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  • Articles  (17)
  • CSCW  (8)
  • Virtual reality  (8)
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  • Springer  (17)
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  • 1995-1999  (17)
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  • 1999  (17)
  • Computer Science  (17)
  • 1
    Electronic Resource
    Electronic Resource
    Springer
    AI & society 13 (1999), S. 357-376 
    ISSN: 1435-5655
    Keywords: Context ; CSCW ; Culture ; Design ; Interface ; Japan ; Work
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract The past decade has seen the development of a perspective holding that technology is socially constructed. This paper examines the social construction of one group of technologies: systems for computer-supported cooperative work (CSCW). It describes the design of CSCW in Japan, with particular attention to the influence of culture on the design process. Two case studies are presented to illustrate the argument that culture is an important factor in technology design, despite commonly held assumptions about the neutrality and objectivity of science and technology. The paper further argues that, by looking at CSCW systems as texts which reflect the context of their production and the society from which they come, we may be better able to understand the transformations that operate when these texts are ‘read’ in the contexts of their implementation.
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  • 2
    Electronic Resource
    Electronic Resource
    Springer
    Artificial intelligence and law 7 (1999), S. 81-96 
    ISSN: 1572-8382
    Keywords: agents ; user interface metaphors ; agent programming languages ; agent communication languages ; agent protocols ; Hohfeld ; formal theories of rights ; normative structures ; deontic logic ; groupware ; CSCW ; electronic commerce
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science , Law
    Notes: Abstract Two areas of importance for agents and multiagent systems are investigated: design of agent programming languages, and design of agent communication languages. The paper contributes in the above mentioned areas by demonstrating improved or novel applications for deontic logic and normative reasoning. Examples are taken from computer-supported cooperative work, and electronic commerce.
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  • 3
    ISSN: 1432-122X
    Keywords: CSCW ; Groupware ; Teleteaching ; Workflow-Management ; Elektronischer Handel
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Type of Medium: Electronic Resource
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  • 4
    Electronic Resource
    Electronic Resource
    Springer
    Computer supported cooperative work 8 (1999), S. 207-238 
    ISSN: 1573-7551
    Keywords: awareness ; common artefact ; CSCW ; distortion ; notification ; state presentation
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract The idea of a “common artefact” is a useful metaphor for the design of CSCW systems. Our ACCT model of a common artefact describes structural elements that provide awareness about the work of others. The ACCT model identifies actors, contents, conversations, and tools as the central components of a common artefact, arranged on a shared background. The elements of a common artefact provide both a background visualization of the activity, but also permit dynamic notification of particular events. We explore this process of notification, which is composed of a selection and a presentation stage. We identify the critical factors of the process, in particular we highlight techniques related to temporal and spatial distortion. The framework helps to prepare design decisions of multi-user systems more consciously.
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  • 5
    Electronic Resource
    Electronic Resource
    Springer
    Journal of network and systems management 7 (1999), S. 105-126 
    ISSN: 1573-7705
    Keywords: ENTERPRISE NETWORKS ; CSCW ; NETWORK AND SYSTEMS MANAGEMENT ; REENGINEERING ; MANAGEMENT PROCESSES
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract With the increasing implementation by networkedmission-critical applications, an enterprise network isbecoming the lifeline of an organization. Massiveinvestments are being made in the modernization of enterprise networks of diverse serviceorganizations, such as telecommunications andhealth-care providers. Organizations need to adapt tochanging business environment, such as the deregulationof telecommunication services. This necessitates a seamlessintegration of business management processes withenterprise network management processes. Hence there isa need for the formulation of new methodologies for there-engineering of management solutions (with focus onintegrated business processes), though most present daysolutions concentrate on the management of networkequipment only. This paper presents a new methodologyfor the reengineering of the management processesfor enterprise networks, based on Computer SupportedCooperative Work (CSCW) techniques.
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  • 6
    Electronic Resource
    Electronic Resource
    Springer
    Computer supported cooperative work 8 (1999), S. 285-293 
    ISSN: 1573-7551
    Keywords: CSCW ; critical theory ; deconstruction ; ideal speech situation ; social action theory
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract The paper discusses Sharrock's and Button's criticism of our attempt to use Habermas' communicative action theory to analyze group work platforms. We demonstrate that they misconstrue our goals of the paper, misinterpret our analysis of Habermas' action types, and misunderstand the concept of critical science. At the end we question the usefulness of these types of debates in furthering CSCW research.
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  • 7
    Electronic Resource
    Electronic Resource
    Springer
    Computer supported cooperative work 8 (1999), S. 147-167 
    ISSN: 1573-7551
    Keywords: CSCW ; electronic commerce ; intermediary ; digital library ; electronic community ; costomer support ; librarians ; notes ; trust
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Many observers consider traditional intermediaries such as brokers, lenders and salespersons anachronisms in a world where consumers can communicate directly with providers of products and services over computer networks. Under the same rubric, information mediators such as journalists, editors, librarians and customer support representatives are being targeted for elimination. Drawing on our ethnographically-informed studies of customer support analysts and librarians, we demonstrate that the expertise and experience of intermediaries is often invisible – to the consumer, to the organization in which these intermediaries work, and even to the intermediaries' managers. The valuable services provided by intermediaries are not made unnecessary by end-user access. We argue for a richer understanding of intermediation, and a reallocation of functions and roles in which “new intermediaries” – people, software or a combination of the two – aggregate, personalize and assure the quality of information.
