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Demonstrations
Tuesday Afternoon and Evening (4:00-8:00)
Room: Fifth Avenue
Demonstrations allow us to view novel and noteworthy CSCW systems in
action. Demonstrations are self-paced and informal. They are an ideal forum for
in-depth discussions between presenters and attendees. Wander from table to
table and engage the presenters in conversation. Explore aspects of the system
that interest you most.
Click on the demonstration
title in the following list to jump to the relevant section of this page.
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TeamWave Workplace
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Mark Roseman (roseman@teamwave.com),
TeamWave Software Ltd., Canada
TeamWave Workplace is one of the few commercial products supporting
both real-time and asynchronous collaboration. Using a rooms metaphor,
it combines chat, audio/video, whiteboards, calendars, bulletin boards,
and other groupware tools in a fully persistent work environment, all
running on Windows, Macintosh and Unix platforms. This demonstration
will highlight not only the individual components in TeamWave, but
also how the system works to integrate them together into a single
cohesive environment.
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WebGuide: Guiding Cooperative Work on the Web with Perspectives and Negotiation Support
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Gerry Stahl (Gerry.Stahl@Colorado.edu)
and
Rogerio dePaula,
Center for LifeLong Learning and Design, Department of Computer Science, University of Colorado, Boulder, USA,
and
Thomas Herrmann
and
Kai-Uwe Loser,
Informatik und Gesellschaft, Universität Dortmund, Germany
Cooperative knowledge work typically involves a mix of individual and group
activities. Computer support for both personal and team perspectives allows
people to view and work on a central information repository in personal,
subgroup, and team contexts. Negotiation mechanisms support the merger of
information developed and proposed by individuals or subgroups into
perspectives representing convergence of group ideas. By intertwining
perspective and negotiation mechanisms, a presentation or product representing
group consensus can systematically be constructed from the individual results
while work on personal ideas progresses within private workspaces. WebGuide is
a prototype system that integrates perspective and negotiation mechanisms to
support web-based cooperation. It is currently being developed to support two
diverse group research projects; the demo will feature the current state of
these research collaborations as represented within WebGuide.
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ToolSpace: A Next Generation Computing Environment
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T. Goddard (goddard@mathcs.emory.edu)
and
V. S. Sunderam,
Emory University, USA
User interfaces have evolved from punched cards, to text terminals,
to windowing systems. As interface standards move into the third
dimension, we have the opportunity to ensure that they inherently
support cooperative work as well as other modern ideas from areas
such as component software and distributed systems. ToolSpace is
our prototype of such an environment.
Using VRML and Java, ToolSpace workspaces are available over the
web through essentially a standard web browser installation.
Within the workspace, users can interact with shared objects
and applications in real time. With a software abstraction
called "tools", applications can scale with number of users, degrees
of freedom of input devices, and sophistication of input filtering.
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Patient Support Using the World Wide Web
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John E. Lester (Lester@helix.mgh.harvard.edu),
Deirdre M. Norris, R.N.,
and
Daniel B. Hoch, Ph.D., M.D.,
Partners HealthCare Neurology Department, MGH Epilepsy Service, VBK 830, Massachusetts General Hospital, USA
Traditional medical care relies on face-to-face encounters in which
patient and physician work in a collaborative fashion. However, many
patients have limited mobility, want additional medical information and
wish to share experiences with others in similar medical circumstances.
This demonstration illustrates how the WWW can be used as a computer-based
tool to augment the physician-patient encounter at an Epilepsy referral
center. During this presentation we show how patients and providers use
WWW resources running on commercial software. Patients are given access to
a library, discussion groups, chatrooms, and the opportunity to
communicate privately with healthcare providers. Patients were included in
the design process and are involved in the evolution of the site.
Monitoring of the project is performed by Epilepsy care providers. We are
in the process of examining the impact of this technology on patient
satisfaction, quality of life and comparing/contrasting its use to
traditional face-to-face encounters.
