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- Angewandte Informatik (91) (remove)
The effective and efficient cooperation in communities and groups requires that the members of the community or group have adequate information about each other and the environment. In this paper, we outline the basic challenges of managing awareness information. We analyse the management of awareness information in face-to-face situations, and discuss challenges and requirements for the support of awareness management in distributed settings. Finally, after taking a look at related work, we present a simple, yet powerful framework for awareness management based on constraint pattern named COBRA.
Early sensor-based infrastructures were often developed by experts with a thorough knowledge of base technology for sensing information, for processing the captured data, and for adapting the system’s behaviour accordingly. In this paper we argue that also end-users should be able to configure Ubiquitous Computing environments. We introduce the CollaborationBus application: a graphical editor that provides abstractions from base technology and thereby allows multifarious users to configure Ubiquitous Computing environments. By composing pipelines users can easily specify the information flows from selected sensors via optional filters for processing the sensor data to actuators changing the system behaviour according to the users’ wishes. Users can compose pipelines for both home and work environments. An integrated sharing mechanism allows them to share their own compositions, and to reuse and build upon others’ compositions. Real-time visualisations help them understand how the information flows through their pipelines. In this paper we present the concept, implementation, and early user feedback of the CollaborationBus application.
In today’s information society the vast technical progress and the sinking cost of information and communication technology provide new opportunities for information supply, and new technical support for communication and cooperation over distance. These trends also entail challenges such as supplying information that is adequate for a particular person in a specific situation as well as managing communication among geographically distributed parties efficiently. Context-aware systems that use sensors in order to analyse their environment and to adapt their behaviour. Yet, adequate tools for developing sensor-based infrastructures are missing. We have designed and developed Sens-ation, an open and generic service-oriented platform, which provides powerful, yet easy-to-use, tools to software developers who want to develop context-aware, sensor-based infrastructures. The service-oriented paradigm of Sens-ation enables standardised communication within individual infrastructures, between infrastructures and their sensors, but also among distributed infrastructures. On a whole, Sens-ation facilitates the development allowing developers to concentrate on the semantics of their infrastructures, and to develop innovative concepts and implementations of context-aware systems.
In ubiquitous environments an increasing number of sensors capture information on users and at the same time an increasing number of actuators are available to present information to users. This vast capturing of information potentially enables the system to adapt to the users. At the same time the system might violate the users' privacy by capturing information that the users do not want to share, and the system might disrupt the users by being too obtrusive in its adaptation or information supply. In this paper we present CoDaMine - a novel approach for providing users with system - generated feedback and control in ubiquitous environments giving them the freedom they need while reducing their effort. Basically, CoDaMine captures and analyses the users' online communication to learn about their social relationships in order to provide them with recommendations for inter-personal privacy and trust management.
Es wurde ein multi-touch interaktives Tabletop als Basistechnologie zur Exploration neuer Interaktionskonzepte für kooperative multi-touch Anwendungen entwickelt. In dieser Publikation stellen wir vor, wie ein kooperatives multi-touch interaktives Tabletop basierend auf günstiger Standard-Hardware mit geringem Realisierungsaufwand gebaut werden kann. Wir präsentieren eine Software-Anwendung, die wir dafür entwickelt haben. And wir berichten über Benutzerkommentare zum Tabletop und der Anwendung.
Capturing the interaction of users in a room based on real-world and electronic sensors provides valuable input for their interactive stories. However, in such complex scenarios there is a gap between the huge amount of rather fine-grained data that is captured and the story summarising and representing the most significant aspects of the interaction. In this paper we present the CollaborationBus Aqua editor that provides an easy to use graphical editor for capturing, authoring, and sharing stories based on mixed-reality scenarios.
Presence, Privacy, and PRIMIFaces: Towards Selective Information Disclosure in Instant Messaging
(2008)
Efficient distant cooperation often requires spontaneous ad-hoc social interaction, which is only possible with adequate information on the prospective communication partner. This often requires disclosing and sharing personal information via tools such as instant messaging systems and can conflict with the users’ wishes for privacy. In this paper we present an initial study investigating this trade-off and discuss implications for the design of instant messaging systems. We present the functionality and design of the PRIMIFaces instant messaging prototype supporting flexible identity management and selective information disclosure.
Digital storytelling of remote social interaction, where the situation of a remote group distributed over two locations is captured and a story is generated for later retrieval, can provide valuable insight into the structure and processes in a group. Yet, capturing these situations is a challenge—both from a technical perspective, and from a social perspective. In this paper we present CoLocScribe: a concept and prototype of an advanced media space featuring ubiquitous computing technology for capturing remote social interaction as well as a study of its use providing valuable feedback for the captured persons as well as input for the authors.
This paper deals with the modelling and the analysis of masonry vaults. Numerical FEM analyses are performed using LUSAS code. Two vault typologies are analysed (barrel and cross-ribbed vaults) parametrically varying geometrical proportions and constraints. The proposed model and the developed numerical procedure are implemented in a computer analysis. Numerical applications are developed to assess the model effectiveness and the efficiency of the numerical procedure. The main object of the present paper is the development of a computational procedure which allows to define 3D structural behaviour of masonry vaults. For each investigated example, the homogenized limit analysis approach has been employed to predict ultimate load and failure mechanisms. Finally, both a mesh dependence study and a sensitivity analysis are reported. Sensitivity analysis is conducted varying in a wide range mortar tensile strength and mortar friction angle with the aim of investigating the influence of the mechanical properties of joints on collapse load and failure mechanisms. The proposed computer model is validated by a comparison with experimental results available in the literature.
MULTI-SITE CONSTRUCTION PROJECT SCHEDULING CONSIDERING RESOURCE MOVING TIME IN DEVELOPING COUNTRIES
(2010)
Under the booming construction demands in developing countries, particularly in Vietnam situation, construction contractors often perform multiple concurrent projects in different places. In construction project scheduling processes, the existing scheduling methods often assume the resource moving time between activities/projects to be negligible. When multiple projects are deployed in different places and far from each other, this assumption has many shortcomings for properly modelling the real-world constraints. Especially, with respect to developing countries such as the Vietnam which contains transportation systems that are still in backward and low technical standards. This paper proposes a new algorithm named Multi-Site Construction Project Scheduling - MCOPS. The objective of this algorithm is to solve the problem of minimising multi-site construction project duration under limited available conditions of renewable resources (labour, machines and equipment) combining with the moving time of required resource among activities/projects. Additionally, in order to mitigate the impact of resource moving time into the multi-site project duration, this paper proposed a new priority rule: Minimum Resource Moving Time (MinRMT). The MinRMT is applied to rank the finished activities according to a priority order, to support the released resources to the scheduling activities. In order to investigate the impact of the resource moving time among activities during the scheduling process, computational experimentation was implemented. The results of the MCOPS-based computational experiments showed that, the resource moving time among projects has significantly impacted the multi-site project durations and this amount of time can not be ignored in the multi-site project scheduling process. Besides, the efficient application of the MinRMT is also demonstrated through the achieved results of the computational experiment in this paper. Though the efforts in this paper are based on the Vietnamese construction conditions, the proposed method can be usefully applied in other developing countries which have similar construction conditions.