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  • 8
    Electronic Resource
    Electronic Resource
    Springer
    Journal of systems integration 9 (1999), S. 167-185 
    ISSN: 1573-8787
    Keywords: flexibility ; complexity ; systems approach ; taxonomy
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract In this paper we present a taxonomy of manufacturing problems, labeled in a general sense as Design, Production, or Distribution problems. One or more basic systems concepts, such as complexity and adaptation, attach themselves to each such problems. By combining the hierarchical Design—Production—Distribution idea with system concepts, we establish the fact that there is, indeed, a significant systems component to most problems of modern manufacturing.
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  • 9
    Electronic Resource
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    Springer
    Virtual reality 4 (1999), S. 260-264 
    ISSN: 1434-9957
    Keywords: Haptic ; Peltier ; Tactile ; Virtual reality
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract In this report we describe an advanced virtual reality glove that we are developing, called the Peltier Haptic Interface (PHI), which will provide improved sensation of touch in virtual environments. PHI will provide force/pressure feedback that can be varied independently on each finger, as well as temperature sensation that can be varied non-uniformly over the whole hand. The combination of these sensations will provide a more realistic sense of touch and significantly increase the realism of virtual environments. PHI will find extensive applications in biomedical simulations, teaching, industrial line training, and many other areas.
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  • 10
    Electronic Resource
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    Springer
    Virtual reality 4 (1999), S. 223-234 
    ISSN: 1434-9957
    Keywords: Virtual reality ; CFD ; Building layout ; Hospital facilities design
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract The airborne particles present in certain hospital environments, such as the tuberculosis isolation or operating rooms, can be extremely harmful for patients and/or hospital personnel. An important issue during the design of hospital facilities is an efficient airborne particle removal system. A near-optimal setup of the parameters that affect the airflow, and consequently the airborne particle trajectories within the room is desirable. Computational Fluid Dynamics (CFD) is an alternative to tedious and time-consuming experimental investigations during the design phase, when a large number of alternatives need to be evaluated. The main limitations of CFD application in building design are the high level of skill required, the complexity of the setup phase, and the difficulty of output data interpretation using common 2D (two-dimensional) display devices. A virtual reality (VR) environment can help in overcoming some of these limitations. A CFD/VR procedure for design of contaminant-free hospital facilities is presented in this paper. By means of a VR preprocessing step, inferior solutions can be discharged to drastically reduce the number of configurations to investigate. Then, a CFD/VR tool is used to explore the restricted set of room layouts. The 3D (three-dimensional), immersive visualisation of an indoor space and of the particle motion inside it allows the user to really see the particle flows and consequently understand the effects of room parameters on particle motion throughout the room. In this way a close-to-optimal configuration of the room layout and of the ventilation system can be achieved more speedily and more conveniently compared to traditional CFD investigations.
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  • 11
    Electronic Resource
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    Springer
    Virtual reality 4 (1999), S. 139-150 
    ISSN: 1434-9957
    Keywords: Electromagnetic tracker ; Tracker calibration ; Polynomial fit ; Virtual reality
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Electromagnetic tracking devices are often used to track location and orientation of a user in a virtual reality environment. Their precision, however, is not always high enough because of the dependence of the system on the local electromagnetic field which can be altered easily by many external factors. The purpose of this article is to give an overview of the calibration techniques used to improve the precision of the electromagnetic tracking devices and to present a new method that compensates both the position and orientation errors. It is shown numerically that significant improvements in the precision of the detected position and orientation can be achieved with a small number of calibration measurements to be taken. Unresolved problems and research topics related to the proposed method are discussed.
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  • 12
    ISSN: 1434-9957
    Keywords: Virtual reality ; Surgical training ; Simulation ; Design ; Technology-transfer ; Risk
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract In this paper an example of Virtual Reality (VR) system design in a safety-critical training domain is discussed. In particular, a model for design is presented. This model seeks to create operational definitions of risk in the surgical domain. Perhaps more importantly, it also seeks to discover operational predictors of the risk of technology-transfer failure as a fundamental requisite for the early design. Typically both of these activities do take place in some form in most designs, but they are frequently III-conceived due to inappropriate timing, low importance, insufficient methodological rigour and the absence of a pre-existent integration model. Using examples from the Sheffield Knee Arthroscopy Training System (SKATS), we will discuss the contention that equal research effort needs to be spent on core design issues as on the technological VR design. Specifically, we will propose a set of guidelines for the research and development of risk metrics in Virtual Environment (VE) design and technology-transfer for safety-critical training.