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WebShaman -- Collaborative Virtual Prototyping in the World Wide Web for Product Designers
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Pertti Repo,
Jarmo Sarkkinen,
and
Tuomo Tuikka (Tuomo.Tuikka@oulu.fi),
HCI & Group Technology Laboratory, Department of Information Processing Science, University of Oulu, Finland,
and
Marko Salmela,
VTT Electronics, Finland
This demonstration presents a World Wide Web based collaborative virtual
prototyping system -- WebShaman. The system was designed after a series of
field studies in interdisciplinary collaborative electronics product
design. It illustrates how to support synchronous concept design over the
WWW, where three dimensional product concepts, design objects, can be
shown, manipulated, and simulated in common information space. Thus two or
more electronics product designers or their customers can work on a common
design object in synchronous collaboration using distributed simulation to
mediate their understanding with each others. To facilitate this a
techniques which we call 'smart virtual prototyping' is demonstrated. It is
a special technique which allows users to add functionality and simulation
to virtual prototypes and use them in a collaborative fashion.
(See: http://www.hci.oulu.fi/WebShaman.html)
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The Hummingbird: Mobile Support for Group Awareness
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Lars Erik Holmquist (leh@viktoria.informatik.gu.se),
Joakim Wigström,
and
Jennica Falk,
PLAY Research Group, Viktoria Research Institute, Sweden
The Hummingbird is a small portable device which supports social
awareness between people who frequent the same physical location. The
Hummingbird uses wireless communication to give members of a group
continuous aural and visual indications of which other group members are
in the vicinity. Although many solutions for providing awareness
information exist, they are either tied to the desktop (e.g., ICQ) or
dependent on a pre-existing infrastructure (e.g., Active Badges).
Hummingbirds have the advantage of working any time, anywhere, which
will be shown in this demonstration.
We will let attendees get hands-on experience with the Hummingbird
prototype, but the demonstration will not be limited to the demo room.
Attendees will be allowed to borrow Hummingbirds and use them in the
conference area. In this way, participants will be able to explore how
Hummingbirds can support group awareness during a conference situation.
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WebPath: Synchronous Collaborative Browsing
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Paul Moody (paul_moody@lotus.com),
Lotus Development Corporation, USA
Pathing, trails and guided tours of hypertext have been shown to be
valuable means of sharing browsing experiences. Our WebPath project
implemented a pathing system for use with a web browser with the addition
of awareness, real-time chatting, and sharing of current browse locations.
Our experiences using the system led to several new collaborative browsing
activities using paths. In this demo, we will show our system and
demonstrate some of these new uses.
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Alice: Easy to Learn Interactive 3D Graphics
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Angela M. Saval,
Dan Maynes-Aminzade,
Steve Audia,
Kevin Christiansen,
Dennis Cosgrove,
Shawn Lawson,
Dan Moskowitz,
Jeffrey Pierce,
Jason Pratt,
and
Randy Pausch,
Computer Science Department, Carnegie Mellon University, USA
(Primary Contact: Tina Cobb, tinac@cs.cmu.edu)
Alice is a rapid prototyping tool for building interactive worlds that
allow users to quickly and easily create collaborative virtual
environments (CVEs). The versatility of Alice system allows for the easy
creation of multi-person worlds for a web browser, on the desktop, and via
a head-mounted display. Alice uses Python, a very high level interpreted
language, as its scripting language for specifying the behavior of
objects. The rapid turn around time of Alices interactive development
environment enables users to experiment with more designs than possible
with a more traditional compiled language. Alice is available free for
Windows 95/98/NT at from http://www.alice.org.
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The SubCam: A Video Tool for Analyzing Cooperative Work
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Saadi Lahlou
and
Anne-Laure Fayard (anne-laure.fayard@der.edfgdf.fr),
EDF R&D Division, France
The subjective camera, or SubCam, is a wearable video tool designed for
studying activity from the workers' point of view. It is composed of a
miniature video camera with wide angle lens and a microphone fixed on a pair
of glasses, worn by the subject. It gives a rather good account of what the
subjects sees, hears and does, although it does not track the eye gaze. The
SubCam provides relevant data on the interactions of human beings with their
social and spatial environment. It is particularly relevant for the study of
cooperative work and social relationships, since it brings no extra observer
in the setting. It was initially designed for studying office work, but can be
used in other settings as well, and has potential applications in training and
remote collaboration.
