Dissertations / Theses on the topic 'CSCW'
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Trevor, Jonathan James. "Infrastructure support for CSCW." Thesis, Lancaster University, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.296968.
Full textMacedo, Alessandra Alaniz. "Explorando tecnologia hipermídia e de trabalho cooperativo em um ambiente de apoio ao ensino." Universidade de São Paulo, 1999. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-08022001-140828/.
Full textMany of the current computational systems dedicated to support teaching and learning can be considered part of an evolution that has emphasized hypermedia systems in general, and the World Wide Web in particular. The work here reported aims at exploiting the technologies of hypermedia and Computer Supported Cooperative Work (CSCW) in an environment that supports collaborative access from students to hyperdocuments ¾ supported in a tool called StudyConf. In order to promote interaction among students that navigate on the same hyperdocuments, StudyConf controls their navigation and generates dynamic discussion sessions with the students that visit the same material. StudyConf registers the discussions as structured hyperdocuments, which can be used to exploit proposals regarding the collaborative authoring of contents that are present in several Computer Supported Cooperative Learning (CSCL) tools. The work here reported has also contributed to the proposal of a technique aimed at guiding the development of general web-based hypermedia applications.
Bernal, Carrillo Ivan Marcelo. "Methodologies for designing synchronous CSCW environments." Related electronic resource: Current Research at SU : database of SU dissertations, recent titles available full text, 2002. http://wwwlib.umi.com/cr/syr/main.
Full textSalim, S. S. "An investigation into CSCW and IS." Thesis, University of Manchester, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.488123.
Full textJones, Rachel M. "An analysis framework for CSCW systems." Thesis, Loughborough University, 1997. https://dspace.lboro.ac.uk/2134/32993.
Full textFuchs, Ludwin. "Situationsorientierte Unterstützung von Gruppenwahrnehmung in CSCW-Systemen /." Sankt Augustin : GMD-Forschungszentrum Informationstechnik, 1998. http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=008089082&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA.
Full textDourish, James Paul. "Open implementation and flexibility in CSCW toolkits." Thesis, University College London (University of London), 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.338655.
Full textWinnett, Maria E. "Programming support for CSCW : using X windows." Thesis, Kingston University, 1995. http://eprints.kingston.ac.uk/20591/.
Full textNgadi, Md A. "WebCOM: a communication framework for CSCW applications." Thesis, Aston University, 2005. http://publications.aston.ac.uk/10613/.
Full textTränkle, Sven. "Realisierung eines CSCW-Benachrichtigungsdienstes mit MOLE-Agenten." [S.l.] : Universität Stuttgart , Fakultät Informatik, 1998. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB6783607.
Full textTucker, Andrea. "Learning to collaborate : the influence of physical digital workspaces on the development of collaborative competencies." Thesis, Lille 3, 2020. http://www.theses.fr/2020LIL3H039.
Full textThis research aims to investigate collaborative methods of working and learning in an educational context. What are the competencies associated with collaboration and how are they acquired? How do technologies that have both physical and digital affordances influence this process? The capacity of an individual to work collaboratively with others is at the heart of current institutional concerns, marked particularly by discourse about how collaborative practices can be facilitated by adapted technologies. To this end, we study how three different forms of physical-digital workspaces influence collaboration in student work groups, including multi-user tactile tables, boards and individual tablets used in various combinations with the aim of proposing a model for collaboration and collaborative competency assessment. In this dissertation we propose a state of the art on collaboration, collaboration as a competency and physical-digital workspaces. Then, we present our research protocol from a study with 45 university students working on case studies in the context of a course. We propose two models. The first is a model of interactions mobilized during collaborative work. The second is a framework for assessing engagement and the impact of behaviors during collaboration based on five key competencies. Our results show that the form of the physical-digital workspace has an influence on modes of interaction employed by students during their work as well as on the appearance or lack thereof of certain competencies. Most notably, those workspaces which integrate both individual and collective space seem to have the most positive impact on collaborative processes and competency activation related to participation and engagement, communication, and sharing talk time
Sturzebecher, Dirk. "A portable and flexible Framework for CSCW Systems." [S.l. : s.n.], 2001. http://deposit.ddb.de/cgi-bin/dokserv?idn=960647503.
Full textRangel, Vinícius Gazzoli. "VCom : uma abordagem para modelagem de ambientes colaborativos." Universidade Federal do Espírito Santo, 2011. http://repositorio.ufes.br/handle/10/6404.
