality of student interaction. We therefore focus on what a "teacher" can do to foster student interaction. First, we present a framework that…
Software for Collaborative Use of Large Interactive Displays
NASA Technical Reports Server (NTRS)
Trimble, Jay; Shab, Thodore; Wales, Roxana; Vera, Alonso; Tollinger, Irene; McCurdy, Michael; Lyubimov, Dmitriy
2006-01-01
The MERBoard Collaborative Workspace, which is currently being deployed to support the Mars Exploration Rover (MER) Missions, is the first instantiation of a new computing architecture designed to support collaborative and group computing using computing devices situated in NASA mission operations room. It is a software system for generation of large-screen interactive displays by multiple users
To, Siu-ming
2009-01-01
While empowerment has become a popular concept in working with adolescents, few attempts have been made to explore the possibilities for empowering school personnel to create an environment in which young people can make maximum use of the opportunity to learn and grow. Based on the field experiences of 15 Hong Kong school social workers, this article examines how practitioners use various strategies to interact with school personnel to generate empowering practices in the school setting: namely, (1) exerting influence on school personnel in daily conversations and interactions; (2) creating an environment conducive to the teacher-student relationship; (3) achieving consensus with school personnel through lobbying and negotiation; and (4) collaborating with school personnel to organize life education and positive youth development programs. The findings provide valuable reference materials to guide other practitioners in applying the empowerment approach in actual practice. It also helps fill the gap in existing literature on empowerment and school social work.
Web-based Collaboration and Visualization in the ANDRILL Program
NASA Astrophysics Data System (ADS)
Reed, J.; Rack, F. R.; Huffman, L. T.; Cattadori, M.
2009-12-01
ANDRILL has embraced the web as a platform for facilitating collaboration and communicating science with educators, students and researchers alike. Two recent ANDRILL education and outreach projects, Project Circle 2008 and the Climate Change Student Summit, brought together classrooms from around the world to participate in cutting edge science. A large component of each project was the online collaboration achieved through project websites, blogs, and the GroupHub--a secure online environment where students could meet to send messages, exchange presentations and pictures, and even chat live. These technologies enabled students from different countries and time zones to connect and participate in a shared 'conversation' about climate change research. ANDRILL has also developed several interactive, web-based visualizations to make scientific drilling data more engaging and accessible to the science community and the public. Each visualization is designed around three core concepts that enable the Web 2.0 platform, namely, that they are: (1) customizable - a user can customize the visualization to display the exact data she is interested in; (2) linkable - each view in the visualization has a distinct URL that the user can share with her friends via sites like Facebook and Twitter; and (3) mashable - the user can take the visualization, mash it up with data from other sites or her own research, and embed it in her blog or website. The web offers an ideal environment for visualization and collaboration because it requires no special software and works across all computer platforms, which allows organizations and research projects to engage much larger audiences. In this presentation we will describe past challenges and successes, as well as future plans.
Interactive Marketing: Customers as Collaborators. Marketing Strategies Series.
ERIC Educational Resources Information Center
Durkin, Dorothy
This booklet, which is intended for individuals responsible for marketing continuing higher education, presents an interactive approach to educational marketing in which customers play the role of collaborators. The booklet begins with brief profiles of successful interactive marketing programs at three universities. Examined next are labor market…
ERIC Educational Resources Information Center
Armstrong, Chandler
2010-01-01
Collaborative learning must prompt collaborative behavior among students. Once initiated, collaboration then must facilitate awareness between students of each other's activities and knowledge. Collaborative scripts provide explicit framework and guidance for roles and activities within student interactions, and are one method of fulfilling the…
A unified framework for building high performance DVEs
NASA Astrophysics Data System (ADS)
Lei, Kaibin; Ma, Zhixia; Xiong, Hua
2011-10-01
A unified framework for integrating PC cluster based parallel rendering with distributed virtual environments (DVEs) is presented in this paper. While various scene graphs have been proposed in DVEs, it is difficult to enable collaboration of different scene graphs. This paper proposes a technique for non-distributed scene graphs with the capability of object and event distribution. With the increase of graphics data, DVEs require more powerful rendering ability. But general scene graphs are inefficient in parallel rendering. The paper also proposes a technique to connect a DVE and a PC cluster based parallel rendering environment. A distributed multi-player video game is developed to show the interaction of different scene graphs and the parallel rendering performance on a large tiled display wall.