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CLIVE: Collaborative Live Interactive Voice Environment
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Maroun Touma,
Shahrokh Daijavad,
Catherine Wolf (cwolf@watson.ibm.com),
Alison Lee,
Tong Fin,
Tetsu Fujisaki,
and
Eric Roffman,
IBM TJ Watson Research Center, USA,
and
Makoto Kobayashi,
Masahide Shinozaki,
and
Takashi Sakairi,
IBM Research, Tokyo Research Laboratory, Japan
The Web is an attractive channel for delivering products and services to
Internet-based consumers. This demonstration shows how the CLIVE
(Collaborative Live Interactive Voice Environment) technology transforms
customer service and support by augmenting conventional self-service Web
interactions with synchronous collaboration on demand. A consumer requests
to be connected with a call center agent by clicking on a button or text
link on a page. This results in the establishment of a simultaneous voice
and Web page sharing connection between the agent and the customer. The
demonstration illustrates the innovative features of CLIVE using a home
banking scenario.
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InTouch: A Tangible Interpersonal Communication Medium
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Hiroshi Ishii (ishii@media.mit.edu),
Scott Brave,
Victor Su,
Phil Frei,
and
Andrew Dahley,
Tangible Media Group,MIT Media Lab, USA
Although telecommunication technology has made big advances, real-time
interpersonal communication over distance is limited to visual and
auditory media. We are going to demonstrate a new approach, inTouch,
which allows haptic interpersonal communication over distance. The
approach is based on a concept called Synchronized Distributed Physical
Objects, which employs force feedback technology to create the illusion
that distant users are interacting with shared physical objects.
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An Awareness Tool for Asynchronous, Distributed Workgroups
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J. J. Cadiz ( jjcadiz+@cmu.edu),
R. E. Kraut,
F. J. Lerch,
S. R. Fussell,
M. M. McNally,
and
W. L. Scherlis,
Human-Computer Interaction Institute, Carnegie Mellon University, USA
Members of interdependent work groups must coordinate their
efforts in intricate ways. These coordination efforts are more successful
if team members can stay aware of the state of their team, its tasks, and
its environment. A major design goal for tools supporting distributed
workgroups is to keep members apprised of important changes without
distracting them from their focal tasks. Passive awareness tools coming
from the Computer Supported Cooperative Work tradition have only explored a
small part of the design space. This paper describes The Awareness Monitor,
a tool that provides passive awareness. We discuss design criteria for
providing passive awareness and show how The Awareness Monitor addresses
those criteria.
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Demonstration of JCS: A Collaboration Architecture and Toolkit
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Jeff Kurtz (jkurtz@linus.mitre.org),
The MITRE Corporation, USA
This demonstration presents JCS, an architecture and a toolkit for the
construction of tailored collaborative environments. A team at The
MITRE Corporation has been developing a flexible architecture that
supports several key requirements for collaborative environments: the
coordination of activities around a theme, easy integration of existing
collaborative tools, the distribution of resources for efficiency,
software support on multiple platforms, and rapidly configurable client
interfaces. From the architecture a toolkit has been implemented using
Java and CORBA that gives developers easy access to a suite of
collaboration services. This simplifies collaborative tool integration
and client software development. The demonstration will show the
toolkit and how it was used to implement a collaboration environment as
part of a DARPA sponsored planning system, JFACC. It will show how the
toolkit was used to coordinate activities, manage user workspaces,
integrate applications, and distribute computing resources.