Full textFirst generation of web applications was responsible for the popularization of the network and the emergence of the first groups of Internet users. At that time, the web content was little interactive and web sites were limited in the aspects of configuration options and interface of the system. The Users were mere spectators of the actions that took place in the pages browsed, since they could not change its contents. Any additional functionality depended on the work of programming teams. With the advent of Web 2.0, the focus became the collective construction of knowledge. The essence is to allow users to become more active, not only through participation in interactive content generation, but also as the creation of virtual communities. Since then, Internet users are increasingly getting interested in the construction of environments that take advantage of the interactivity, of the authorship and of the semantic retrieval promoted by web, and various technological aspects. From the perspective of computing in education, efforts are noticeable in the production of educational software and virtual environments to support learning, especially with support for authoring tools and interaction such as chat, wiki, blog and forum. The educational activities supported by digital resources has highlighted the lack of flexibility in environments whose modeling is focused on tools, compromising the support for different activities proposed. This work proposes a approach for modeling of collaborative environments, through the design of Communication Vehicles. With these vehicles, it should be possible, to individuals or groups, organize and describe workspaces on the web by defining a set of structural properties. The validation of this proposal is made through a prototype of an editor Communication Vehicles, which provides a range of facilities to design vehicles without requiring the use of textual programming languages
A primeira geração de aplicações para web foi responsável pela popularização da rede e pelo surgimento dos primeiros grupos de internautas. Nesta época, o conteúdo web era pouco interativo e os sites eram limitados quanto aos aspectos de opções de configuração e interface do sistema. Os usuários eram meros espectadores das ações que aconteciam nas páginas que navegavam, já que não podiam alterar seu conteúdo. Qualquer funcionalidade adicional dependia do trabalho das equipes de programação. Com o advento da Web 2.0, o foco se tornou a construção coletiva do conhecimento. A essência é permitir que os usuários se tornem mais ativos, através não só da participação interativa na geração de conteúdo, como também da criação de comunidades virtuais. Desde então, os internautas vêm se interessando cada vez mais pela construção de ambientes que aproveitem a interatividade, a autoria e a recuperação semântica promovida pela web, além de vários aspectos tecnológicos. Do ponto de vista da informática na educação, notam-se iniciativas na produção de softwares educacionais e ambientes virtuais de apoio à aprendizagem, principalmente com suporte a ferramentas de autoria e interação, como chat, wiki, blog e fórum. As atividades pedagógicas apoiadas por recursos digitais têm evidenciado a carência de flexibilidade em ambientes cuja modelagem é centrada em ferramentas, comprometendo o suporte a diferentes atividades propostas. Este trabalho propõe uma abordagem para modelagem de ambientes colaborativos, por meio da concepção de Veículos de Comunicação. Com esses veículos, deverá ser possível, a indivíduos ou grupos, organizarem e descreverem espaços de trabalho na web pela definição de um conjunto de propriedades estruturais. A validação desta proposta faz-se por meio de um protótipo de um editor de Veículos de Comunicação, que disponibiliza um conjunto de facilidades para projetar veículos sem a necessidade de uso de linguagens de programação textuais
Uscamayta, Andrey Omar Mozo. "Ubiquitous collaborative multimedia capture of live experiences toward authoring extensible interactive multimedia documents." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-14092017-083647/.
Full textA crescente importância de conteúdo multimídia gerado por usuários amadores exige pesquisas por modelos, métodos, tecnologias e sistemas que apoiem a produção multimídia. Apesar dos recentes resultados que permitem captura colaborativa em vídeo utilizando dispositivos móveis, existe uma lacuna no apoio à captura colaborativa de múltiplas mídias. O trabalho apresentado nesta dissertação propõe que a produção multimídia colaborativa ubíqua possa ser alcançada por usuários que realizem a captura de múltiplas mídias e de anotações utilizando o aplicativo móvel CMoViA. CMoViA também permite que o conteúdo gerado por esses usuários seja exportado para a plataforma CI+WaC, a qual permite editar e anotar documentos multimídia interativos. Essa proposta requer a extensão de trabalho recentes reportados na literatura: o modelo I+WaC-IE (Interactors+WaC-Interaction Events), a ferramenta I+WaC-Editor e a ferramenta MoViA. Assim, a aplicação CMoViA segue o modelo CI+WaC-IE proposto neste trabalho como extensão do modelo I+WaC-IE. A proposta foi avaliada por meio de estudo de caso realizado no domínio educacional, no qual estudantes capturam colaborativamente uma palestra.
Lindseth, Øyvind. "Klassifisering i forbindelse med samarbeid : En casestudie." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2004. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-251.
Full textOppaven består av tre hoveddeler; Teori, Innsamlede data, og Avslutning.
Teori er delt inn i tre kapitler, kapitlene 2-4, som er CSCW, Bruk av samarbeidsteknologi og Klassifiseringsproblematikken.
I Innsamlede data inngår kapittel 5 og 6. Kapittel 5 Bakgrunn for case beskriver prosjektarbeid spesifikt til avdelingen ”Kunnskap og strategi” på SINTEF Teknologiledelse, hvor jeg også presenterer de dataverktøy avdelingen vanligvis bruker. Det danner en ramme for Case i kapittel 6.
Avslutning består av kapittel 7 og 8. Kapittel 7 Analyse bruker i hovedsak kapittel 4 som bakgrunn, men også deler av kapittel 2 og 3. Kapittel 8 Konklusjon svarer på de spørsmål som ble stilt innledningsvis i kapittel 1 Innledning, og som ble diskutert under kapittel 7 Analyse.