Geospatial technology and the "exposome": new perspectives on addiction.
Stahler, Gerald J; Mennis, Jeremy; Baron, David A
2013-08-01
Addiction represents one of the greatest public health problems facing the United States. Advances in addiction research have focused on the neurobiology of this disease. We discuss potential new breakthroughs in understanding the other side of gene-environment interactions-the environmental context or "exposome" of addiction. Such research has recently been made possible by advances in geospatial technologies together with new mobile and sensor computing platforms. These advances have fostered interdisciplinary collaborations focusing on the intersection of environment and behavior in addiction research. Although issues of privacy protection for study participants remain, these advances could potentially improve our understanding of initiation of drug use and relapse and help develop innovative technology-based interventions to improve treatment and continuing care services.
Supporting Effective Collaboration: Using a Rearview Mirror to Look Forward
ERIC Educational Resources Information Center
McManus, Margaret M.; Aiken, Robert M.
2016-01-01
Our original research, to design and develop an Intelligent Collaborative Learning System (ICLS), yielded the creation of a Group Leader Tutor software system which utilizes a Collaborative Skills Network to monitor students working collaboratively in a networked environment. The Collaborative Skills Network was a conceptualization of…
ERIC Educational Resources Information Center
Ünal, Erhan; Çakir, Hasan
2017-01-01
The purpose of this study was to design a problem based collaborative learning environment supported by dynamic web technologies and to examine students' views about this learning environment. The study was designed as a qualitative research. Some 36 students who took an Object Oriented Programming I-II course at the department of computer…
Learning in 3D Virtual Environments: Collaboration and Knowledge Spirals
ERIC Educational Resources Information Center
Burton, Brian G.; Martin, Barbara N.
2010-01-01
The purpose of this case study was to determine if learning occurred within a 3D virtual learning environment by determining if elements of collaboration and Nonaka and Takeuchi's (1995) knowledge spiral were present. A key portion of this research was the creation of a Virtual Learning Environment. This 3D VLE utilized the Torque Game Engine…
Real-time Science and Educational Collaboration Online from the Indian Ocean
NASA Astrophysics Data System (ADS)
Wilson, R. H.; Sager, W. W.
2007-12-01
During Summer of 2007, scientists and students (via the web) jointly participated in research during the Ninety East Ridge Expedition (cruise KNOX06RR) . Staff organizers from Joint Oceanographic Institutions" JOI Learning and the Integrated Ocean Drilling Program planned and implemented an interactive website to allow students to directly participate with scientists during the site survey aboard the R/V Roger Revelle. Dr. Will Sager and middle school teacher Rory Wilson collaborated daily during the scientific expedition with science team, ship crew and students. From the outset, students were involved and helped to guide the program; this included coming up with the website name and initial design work. Communication with students included the website, individual and group emails and video conferences with student groups. Seven secondary schools from the USA, Europe, India and Thailand participated actively in the project from June to August. Students viewed daily updates on the website, sent in answers for weekly science challenge questions, and interacted with scientists and crew. Student participants learned about navigation, geophysics and petrology, as well as ship operations and technology. Students and educators tracked the expedition's progress in a multi-media environment. Website statistics were recorded; participation began well and increased during the expedition as more people became engaged with the website. All of the crew and scientists wrote self-profiles to help students learn about the range of ocean careers; several of the scientists and graduate students on board wrote or co- authored website articles for students. During this presentation, we will explore and review the major features of the outreach program using the Sea90e website to demonstrate how this real-time interaction engages students in science learning. We will discuss the benefits of collaboration for science and education in our "classroom at sea."
The CompreHensive collaborativE Framework (CHEF)
NASA Astrophysics Data System (ADS)
Knoop, P. A.; Hardin, J.; Killeen, T.; Middleton, D.