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Selective Dissemination of Information in a Colleague Awareness Application
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Mark Day (Mark_Day@lotus.com)
and
Steve Foley,
Lotus Development Corp., USA
A colleague awareness tool (or, colloquially, a "buddy list") allows one to
see and be seen on a network -- one's presence and related information are
advertised. If one can be "visible" to a large audience, users want to be
able to control which information is made available to viewers. For
example, users may want colleagues in their group to see more detailed
information than an arbitrary employee of the same company. Prairie Dog is
an experimental colleague awareness tool that we have modified to support
the selective dissemination of information.
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Creating and Managing Shared Concept Maps through SMART Ideas
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David Martin
and
Tom Fukushima (TomFukushima@smarttech.com),
SMART Technologies Inc., Canada,
and
Rob Kremer,
Department of Computer Science, University of Calgary, Canada
SMART Ideas is concept mapping software that provides support for
collaborative work in areas such as meetings, knowledge management,
brainstorming, and project tracking. It has a graphical interface that
is tailored for creating and manipulating shared concept maps from
either an interactive whiteboard or a PC. In our demonstration, we will
give an example of concept map creation from a meeting where pen-based
data is entered into SMART Ideas from a large interactive whiteboard and
recorded onto a central server. We also show how participants can
manipulate the concept map on the interactive display remotely from a
laptop located on the meeting room table. We will then show how the
resulting concept map can be taken out of the meeting and elaborated by
the group to create a living document. Also described is our support
for the offline user who must do work while disconnected from the
server.
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The GAZE Groupware System: Mediating Attention in Multiparty Communication and Collaboration
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Roel Vertegaal (roel@acm.org),
Cognitive Ergonomics Department, Twente University Enschede, The Netherlands
When a group is communicating or working together remotely by means of
telephony, video conferencing, or groupware systems, it may be difficult
for participants to know who is talking or listening to whom
(Conversational Awareness). We believe this is because most systems do not
convey whom you look at. When you speak or listen to someone, you typically
convey your attention by looking at that person's facial region. When such
information is not mediated by technology, the process of taking speaker
turns can become up to 25% slower, which is an indication of unnatural
behaviour. Also, the number of deictic references to persons may drops
by as much as a factor two. The GAZE Groupware System (GGS) addresses
this problem by measuring where you look within a 3D web-based virtual
meeting room on your screen, using deskmounted eyetracking systems. It
represents this information to other participants by orienting your picture
towards the person you look at. The GAZE Groupware System can also convey
exactly where you look within shared document files, potentially easing
joint editing tasks by conveying a generic form of Workspace Awareness. Our
current prototype uses standard internet audio conferencing tools to
support multiparty speech communication. The added value lies in the
integrated approach to conveying awareness information in conversations and
the workspace in a manner which is technically scalable. (GAZE Groupware System: http://reddwarf.wmw.utwente.nl/gaze.html)
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Simple Collaboration with Java
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Derek S. Morris (morris@monmouth.com),
Media Tech, Inc., USA
We propose to show an application written in Java that
provides a simple form of collaborative behavior in
order to demonstrate the ease with which collaboration
can be included in a Java application. For applications
being built using Java it is now practical to add simple
collaborative behavior to the application directly rather
than use a generalized system like Habanero or DISCIPLE.
The task of programming collaborative behavior into an
application has been greatly simplified by key features
provided in the Java Programming Language.
The primary mechanisms needed to provide
collaborative behavior will demonstrated to include
downloading a collaborative session from a web page,
shared entity marshaling, multicasting the shared
entity state, and session persistence.
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Incident Report Information System (IRIS)
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Steve T. Jones (stjones@netusa1.net),
Electronic Data Systems, USA
The Incident Report Information System (IRIS) is a Lotus Notes application
developed by Electronic Data Systems (EDS) for a multi-national manufacturer of
automotive electronics. The company has implemented a process for analyzing
product failures and installing corrective actions. This process applies to
products throughout the manufacturing life cycle from design to close of
production. IRIS is the IT support for this process. The core of the Response
Process is a five-phase problem resolution procedure. The process is triggered
when a defective unit is returned to a team and logged into IRIS. The purpose
of IRIS is to capture information about failed units, the cause of the
unit's failure, and the means for preventing future failures. Notes
replication features ensure that virtually identical information is available
anywhere in the world. In conjunction with e-mail and the telephone, Notes
allows teams to collaborate with colleagues anywhere in the world.