Yang, Yi. "A component-based collaboration infrastructure." Texas A&M University, 2005. http://hdl.handle.net/1969.1/3188.
Full textKvan, Thomas. "Designing together apart : computer supported collaborative design in architecture." Thesis, Open University, 1999. http://oro.open.ac.uk/57960/.
Full textAuburtin, Gautier Peyrelong Marie-France Dalhoumi Salah. "Les logiques sociales du travail coopératif assisté par ordinateur (TCAO/CSCW)." [S.l.] : [s.n.], 2004. http://www.enssib.fr/bibliotheque/documents/dessride/rrbauburtin.pdf.
Full textSwaby, Michael Andrew. "A model-based approach to construction of integrated internet CSCW systems." Thesis, University of Leeds, 1998. http://etheses.whiterose.ac.uk/1285/.
Full textHedberg, Silfverberg Emma-Sophia. "Cultural-historical psychology as a basis for learning to use CSCW systems." Thesis, University of Skövde, School of Humanities and Informatics, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-901.
Full textComputer-Supported Cooperative Work (CSCW) is a growing field, which aims at facilitating, by means of technology, coordination and communication between people, working together. One problem within the area is that users often have problems learning the systems. Activity theory, a theoretical framework often used within CSCW, includes theories of learning, which however, have received relatively little attention within CSCW. Activity theory, as developed by Leont'ev, stems from Vygotsky's cultural-historical theory, and has been further developed by Gal'perin. In this thesis the theories of learning in the works of Vygotsky, Leont'ev, and Gal'perin in particular, have been applied to CSCW in order to investigate the contribution these theories can make to support learning within CSCW. Several conclusions are drawn from the theories analysed in this thesis. To begin with, learning should take place in social settings. Learners also need to be motivated to learn and need to be oriented in the learning task before performing the action to be learned. They need to be guided by a teacher, who asks guiding questions during the learning process. It is of importance that the learner performs the action to be learned him- or herself and describes, both verbally and quietly, what he or she is doing. During the performance of the action, the learner should manipulate material or materialised objects. The conclusions from the analysis are summarised in a number of guiding principles for CSCW system training that may provide a theoretical starting point for taking a closer look at learning problems pointed out within CSCW.
Wiberg, Mikael. "In between mobile meetings : Exploring seamless ongoing interaction support for mobile CSCW." Doctoral thesis, Umeå University, Informatics, 2001. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-797.
Full textThis thesis is a collection of seven papers reporting a research effort that started in January 1999. The theme of the thesis is interaction support for mobile CSCW (Computer Supported Cooperative Work). The interest in this theme is motivated by the trend towards a networked and nomadic society, the technical trends towards embedded, ubiquitous, and mobile technology, and the emergence of mobile CSCW settings. It is also motivated by current trends within the area of CSCW to focus on actual work practices, invisible and ubiquitous computer support, and mobile work settings where interaction with others is critical to get the work done.
For some time now mobile technology has been widely used to support dispersed mobile interaction, and recently the importance of co-located ”mobile meetings” to get the work done, has been recognized in the area of CSCW. However, current technology is not well suited when it comes to support interaction in mobile work settings across co-located and dispersed settings. Here, this problem is approached from an informatics perspective. Informatics can be described as a theory and design oriented study of information technology use. The scope of this thesis can be defined as understanding transformations of work practice through the use of mobile technology, and how it might be supported. The overall research question is: What are the specific needs of interaction support related to mobile meetings and dispersed interaction, how might these be supported, and what are the implications for current interaction models and support within CSCW? To answer this question several activities have been undertaken. This thesis contains empirical studies of mobile work among service technicians at Telia Nära, models of mobility and mobile meetings, and design and evaluations of a prototype system called RoamWare.
The overall conclusions related to the question stated in this thesis are that mobile interaction can be described as ongoing across mobile meetings, including both co-located face-to-face and dispersed interaction. Further, the interaction is maintained by the mobile workers through their efforts of re-establishing different threads of interaction across co-located and dispersed settings. Overall: There is a need to bridge co-located and dispersed meetings with sustained interaction support. Concerning the second part of the overall research question one conclusion is that sustained interaction across co-located and dispersed settings can be supported with mobile physical/virtual meetings support systems through the use of personal and public interaction histories. To illustrate and test this idea a prototype system called RoamWare was developed. However, evaluations of RoamWare revealed that synchronous support for sustained interaction divides users’ attention between co-located and dispersed interaction. As a consequence a second version of RoamWare was developed as an unobtrusive support for sustained interaction in between mobile meetings through seamless reestablishment of different threads of interaction, by offering support for converting interaction histories into project contexts. Finally, and according to the last part of the question stated above, this thesis concludes that current session management models need to be extended to handle sustained and dynamic sessions of interaction across co-located and dispersed mobile meetings and that, techniques for addressing groups need to be extended to enable dynamic addressing of participants in co-located mobile meeting. Finally, the exploration of how to support sustained interaction in between mobile meetings reveals important aspects to consider when trying to automatically frame spontaneous interaction with mobile technology.