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  • 13
    Electronic Resource
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    Springer
    Virtual reality 4 (1999), S. 4-14 
    ISSN: 1434-9957
    Keywords: CSCW ; Shared spaces ; Chance encounters ; BSCW ; Active Worlds
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract New ways of working, as exemplified by distance learning, telecommuting and the virtual organisation, are growing in popularity. This paper concerns itself with the role that 3D virtual environments can play in assisting such collaborative working. Specifically,chance encounters have been shown to be important in collaboration, that is, encounters that are not pre-arranged by its participants. There are a number of tools to facilitate encounters online, but these create new problems. It is argued that 3D shared spaces can assist in the management of chance encounters, allowing them to create a situation similar to that found in the traditional workplace, in which tasks and content are situated inlocales. If shared 3D spaces are to have utility for computing in general, rather than specific applications, it is suggested that this may be in such spatial management of encounters. An example, in which Active Worlds is employed as an interface to Basic Support for Cooperative Working (BSCW) content is described. This content creates the motivation for users to be within the space, and thus available for chance encounters with other users; their nature and extent of being spatially coordinated.
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  • 14
    Electronic Resource
    Electronic Resource
    Springer
    Virtual reality 4 (1999), S. 103-113 
    ISSN: 1434-9957
    Keywords: Natural language processing ; Natural language interfaces ; Speech interfaces ; Speech interface design ; Speech recognition ; Virtual reality
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Two research projects are described that explore the use of spoken natural language interfaces to virtual reality (VR) systems. Both projects combine off-the-shelf speech recognition and synthesis technology with in-house command interpreters that interface to the VR applications. Details about the interpreters and other technical aspects of the projects are provided, together with a discussion of some of the design decisions involved in the creation of speech interfaces. Questions and issues raised by the projects are presented as inspiration for future work. These issues include: requirements for object and information representation in VR models to support natural language interfaces; use of the visual context to establish the interaction context; difficulties with referencing events in the virtual world; and problems related to the usability of speech and natural language interfaces in general.
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  • 15
    Electronic Resource
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    Springer
    Virtual reality 4 (1999), S. 129-138 
    ISSN: 1434-9957
    Keywords: Immersive modelling ; Collaborative work ; Virtual reality ; Networking ; User interfacing
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract In most existing immersive virtual environments, 3D geometry is imported from external packages. Within ICOME (an Immersive Collaborative 3D Object Modelling Environment) we focus on the immersive construction of 3D geometrical objects within the environment itself. Moreover, the framework allows multiple people to simultaneously undertake 3D modelling tasks in a collaborative way. This article describes the overall architecture, which conceptually follows a client/server approach. The various types of clients, which are implemented, are described in detail. Some illustrative 3D object modelling examples are given. Extensions to the system with regard to 3D audio are also mentioned.
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  • 16
    ISSN: 1434-9957
    Keywords: Virtual reality ; Surgical simulation ; Real-time analysis ; Finite element modelling ; Haptic feedback ; Soft tissue
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract Realistic deformation of computer-simulated anatomica structures is computationally intensive. As a result, simple methodologies not based in continuum mechanics have been employed for achieving real-time deformation of virtual anatomy. Since the graphical interpolations and simple spring models commonly used in these simulations are not based on the biomechanical properties of tissue structures, these ‘quick and dirty” methods typically do not represent accurately the complex deformations and force-feedback interactions that can take place during surgery. Finite Element (FE) analysis is widely regarded as the most appropriate alternative to these methods. Extensive research has been directed toward applying this method to modelling a wide range of biological structures, and a few simple FE models have been incorporated into surgical simulations. However, because of the highly computational nature of the FE method, its direct application to real-time force-feedback and visualisation of tissue deformation has not been practical for most simulations. This limitation is due primarily to the overabundance of information provided by the standard FE approaches. If the mathematics are optimised through preprocessing to yield only the information essential to the simulation task, run-time computation requirements can be reduced drastically. We are currently developing such methodologies, and have created computer demonstrations that support real-time interaction with soft tissue. To illustrate the efficacy and utility of these fast “banded matrix” FE methods, we present results from a skin suturing simulator which we are developing on a PC-based platform.
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  • 17
    Electronic Resource
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    Springer
    Virtual reality 4 (1999), S. 265-274 
    ISSN: 1434-9957
    Keywords: Immersive modelling ; Collaborative work ; Virtual reality ; Networking ; User interfacing
    Source: Springer Online Journal Archives 1860-2000
    Topics: Computer Science
    Notes: Abstract In most existing immersive virtual environments, 3D geometry is imported from external packages. Within ICOME (an immersive Collaborative 3D Object Modelling Environment) we focus on the immersive construction of 3D geometrical objects within the environment itself. Moreover, the framework allows multiple people to simultaneously undertake 3D modelling tasks in a collaborative way. This article describes the overall architecture, which conceptually follows a client/server approach. The various types of clients, which are implemented, are described in detail. Some illustrative 3D object modelling examples are given. Extensions to the system with regard to 3D audio are also mentioned.
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