2002-12-01
Data integration, publication, and archiving have become important considerations in most fields of science as experiments and models increase in complexity, and the collaborations necessary to conduct the research grow broader. The development of well thought out strategies and standards for such data handling, however, only goes part way in supporting the scientific process. A primary driving force for such efforts is the need of scientists to access and work with data in a timely, reasonable, and often collaborative fashion. Internet-based collaborative environments are one way to help complete this picture, linking scientists to the data they seek and to one another (e.g., Towards a Robust, Agile, and Comprehensive Information Infrastructure for the Geosciences: A Strategic Plan For High Performance Simulation, NCAR, 2000, http://www.ncar.ucar.edu/Director/plan.pdf). The CompreHensive collaborativE Framework (CHEF, http://chefproject.org) is a generic, extensible, web-based, open-source environment for collaboration. CHEF's goal is to provide the basic building blocks from which a community can assemble a collaborative environment that fits their needs. The design of CHEF has been influenced by our experience developing the Space Physics and Aeronomy Research Collaboratory (SPARC, http://www.si.umich.edu/SPARC), which provides integrated access to a wide variety of heterogeneous data sources, including community-standardized data bases. The design has also been heavily influenced by our involvement with an effort to extract and codify the broad underlying technical and social elements that lead to successful collaboratories (http://www.scienceofcollaboratories.org). A collaborative environment is in itself also not the complete answer to data handling, rather, it provides a facilitating environment in which community efforts to integrate, publish, archive, and share data using standard formats and practices can be taken advantage of by the end-users, the scientists. We present examples of how CHEF and its predecessors are utilized in a wide variety of scientific communities, including engineering, chemistry, and the geosciences. In particular, we focus on CHEF's utilization by the earthquake engineering community, whose Network for Earthquake Engineering Simulation (NEES, http://www.nees.org) involves a community effort to develop data standards and practices. In this context NEES is using CHEF as the "integration" environment in which to place the "tools" that bring together scientists and data; this includes data browsers, meta-data search engines, real-time and archival data viewers, etc. By developing these tools within the CHEF framework and exposing the community-developed data standards to the framework, they automatically gain the features, functionality, and capabilities offered by the collaborative environment. We also explore how a collaborative environment, in conjunction with community developed standards and practices for data integration, publishing, and archiving, could benefit the ocean science community.
Specifying Computer-Supported Collaboration Scripts
ERIC Educational Resources Information Center
Kobbe, Lars; Weinberger, Armin; Dillenbourg, Pierre; Harrer, Andreas; Hamalainen, Raija; Hakkinen, Paivi; Fischer, Frank
2007-01-01
Collaboration scripts facilitate social and cognitive processes of collaborative learning by shaping the way learners interact with each other. Computer-supported collaboration scripts generally suffer from the problem of being restrained to a specific learning platform. A standardization of collaboration scripts first requires a specification of…
Collaborative Dialogue in Learner-Learner and Learner-Native Speaker Interaction
ERIC Educational Resources Information Center
Dobao, Ana Fernandez
2012-01-01
This study analyses intermediate and advanced learner-learner and learner-native speaker (NS) interaction looking for collaborative dialogue. It investigates how the presence of a NS interlocutor affects the frequency and nature of lexical language-related episodes (LREs) spontaneously generated during task-based interaction. Twenty-four learners…
Interaction and Collaboration via Computer Conferencing.
ERIC Educational Resources Information Center
Murphy, Karen L.; Drabier, Renee; Epps, Mary Lu
This study examined interaction and communication patterns among students (n=9) and with the instructor in a graduate course offered at a distance using the FirstClass computer conferencing (CC) software. Specifically, the following questions were addressed: (1) What are similarities and differences in interaction and collaboration between CC and…
NASA Astrophysics Data System (ADS)
Overoye, D.; Lewis, C.
2016-12-01
The Global Learning and Observations to Benefit the Environment (GLOBE) Program is a worldwide hands-on, primary and secondary school-based science and education program founded on Earth Day 1995. Implemented in 117 countries, GLOBE promotes the teaching and learning of science, supporting students, teachers and scientists worldwide to collaborate with each other on inquiry-based investigations of the Earth system. As an international platform supporting a large number and variety of stakeholders, the GLOBE Data Information System (DIS) was re-built with the goal of providing users the support needed to foster and develop collaboration between teachers, students and scientists while supporting the collection and visualization of over 50 different earth science investigations (protocols). There have been many challenges to consider as we have worked to prototype and build various tools to support collaboration across the GLOBE community - language, security, time zones, user roles and the Child Online Protection Act (COPA) to name a few. During the last 3 years the re-built DIS has been in operation we have supported user to user collaboration, school to school collaboration, project/campaign to user collaboration and scientist to scientist collaboration. We have built search tools to facilitate finding collaboration partners. The tools and direction continue to evolve based on feedback, evolving needs and changes in technology. With this paper we discuss our approach for dealing with some of the collaboration challenges, review tools built to encourage and support collaboration, and analyze which tools have been successful and which have not. We will review new ideas for collaboration in the GLOBE community that are guiding upcoming development.