Directions for future work include questions of how to design filters to support: maintenance, participation in, and negotiation about participation in between, different mobile meetings. Further, more work is needed related to how to capture spontaneous face-to-face interaction technically. Finally, new methods are needed to enable good evaluations of the impact of IT in mobile work settings.
Walters, Gastelu Jorge Alan. "Incorporación de la Dimensión CSCW a un Sistema en Línea de Reportes." Tesis, Universidad de Chile, 2009. http://repositorio.uchile.cl/handle/2250/103559.
Full textBarros, Edson de Almeida Rego. "Interlocutor: uma metodologia de mediação coletiva em trabalho cooperativo suportado por computador." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-15092006-175019/.
Full textThe present research aims to identify and to explore a methodology in the area of Computer Supported Cooperative Work (CSCW), encompassing cooperative processes that joint individuals, as well as groups, in a way that they can work seeking common goals together, being or not physically in the same place, acting synchronously or asynchronously. The proposed methodology searches to gather the several people's knowledge on certain themes, through a communication system in net of computers, transforming the individuals' group in a single voice, being the system the Interlocutor of the group. The Interlocutor System works in net and it depends on three modules: the Interrogator that it is the communication with the external middle, the Collaborator that it is the channel for participation of the members of the group, and the Servant that controls the operation of the whole application. The Interlocutor Methodology is inspired in extracted concepts of several such areas as, among others, Collective Intelligence, method Delphi, structure of Committees, Group Decision Support System (GDSS), Groupware. This methodology can be used in critical situations, that demand quick and necessary answers, or even in planned contexts in which it is wanted to study alternatives in full details. The present thesis presents three possible sceneries of application of the proposed methodology, as well as possible configurations for futures approaches. It is also presented the results of the tests made in one of these sceneries that validated the methodology. In conclusion, the Interlocutor Methodology is a form for the creation and the operation of systems capable to obtain results of Collective Intelligence.
Lu, Jiajun. "Sharing semi-heterogeneous single-user editors for real-time group editing." Texas A&M University, 2003. http://hdl.handle.net/1969.1/3881.
Full textSantos, Leonardo Nascimento dos. "Desenvolvimento de um Multi-Organizador Flexível de Espaços Virtuais Manaus." Universidade Federal do Amazonas, 2009. http://tede.ufam.edu.br/handle/tede/2948.
Full textFundação de Amparo à Pesquisa do Estado do Amazonas
Work and learning built individually and in groups took a new and definitive impulse from popularization of software tools that currently compose web-based virtual environments. After a time of reckoning and appropriation of these resources, work, teaching, learning and social relations started to demand that virtual environments cannot yet answer, partially due to need of conformation by some of these environments to certain functional aspects maintained mainly by tradition. A possible strategy to deal with this problem is to devise and to develop flexible environments to support cooperative activities, given users a better balance between supporting tools and goals and profiles of participants in a specific activity. This work is part of a multi-institutional effort on the area where, from conceptual elements defining an innovative and simple approach to development of virtual environments, it is reported the organization, modeling and implementation of an instance of this kind of environment. The resulting prototype, currently in use at UFAM, was built using Moodle as development and evaluation platform.
O trabalho e a aprendizagem construídos individual e coletivamente tomaram novo e determinante impulso a partir da disseminação das ferramentas de software que atualmente compõem os ambientes virtuais baseados na Web. Após um período de reconhecimento e apropriação desses recursos, o trabalho, o ensino, a aprendizagem e as relações sociais como um todo passam a apresentar demandas que os ambientes virtuais ainda não conseguem atender, em parte devido à conformação desses ambientes a certos aspectos funcionais mantidos principalmente por tradição. Uma estratégia possível para tratar esse problema é a concepção e desenvolvimento de ambientes flexíveis para apoiar a realização de atividades cooperativas, propiciando aos usuários uma melhor sintonia entre ferramentas de apoio e os objetivos e os perfis dos participantes de uma determinada atividade. O trabalho aqui descrito faz parte de um esforço multi-institucional de pesquisa no tema, onde, a partir dos elementos conceituais que definem uma abordagem de inovadora simplicidade à concepção e desenvolvimento de ambientes virtuais, é relatada a organização, modelagem e implementação de uma instância desse tipo de ambiente. O protótipo resultante, atualmente em plena utilização na UFAM, foi construído utilizando o Moodle como plataforma de desenvolvimento e avaliação.
Seitzberg, Linda. "Design av CSCW-system för att stimulera till ökad social interaktion och samarbete inom lantbruket : Från passiva läsare till aktiva bidragare av innehåll i användarportaler." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11318.