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Virtual Places: A Heterogeneous Network Environment for Individual and Collaborative Work
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Robert B. Kozma (rkozma@unix.sri.com),
Ruth E. Lang (rlang@sri.com),
and
Martin W. Fong (mwfong@std.sri.com),
SRI International, USA
Virtual Places is a network-based computing environment that supports
a range of asynchronous and synchronous interactions. Our objective is
to build a highly interactive computer-based task and social
environment that supports individual work and collaboration over
distances. This computer-mediated, place-based environment provides
access to built-in IRC-like communications and persistent objects, and
smoothly integrates external single- and multi-user applications. In
Virtual Places,
- When a user activates an application (e.g., chemistry simulation),
the application is automatically started on their local computer.
- When two people enter the same virtual room, equivalent Internet
audio applications are configured, and an audio conference is
automatically started.
- When they both activate the same chemistry simulation, they can
collaborate via peer-to-peer application sharing.
Our demonstration will show how single-user applications are
transparently integrated into this environment, and how real-time
synchronous collaboration sessions are dynamically defined through
social interactions within this environment. (See:
http://www.sri.com/policy/teched/projects/vrplprom.htm)
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Dynamic Virtual Playground
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Richard May (Richard.May@pnl.gov)
and
Scott Decker,
Pacific Northwest National Laboratory, USA,
Lauren Bricker (bricker@hitl.washington.edu)
and
Bruce Campbell,
University of Washington, USA,
Anne Schur
and
Irene Schwarting,
Pacific Northwest National Laboratory, USA,
and
Paul Schwartz,
Tom Furness,
and
Kori Inkpen,
University of Washington, USA
The Dynamic Virtual Playground (DVP) is a prototype system, in its early
stages of development, designed to investigate multiple simultaneous
collaborations in a virtual setting. The DVP utilizes a typical 3D world where
users can dynamically load and place data. Users create data outside for the
DVP then join an ongoing DVP session and load their data (geometry, underlying
support data, behaviors, unique interactions, etc). The environment could
simulate a school lab where each group of students is working on a different
project or a command post where each station is dealing with different data
sources. Users are free to move between work areas. A critical aspect to this
research is understanding the non-verbal and social communications techniques
that need to be incorporated in to the DVP to support the multiple-group
dynamics. The functionality will be demonstrated in a virtual mall
setting. There will be 3D (rooms) shops and 2D (web pages) shops as well as an
art/science exhibit area.
Participants will be able to move between different components of the
world. Groups can browse the stores and discuss what is in them. Participants
will be able to create art for display both on-line (within the world) and
off-line (out side the world). Data created off-line will then be loaded into
the world for display and interaction. Groups of participants will be able to
interact with the data and download pieces they like to their systems.
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QuickSet: Multimodal Collaboration from Handheld to Wall-Sized
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David R. McGee (dmcgee@cse.ogi.edu),
Center for Human-Computer Communication, Oregon Graduate Institute, USA
Currently, scalability of synchronous CSCW systems (in terms of number of
collaborators, wireless networking, and handheld computing) is limited due
to the bandwidth required to maintain the error-free, peer-to-peer
communications necessary for real-time collaboration. We have discovered
that a multi-agent architecture that supports intelligent brokering may
prove to be an effective tool for developing synchronous real-time
computer-supported cooperative work applications, because such an
architecture limits the distribution of tasks and events to only those
relevant, at the time of execution.
QuickSet is our system for map-based multimodal interaction. Recently, we
have extended the capabilities of each user interface to include coupled and
uncoupled real-time collaboration facilities. Because of its reliance on a
lightweight agent architecture for distribution of messages, we are able to
demonstrate synchronous collaboration, via a hybrid central-replicated
architecture, on hardware ranging from handheld to wall-sized displays.