ARTEMIS: a collaborative framework for health care.
Reddy, R; Jagannathan, V; Srinivas, K; Karinthi, R; Reddy, S M; Gollapudy, C; Friedman, S
1993-01-01
Patient centered healthcare delivery is an inherently collaborative process. This involves a wide range of individuals and organizations with diverse perspectives: primary care physicians, hospital administrators, labs, clinics, and insurance. The key to cost reduction and quality improvement in health care is effective management of this collaborative process. The use of multi-media collaboration technology can facilitate timely delivery of patient care and reduce cost at the same time. During the last five years, the Concurrent Engineering Research Center (CERC), under the sponsorship of DARPA (Defense Advanced Research Projects Agency, recently renamed ARPA) developed a number of generic key subsystems of a comprehensive collaboration environment. These subsystems are intended to overcome the barriers that inhibit the collaborative process. Three subsystems developed under this program include: MONET (Meeting On the Net)--to provide consultation over a computer network, ISS (Information Sharing Server)--to provide access to multi-media information, and PCB (Project Coordination Board)--to better coordinate focussed activities. These systems have been integrated into an open environment to enable collaborative processes. This environment is being used to create a wide-area (geographically distributed) research testbed under DARPA sponsorship, ARTEMIS (Advance Research Testbed for Medical Informatics) to explore the collaborative health care processes. We believe this technology will play a key role in the current national thrust to reengineer the present health-care delivery system.
ERIC Educational Resources Information Center
Ortiz Navarrete, Mabel; Ferreira Cabrera, Anita
2014-01-01
This paper aims at proposing a technique for students learning English as a foreign language when they collaboratively write an argumentative essay in a wiki environment. A wiki environment and collaborative work play an important role within the academic writing task. Nevertheless, an appropriate and systematic work assignment is required in…
LUMA: A many-core, Fluid-Structure Interaction solver based on the Lattice-Boltzmann Method
NASA Astrophysics Data System (ADS)
Harwood, Adrian R. G.; O'Connor, Joseph; Sanchez Muñoz, Jonathan; Camps Santasmasas, Marta; Revell, Alistair J.
2018-01-01
The Lattice-Boltzmann Method at the University of Manchester (LUMA) project was commissioned to build a collaborative research environment in which researchers of all abilities can study fluid-structure interaction (FSI) problems in engineering applications from aerodynamics to medicine. It is built on the principles of accessibility, simplicity and flexibility. The LUMA software at the core of the project is a capable FSI solver with turbulence modelling and many-core scalability as well as a wealth of input/output and pre- and post-processing facilities. The software has been validated and several major releases benchmarked on supercomputing facilities internationally. The software architecture is modular and arranged logically using a minimal amount of object-orientation to maintain a simple and accessible software.
NASA Astrophysics Data System (ADS)
Angeletaki, A.; Carrozzino, M.; Johansen, S.
2013-07-01
In this paper we present an experimental environment of 3D books combined with a game application that has been developed by a collaboration project between the Norwegian University of Science and Technology in Trondheim, Norway the NTNU University Library, and the Percro laboratory of Santa Anna University in Pisa, Italy. MUBIL is an international research project involving museums, libraries and ICT academy partners aiming to develop a consistent methodology enabling the use of Virtual Environments as a metaphor to present manuscripts content through the paradigms of interaction and immersion, evaluating different possible alternatives. This paper presents the results of the application of two prototypes of books augmented with the use of XVR and IL technology. We explore immersive-reality design strategies in archive and library contexts for attracting new users. Our newly established Mubil-lab has invited school classes to test the books augmented with 3D models and other multimedia content in order to investigate whether the immersion in such environments can create wider engagement and support learning. The metaphor of 3D books and game designs in a combination allows the digital books to be handled through a tactile experience and substitute the physical browsing. In this paper we present some preliminary results about the enrichment of the user experience in such environment.