Full textSchuster, Daniel. "Bedarfsgesteuerte Verteilung von Inhaltsobjekten in Rich Media Collaboration Applications." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2007. http://nbn-resolving.de/urn:nbn:de:swb:14-1196343503734-18949.
Full textO'Brien, Jon. "Improving CSCW systems design : theory, practice and the paradigm of 'the workaday world'." Thesis, Lancaster University, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310802.
Full textHäggström, Jesper, and Mattias Jacobsson. "CSCW som teoretisk ram för att påvisa tekniskt samband i en organisations förändring." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-18995.
Full textUppsatsnivå: C
Vu, Jimmy M. "Developing an Electronic Tool for Cross-Cultural Computer Supported Collaborative Work (CCSCW)." Thesis, Virginia Tech, 2004. http://hdl.handle.net/10919/42105.
Full textMaster of Science
SILVA, Cláudia Brito Lyra Nunes da. "Utilizando CCM no Suporte a Sessões Cooperativas Síncronas." Universidade Federal de Pernambuco, 2004. https://repositorio.ufpe.br/handle/123456789/2482.
Full textA área de trabalho cooperativo apoiado por computador (CSCW - Computer Supported Cooperative Work) estuda como as pessoas podem cooperar para a solução de problemas e como tais cooperações podem ser estabelecidas e desenvolvidas utilizando-se recursos computacionais. As aplicações cooperativas síncronas provêem funcionalidades que permitem a interação síncrona entre os membros de um grupo, estando estes em um mesmo local ou dispersos geograficamente. Tais aplicações necessitam de mecanismos de controle que possibilitem o gerenciamento dos usuários que fazem parte das sessões cooperativas, e permitam que os participantes acessem, de forma compartilhada, os recursos disponíveis durante a sessão. Dentre as tecnologias utilizadas na implementação de soluções de suporte a sessões cooperativas síncronas, CORBA (Common Object Request Broker Architecture) mostra-se de grande valor ao prover interoperabilidade entre aplicações implementadas em diferentes linguagens, independentemente de plataforma, protocolos e tecnologias de rede. O CCM (CORBA Component Model ) representa o modelo de componente para a arquitetura CORBA, cujo objetivo principal é facilitar o desenvolvimento de aplicações que utilizam CORBA como plataforma de distribuição. Dessa forma, o objetivo deste trabalho é prover um serviço de suporte a sessões cooperativas síncronas (CSMS - Cooperative Session Management Service), utilizando a tecnologia de componentes proposta pelo CCM. Os principais aspectos abordados por esse serviço são o gerenciamento de usuários que fazem parte da sessão e o mecanismo de controle utilizado no acesso aos recursos compartilhados durante a sessão.
Rydbrink, Morgan. "If you see me, I will learn : A qualitative study of how to facilitate motivation and collaboration in online learning environments." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-64960.
Full textGrotti, Simone. "Mobile CSCW e sincronizzazione dati per il soccorso in emergenza: un caso di studio." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10499/.
Full textKaps, Andreas. "CSCW in der Bioinformatik ein objektorientiertes Groupwaresystem zur Unterstützung in der Gen- und Genomanalyse /." [S.l.] : [s.n.], 2001. http://deposit.ddb.de/cgi-bin/dokserv?idn=962790400.
Full textFrykholm, Oscar. "Case-based presentation in medical multidisciplinary team meetings : Applied research in CSCW and IxD." Doctoral thesis, KTH, Medieteknik och interaktionsdesign, MID, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-119810.
Full textQC 20130326
Taniguchi, Kenji. "SICLA - Sistema de Informação Colaborativa para Laboratórios Acadêmicos: um modelo CSCW aplicado ao LINCOM." Instituto Tecnológico de Aeronáutica, 2008. http://www.bd.bibl.ita.br/tde_busca/arquivo.php?codArquivo=595.
Full textLazarin, Carlos Alberto Joia. "Adoção de técnicas de design participativo por meio de CSCW: suporte à colaboração distribuída." Universidade Tecnológica Federal do Paraná, 2017. http://repositorio.utfpr.edu.br/jspui/handle/1/2877.
Full textParticipatory Design (PD) originated in Scandinavia in the mid-1970s, in a period that workers, through labor unions, were requesting more empowerment in the decision-making process related to adoption of technology in the workplace. PD became a methodology that addresses involvement of designers and non-designers working together in design activities of a project through participatory practices. Those PD’s practices are commonly explored with co-located participants, using PD’s techniques to support and mediate interaction across participants. Justified by absence of Distributed Participatory Design’s practices (DPD), which stakeholders are located in different geographic spaces, this master’s thesis presents the benefits, limitations and adaptations necessary to adopt PD’s techniques in DPD’s practices through collaborative systems. The BrainDraw technique was chosen to be investigated in the scope of this study and to help finding answers for this research questions. The results of this research involve an analogy between the phases of the PD methodology defined by Spinuzzi and PD practices in the software development life cycle by Muller, Hallewell and Dayton, that helps researchers and developers to decide about which technique of PD is more suitable to be used in distributed contexts. It also presents three participatory workshops for requirements analysis of a collaborative system called DEA System (Participatory Design in Action) to adopt practices of BrainDraw in a distributed context. The development and empirical and participatory evaluation of DEA System were conducted with the purpose of seeking answers to the objective of this research. Based on this research’s results, we present benefits, differences and necessary adaptations identified to conduct BrainDraw practices in distributed contexts through collaborative systems. Finally, we present the contributions of this research to Computer Science area and to society, and also some discussions about its limitations and future works.