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Orbit-Amethyst
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David Arnold,
Andrew Loch,
Tim Mansfield (timbomb@dstc.edu.au),
and
Ted Phelps,
Cooperative Research Centre for Distributed Systems Technology, University of Queensland, Australia,
and
Simon Kaplan,
Department of Computer Science and Electrical Engineering, University of Queensland, Australia
Orbit-Amethyst is a new version of the Orbit prototype collaboration
environment. This version is notable for employing a more distributed, modular
architecture. The system provides a workspace showing a unified view of
documents stored in multiple document repositories along with A/V conferencing
and integrated synchronous collaboration tools. Orbit is an attempt to provide
a unifying user-level environment for collaboration-oriented resources and
tools.
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Rapidly Building Synchronous Collaborative Applications by Direct Manipulation
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Guruduth Banavar (banavar@watson.ibm.com),
Sri Doddapaneni,
Kevan Miller,
and
Bodhi Mukherjee,
IBM TJ Watson Research Center, USA
Existing GUI builder technology supports building user interfaces for
interactive applications via direct manipulation. However, it is
notoriously difficult to build the underlying data sharing and application
logic for multi-user synchronous collaborative applications. This
demonstration will show a collection of very high-level software
components, built using the JavaBeans component standard, that enables
domain experts and application designers to rapidly build entire
collaborative applications via visual programming, i.e., drag-and-drop,
customization and wiring. Our component suite supports conference setup,
awareness, data and event sharing, access synchronization, and temporally
coordinated event streams. We will demonstrate that the task of building
non-trivial multi-user applications using this approach is significantly
simplified. Our demonstration will consist of building representative
multi-user applications and modifying them on-line based on audience
requests.
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TTR: A Task-tailorable System for Envisioning Asynchronous Communication
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Christine M. Neuwirth (cmn+@andrew.cmu.edu),
James H. Morris,
and
Susan Harkness Regli,
Carnegie Mellon University, USA,
and
Ravinder Chandhok
and
Geoffrey C. Wenger,
Within Technology, Inc., USA
TTR (Task-Tailorable Representation) is a research prototype that allows
users to organize electronic mail messages into task-tailorable
interfaces. Our goal is to provide a flexible, generative,
direct-manipulation layout interface in which users can create a number
of views, customize them on-the-fly, and map them to any messages they
want to visualize in relation to a task.
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NetMeeting and Flatland
-
Deborah Dubrow (Debdu@microsoft.com)
and
Anoop Gupta,
Microsoft, USA
Microsoft NetMeeting enables people to work together in real-time
over distances via the Internet or Intranet. NetMeeting participants use
multi-point application sharing, whiteboarding, chat, and file transfer and
point-to-point audio and video to communicate. Common uses of NetMeeting include geographically distributed large team meetings, presentations and demonstrations, and working with others to
review a document or solve a problem. Video conferencing and chatting with
friends over the Internet is also a common use of NetMeeting.
Flatland is a project being pursued at Microsoft Research. Flatland
provides an easily customizable framework that supports live information
delivery and interactive audience feedback. It frees developers from
needing to manage client/server communication, data replication, and data
persistence. The inital application we are looking into is distance
learning. We will demonstrate Flatland in that context and also how it
extends into the world of asynchronous collaboration via annotations.
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MOMO: Cooperative and Collaborative Workflow Modeling
-
Stefan Horn,
Stefan Jablonksi,
and
Michael Schlundt (schlundt@informatik.uni-erlangen.de),
University of Erlangen-Nuremberg, Germany
Workflow-modeling is an essential constituent of every workflow-management-system. Special
requirements that arise in the realm of workflow-modeling are not adequately realized by existing
graphical editors. We claim for support of flexible versioning mechanisms and effective techniques
to enable cooperative modeling of large workflow-scenarios. MOMO implements this aims on basis
of reusage of workflow-types, perspective-oriented modeling and versioning as graphical workflow
editor for system independent environments.
SDM
/ cscw98-info@acm.org
/ November 6, 1998
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