A Case Study of Collaboration with Multi-Robots and Its Effect on Children's Interaction
ERIC Educational Resources Information Center
Hwang, Wu-Yuin; Wu, Sheng-Yi
2014-01-01
Learning how to carry out collaborative tasks is critical to the development of a student's capacity for social interaction. In this study, a multi-robot system was designed for students. In three different scenarios, students controlled robots in order to move dice; we then examined their collaborative strategies and their behavioral…
ERIC Educational Resources Information Center
Zheng, Lanqin; Yang, Kaicheng; Huang, Ronghuai
2012-01-01
This study proposes a new method named the IIS-map-based method for analyzing interactions in face-to-face collaborative learning settings. This analysis method is conducted in three steps: firstly, drawing an initial IIS-map according to collaborative tasks; secondly, coding and segmenting information flows into information items of IIS; thirdly,…
Gal, Eynat; Lamash, Liron; Bauminger-Zviely, Nirit; Zancanaro, Massimo; Weiss, Patrice L Tamar
2016-01-01
Children with high-functioning Autism Spectrum Disorder (HFASD) have major difficulties in social communication skills, which may impact their performance and participation in everyday life. The goal of this study was to examine whether the StoryTable, an intervention paradigm based on a collaborative narrative, multitouch tabletop interface, enhanced social interaction for children with HFASD, and to determine whether the acquired abilities were transferred to behaviors during other tasks. Fourteen boys with HFASD, aged 7-12 years, participated in a 3-week, 11-session intervention. Social interactions during two nonintervention tasks were videotaped at three points in time, one prior to the intervention (pre), a second immediately following the intervention (post) and a third three weeks after the intervention (follow-up). The video-recorded files were coded using the Friendship Observation Scale to ascertain the frequencies of positive and negative social interactions and collaborative play. Differences in these behaviors were tested for significance using nonparametric statistical tests. There were significantly higher rates of positive social interactions and collaborative play, and lower rates of negative social interactions following the intervention suggesting generalization of the social skills learned during the intervention. Improvement was maintained when tested three weeks later. These findings provide support for the use of collaborative technology-based interventions within educational settings to enhance social interaction of children with HFASD.
Veerapen, Kiran; Purkis, Mary Ellen
2014-05-01
Formative experiences, identities and collaborative strategies of nurses and physicians need to be appreciated to develop transformative interprofessional education for them. This article develops the collaborative profiles of recently graduated physicians and nurses based on a phenomenological study conducted at tertiary training hospitals in Canada and the United Kingdom. Recent nursing and medical graduates were interviewed to study the impact of undergraduate professional education on their ability to practice collaboratively in the workplace. The impact of undergraduate professional education on teamwork was found to be diluted by internal contradictions and overshadowed by the demands and contingencies of the workplace reported here. Initiation into the workplace was frequently precipitous and for residents the workplace environment was fluid and repeatedly new, as they rotated through various disciplines in the hospital. In busy wards, interdependent but competing priorities led to the development of adversarial uniprofessional identities and derogatory stereotyping of the other. Both groups were overwhelmed by high workload, unpreparedness and responsibility. Cross generational and gender based interactions also provoked resentment. Over time collaborative attitudes became blunted and interprofessional identities were renegotiated. Continuing interprofessional education, for recent graduates that prioritises problem areas, alongside appropriate structural changes could potentially transform the prevalent culture and impact teamwork downstream.
Distributed collaborative environments for virtual capability-based planning
NASA Astrophysics Data System (ADS)
McQuay, William K.
2003-09-01
Distributed collaboration is an emerging technology that will significantly change how decisions are made in the 21st century. Collaboration involves two or more geographically dispersed individuals working together to share and exchange data, information, knowledge, and actions. The marriage of information, collaboration, and simulation technologies provides the decision maker with a collaborative virtual environment for planning and decision support. This paper reviews research that is focusing on the applying open standards agent-based framework with integrated modeling and simulation to a new Air Force initiative in capability-based planning and the ability to implement it in a distributed virtual environment. Virtual Capability Planning effort will provide decision-quality knowledge for Air Force resource allocation and investment planning including examining proposed capabilities and cost of alternative approaches, the impact of technologies, identification of primary risk drivers, and creation of executable acquisition strategies. The transformed Air Force business processes are enabled by iterative use of constructive and virtual modeling, simulation, and analysis together with information technology. These tools are applied collaboratively via a technical framework by all the affected stakeholders - warfighter, laboratory, product center, logistics center, test center, and primary contractor.
The Visual Geophysical Exploration Environment: A Multi-dimensional Scientific Visualization
NASA Astrophysics Data System (ADS)
Pandya, R. E.; Domenico, B.; Murray, D.; Marlino, M. R.