Reyna, Josephine. "The Impact of Predisposition Towards Group Work on Intention to Use a CSCW System." Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4752/.
Full textJones, Nory Beth. "The diffusion of a collaborative CSCW technology to facilitate knowledge sharing and performance improvement /." free to MU campus, to others for purchase, 2001. http://wwwlib.umi.com/cr/mo/fullcit?p3012982.
Full textHoll, Berit. "Entwicklung und Evaluation eines Unterrichtskonzeptes für computergestütztes kooperatives Lernen." Doctoral thesis, Universitätsbibliothek Chemnitz, 2004. http://nbn-resolving.de/urn:nbn:de:swb:ch1-200400212.
Full textBörjeson, Lars, Riitta Svensson, and Git Niklasson. "Videokonferens? : uppfattningar om framtida videokonferenser vid en psykiatrisk klinik." Thesis, University West, Department of Informatics and Mathematics, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-628.
Full textHalvordsson, Ulrika, and Karin Bäckström. "Digital bildöverföring i hemsjukvården : vilka konsekvenser kan det få ?" Thesis, University West, Department of Informatics and Mathematics, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-639.
Full textJennehall, Maria, Elisabeth Larsson, and Olle Niklasson. "Elektroniska patientjournaler : en utvärdering vid en psykiatrisk klinik." Thesis, University West, Department of Informatics and Mathematics, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-641.
Full textPrinz, Wolfgang. "A framework for organizational information support in cooperative environments." Thesis, University of Nottingham, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.319622.
Full textVIEIRA, JUNIOR R. R. M. "UMA ARQUITETURA DE SOFTWARE PARA O MORFEU: APOIANDO A REALIZAÇÃO DE ARQUITETURAS PEDAGÓGICAS EM ESPAÇOS VIRTUAIS COLABORATIVOS." Universidade Federal do Espírito Santo, 2011. http://repositorio.ufes.br/handle/10/4243.
Full textAs lacunas tecnológicas no apoio as atividades colaborativas possibilitam à criação de novas propostas para atender à demanda por suporte tecnológico nas atividades a distância. Este trabalho apresenta uma arquitetura de software, baseado da proposta do MOrFEu, que favorece à criação e a organização flexível de espaços virtuais colaborativos. Entre as principais características desta arquitetura destacam-se a flexibilidade do apoio a colaboração pelas formas diferenciadas de coordenar as interações e organizar as produções, individuais e coletivas, tendo como referência espaços de autoria reorganizáveis e flexíveis. Por fim, foi realizado um estudo de caso, utilizando um protótipo de software, na avaliação do suporte tecnológico no atendimento aos requisitos das atividades de comunicação, cooperação e principalmente de coordenação da Arquitetura Pedagógica Debate de Teses.
Gargiulo, Claudio. "Teamwork collaboration around CAE models in an industrial context." Doctoral thesis, Universita degli studi di Salerno, 2017. http://hdl.handle.net/10556/3069.
Full textMedium and Large Companies must compete every day in a global context. To achieve greater efficiency in their products/processes they are forced to globalize by opening multiple locations in geographically distant places. In this context, people from the same team or different teams must work together regardless of the time zone and where they are located. Therefore, a "virtual" team consists of groups of geographically distant people who can coordinate with the help of new technologies. The tools and methodologies supporting "Computer Supported Cooperative Work" (CSCW) can facilitate collaboration by reducing distance and time related issues. The main goals CSCW aims to achieve within a complex organization are listed below: • Schedule, track, and chart the steps in a project as it is being completed (Project Management) • Share, review, approve or reject project proposals from other workgroup members (Authoring Systems) • Collaborative management of tasks and documents within a knowledge-based business process (Workflow Management) • Collect, organize, manage, and share various forms of information (Knowledge Management) • Collaborative bookmarking engine to tag, organize, share, and search enterprise data (Enterprise Bookmarking) • Collect, organize, manage and share information associated with the delivery of a project (Extranet Systems) • Quickly share company information to members within a company via Internet (Intranet Systems) • Organize social relations of groups (Social Network) • Collaborate and share structured data and information (Online SpreadSheet) This work is based on the main objectives outlined through a specific research experience that verifies compliance and ensures its applicability. The real context consists of virtual team of engineers and the way they cooperate within the automotive industry. The research “iter” can be summarized as follows: (1) the main collaborative and engineering requirements have been identified by referring to a real use case within Fiat Chrysler Automobiles; (2) each requirement has been met by implementing an integrated, modular and extensible architecture; (3) Floasys platform for collecting, centralizing and sharing simulations has been designed, implemented and tested; (4) a tool called ExploraTool has been designed to visually explore a simulation repository within Floasys; (5) the possible extension of the platform has been identified in terms of multidisciplinarity and multisectorality; (6) downstream of the whole process, all the requirements a CSCW intended to meet were verified. The initial phase of the work has focused on collecting collaborative requirements and related needs that emerge when different virtual teams find themselves collaborating to pursue a common result. The collaborative requirements identified to support collaboration between geographically remote teams are: centralizing simulation data, providing annotation and adding metadata to files, providing a search engine for simulations completed by other analysts, providing data versioning and support their sharing. In line with the requirements identified, a collaborative platform prototype (CSCW) called Floasys was developed. Floasys customers are all industries using CAE simulations to design their products, so the automotive, aeronautical and naval industries, etc. Floasys collects simulation data, stores them in open XML format and centralizes them into a shared repository; It also provides additional services on collected data stored in open format, such as the ability to annotate files or search within the repository regardless of the simulator with which they were generated. It is extremely useful to be able to retrieve simulations from other members of the same team or different teams in order to compare the performance of a current project. In order to provide these services, various aspects must be considered: surely the services listed above must be immersed in an existing business environment with existing practices, workflows and software systems. To bring a concrete example, the only centralization of simulation data involves communication with existing simulation software by mitigating the problem of Vendor Lock-In, which is the strong dependence on the simulators themselves. From an architectural point of view, Floasys meets the non-functional extensibility and modularity requirements. This way the system can be tailored to the needs of customers, open to meet future needs and be used in other departments. The modular and extensible Floasys architecture was obtained based on the concept of plug-in. Although the research activity directly concerns the automotive industry, the requirements and the difficulties described are common to other sectors as described in the literature. So many of the considerations made in this work and the solutions adopted can be reused for other types of simulation as well as for data obtained from experiments. Finally, within Floasys, an interactive tool called "ExploraTool" was integrated for viewing, exploring, and querying simulation repositories. Although the idea of this tool was born in the context of simulation repository navigation, it is generic and can be used with any dataset. The tool is based on Eulero-Venn diagrams. The universe is the set of all simulations stored in one or more repositories. Simulation groups are represented by grafted ellipses. Using this tool, analysts can explore the repository through drill-down and roll-up operations to get more or less detail. Going down in the hierarchy, the user filters the items within the dataset and performs a graphical query. In this way, the user explores the repository by finally obtaining two or more simulations to be compared. After the design, implementation and implementation phase, the tool was tested with real users to gain data on its usability. [edited by author]
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Ulriksson, Jenny. "Consistency management in collaborative modelling and simulation." Licentiate thesis, KTH, Microelectronics and Information Technology, IMIT, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-571.
Full textThe aim of this thesis is to exploit the technological capabilities of computer supported collaborative work (CSCW) in the field of collaborative Modelling and Simulation (M&S). The thesis focuses on addressing two main problems: (i) providing flexible means of consistency management in collaborative M&S, and (ii) the ability of providing platform and application independent services for collaborative M&S.
In this work, some CSCW technologies and how some of the concepts can be incorporated in a distributed collaborative M&S environment, have been studied. An environment for component based simulation development and visualization, which provides support for collaborative M&S, has been designed. Some consistency policies that can be used in conjunction with distributed simulation and the High Level Architecture (HLA) have been investigated. Furthermore, the efficient utilization of HLA and XML in combination, as the foundation of a CSCW infrastructure has been proved. Two consistency policies were implemented utilizing HLA, a strict and an optimistic, in the distributed collaborative environment. Their performance was compared to the performance of a totally relaxed policy, in various collaboration situations.
Vieira, Victor Hugo. ""Web Services de apoio a aplicações voltadas ao trabalho em grupo"." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-16052006-191517/.
Full textNowadays, the achievement of tasks made in groups has become a habitual concern by people. In this way, a rise of using and developing computer programs that support cooperative work process has been noted. The programs aim to provide productivity improvements on work made by groups. Integrating the software could result in increasing functionalities, augmenting both its use possibilities and flexibility. Integrated softwares have, in general, more features and use's potential than isolated applications. As a result, WS4CSCW (Web Services for Computer Supported Cooperative Work) -- a Web Service to assist CSCW application's integration was developed. WS4CSCW allows management of users, groups, resources, permissions, and user and group roles, by making available functionalities to applications for group work, making easy the integration among these applications and providing a straighter, more cohesive and consistent cooperation.
Gumienny, Raja Carola. "Understanding the adoption of digital whiteboard systems for collaborative design work." Phd thesis, Universität Potsdam, 2013. http://opus.kobv.de/ubp/volltexte/2014/7241/.