2003-12-01
The Visual Geophysical Exploration Environment (VGEE) is an online learning environment designed to help undergraduate students understand fundamental Earth system science concepts. The guiding principle of the VGEE is the importance of hands-on interaction with scientific visualization and data. The VGEE consists of four elements: 1) an online, inquiry-based curriculum for guiding student exploration; 2) a suite of El Nino-related data sets adapted for student use; 3) a learner-centered interface to a scientific visualization tool; and 4) a set of concept models (interactive tools that help students understand fundamental scientific concepts). There are two key innovations featured in this interactive poster session. One is the integration of concept models and the visualization tool. Concept models are simple, interactive, Java-based illustrations of fundamental physical principles. We developed eight concept models and integrated them into the visualization tool to enable students to probe data. The ability to probe data using a concept model addresses the common problem of transfer: the difficulty students have in applying theoretical knowledge to everyday phenomenon. The other innovation is a visualization environment and data that are discoverable in digital libraries, and installed, configured, and used for investigations over the web. By collaborating with the Integrated Data Viewer developers, we were able to embed a web-launchable visualization tool and access to distributed data sets into the online curricula. The Thematic Real-time Environmental Data Distributed Services (THREDDS) project is working to provide catalogs of datasets that can be used in new VGEE curricula under development. By cataloging this curricula in the Digital Library for Earth System Education (DLESE), learners and educators can discover the data and visualization tool within a framework that guides their use.
IPython: components for interactive and parallel computing across disciplines. (Invited)
NASA Astrophysics Data System (ADS)
Perez, F.; Bussonnier, M.; Frederic, J. D.; Froehle, B. M.; Granger, B. E.; Ivanov, P.; Kluyver, T.; Patterson, E.; Ragan-Kelley, B.; Sailer, Z.
2013-12-01
Scientific computing is an inherently exploratory activity that requires constantly cycling between code, data and results, each time adjusting the computations as new insights and questions arise. To support such a workflow, good interactive environments are critical. The IPython project (http://ipython.org) provides a rich architecture for interactive computing with: 1. Terminal-based and graphical interactive consoles. 2. A web-based Notebook system with support for code, text, mathematical expressions, inline plots and other rich media. 3. Easy to use, high performance tools for parallel computing. Despite its roots in Python, the IPython architecture is designed in a language-agnostic way to facilitate interactive computing in any language. This allows users to mix Python with Julia, R, Octave, Ruby, Perl, Bash and more, as well as to develop native clients in other languages that reuse the IPython clients. In this talk, I will show how IPython supports all stages in the lifecycle of a scientific idea: 1. Individual exploration. 2. Collaborative development. 3. Production runs with parallel resources. 4. Publication. 5. Education. In particular, the IPython Notebook provides an environment for "literate computing" with a tight integration of narrative and computation (including parallel computing). These Notebooks are stored in a JSON-based document format that provides an "executable paper": notebooks can be version controlled, exported to HTML or PDF for publication, and used for teaching.
Application of a Novel Collaboration Engineering Method for Learning Design: A Case Study
ERIC Educational Resources Information Center
Cheng, Xusen; Li, Yuanyuan; Sun, Jianshan; Huang, Jianqing
2016-01-01
Collaborative case studies and computer-supported collaborative learning (CSCL) play an important role in the modern education environment. A number of researchers have given significant attention to learning design in order to improve the satisfaction of collaborative learning. Although collaboration engineering (CE) is a mature method widely…
ERIC Educational Resources Information Center
Popov, Vitaliy; Biemans, Harm J. A.; Kuznetsov, Andrei N.; Mulder, Martin
2014-01-01
In this exploratory study, the authors introduced an interculturally enriched collaboration script (IECS) for working in culturally diverse groups within a computer-supported collaborative learning (CSCL) environment and then assessed student online collaborative behaviour, learning performance and experiences. The question was if and how these…
Online Collaboration and Cooperation: The Recurring Importance of Evidence, Rationale and Viability
ERIC Educational Resources Information Center
Hammond, Michael
2017-01-01
This paper investigates collaboration in teaching and learning and draws out implications for the promotion of collaboration within online environments. It is divided into four sections. First the case for collaboration, including specifically cooperative approaches, is explored. This case revolves around the impact of collaboration on the quality…
ERIC Educational Resources Information Center
Anaya, Antonio R.; Boticario, Jesus G.
2009-01-01
Data mining methods are successful in educational environments to discover new knowledge or learner skills or features. Unfortunately, they have not been used in depth with collaboration. We have developed a scalable data mining method, whose objective is to infer information on the collaboration during the collaboration process in a…