Full textNutzerorientierte Gestaltungsprozesse werden angewandt, um zu gewährleisten, dass neue Software für Computer und Smartphones gebrauchstauglich ist und die tatsächlichen Bedürfnisse der Anwender adressiert. Dazu sollen potentielle Anwender befragt und beobachtet und darauf basierend Ideen und Entwürfe für die neue Software entwickelt werden. Um die Nutzerdaten und Ideen zu sammeln, sowie daraus Konzepte zu erarbeiten, werden häufig Whiteboards und Haftnotizen (Post-its) benutzt. Sie haben den Vorteil, dass sie weit verbreitet sind und keine speziellen Kenntnisse erfordern. Analoge Whiteboards sowie Stift und Papier haben allerdings auch den Nachteil, dass die Informationen nicht digital gespeichert und mit Personen an anderen Standorten geteilt werden können. Auch andere digitale Vorteile, wie z. B. Inhalte suchen und sortieren, sind nicht verfügbar. Obwohl es seit 20 Jahren Forschung zu digitalen Whiteboard-Anwendungen gibt, werden diese Systeme im Firmenumfeld kaum genutzt. Diverse Forschungsprototypen sind bisher weder im Langzeiteinsatz noch in Unternehmen ausreichend getestet worden. Ziel dieser Dissertation ist zu erforschen, welche Faktoren den Einsatz von digitalen Whiteboard-Systemen begünstigen und welche Faktoren eher hinderlich sind. Zu diesem Zweck haben wir das Tele-Board Software System für gemeinsames kreatives Arbeiten entwickelt. Basierend auf Interviews und Beobachtungen, sowie Erkenntnissen aus vorheriger Forschung, haben wir versucht, die analoge Arbeitsweise mit herkömmlichen Arbeitsmitteln in die digitale Welt zu übertragen. Tele-Board kann mit unterschiedlicher Hardware benutzt werden und ist nicht an spezielle Geräte gebunden. Diese Tatsache hat sich als Vorteil für den Einsatz der Software in größerem Umfang erwiesen. In dieser Arbeit präsentiere ich drei Studien zur Nutzung von Tele-Board von verschiedenen Anwendern in unterschiedlichen Umgebungen. Die Studien wurden sowohl unter kontrollierten Bedingungen, als auch im realen Arbeitsumfeld durchgeführt. Wie zu erwarten war, wird das System besonders dann angenommen, wenn die Anwender Vorteile sehen, die sie mit analogen Arbeitsmitteln und anderer Software nicht haben. Allerdings unterscheiden sich die empfundenen Vorteile je nach Anwender und Nutzungskontext. Daher steigen die Chancen auf eine Verbreitung der Software, wenn sie verschiedene Anwendungsfälle und unterschiedliches Equipment unterstützt. Tele-Board ist mittlerweile seit 1,5 Jahren in einer global agierenden IT-Firma in mindestens fünf Ländern mit konstant steigenden Nutzerzahlen im Einsatz. Auf der Basis von 42 Interviews und Nutzungsstatistiken vom Server wird beschrieben, auf welche Art und Weise das System angewandt wird und welche Vor- und Nachteile es hat. Aus diesen Erkenntnissen sowie anderen Studien, präsentiere ich eine detaillierte Analyse der Nutzung von digitalen Whiteboards und gebe Empfehlungen für die Entwicklung zukünftiger Systeme.
Allawerdi, Rabii, and Raisa Kemppainen. "Aktiviteter som främjar samarbete inom kreativa online communitys : En fallstudie om social loafing." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96556.
Full textThere is a challenge when designing digital environments that promotes activities for the purpose to creates routines and habits leading to the growth of a community. Online communities could sometime lack objective management, resulting in lowered engagement and motivation amongst the members to contribute. Members in these environments sometimes struggle to see how their contribution can make an impact. The importance of online communities has a greater role in society while attitude towards distance collaborations are becoming familiar, consequently investigating these issues is relevant. Previous research has observed this behavior and defines it as social loafing, groups and communitys lack contribution even though they have many members. What has been found as a prevention to this negative development shows that individuals are more likely to contribute when their value are acknowledged. What also has a motivating and positive effect is when they are assigned group-oriented goals rather than just assigned goals individually. Establishing routines, habits, and common ground between members of a collaboration has a role in this development. This study explores activities amongst creators that are active in creative online communities oriented in game development, music production and other types of distance collaborations dependent on computer supported collaborative work (CSCW). The results gathered from interviews and user-surveys, has been analyzed through Activity theory, to better understand the habits that leads to successful creative collaborations in online communities. We propose design guidelines for development of digital platforms that serves the purpose for online communities and stems through the activities that establishes common ground and a culture for participation. We also present a best practice example based on the finding, describing a distance facilitated competition in music production that promotes participation and establishment of common ground. Taking to account the wide variety of different technical and individual needs and goals of multidisciplinary creators serves as a suggestion for further research.