Collaborative Virtual Environments Research Papers (original) (raw)
2025, arXiv (Cornell University)
Integrating on-chain and off-chain data storage for decentralised and distributed information systems, such as blockchain, presents specific challenges for providing transparency of data governance and ensuring data integrity through... more
Integrating on-chain and off-chain data storage for decentralised and distributed information systems, such as blockchain, presents specific challenges for providing transparency of data governance and ensuring data integrity through stakeholder engagement. Current research on blockchain-based supply chains focuses on using on-chain governance rules developed for cryptocurrency blockchains to store some critical data points without designing tailored on-chain governance mechanisms and disclosing off-chain decision-making processes on data governance. In response to this research gap, this paper presents an integrated data governance framework that coordinates supply chain stakeholders with inter-linked on-chain and off-chain governance to disclose on-chain and off-chain rules and decision-making processes for supply chain transparency and integrity. We present a Proof-of-Concept (PoC) of our integrated data governance approach and suggest future research to strengthen scaling up and supply chainbased use cases based on our learnings.
2025, JoDLA Journal of Digital Landscape Architecture
Multiuser Immersive Virtual Reality (MIVR) tools democratize the design process by enabling equitable contributions from designers and non-designers. This fosters enhanced interdisciplinary cooperation and broadens participation,... more
Multiuser Immersive Virtual Reality (MIVR) tools democratize the design process by enabling equitable contributions from designers and non-designers. This fosters enhanced interdisciplinary cooperation and broadens participation, reflecting evolving and more inclusive landscape architectural practices. Our research focused on collaborative designers' and non-designers' interaction in MIVR during the design process, from initial site analysis and conceptualization until the final proposal presentation. We gathered participants' insights during the three-month experiment, which mimicked a real design process. The results show that MIVR holds significant promise for enhancing collaboration and efficiency in the landscape architecture design process.
2025, Anais Do Computer on the Beach
Serious Games (SGs) development is a topic of interest from the scientific community, particularly in Education area, due to the fact that SGs aim at educational purposes through a motivating and fun medium. Role Playing Games (RPG) have... more
Serious Games (SGs) development is a topic of interest from the scientific community, particularly in Education area, due to the fact that SGs aim at educational purposes through a motivating and fun medium. Role Playing Games (RPG) have the advantage of the advantage of developing skills such as attention, concentration, creativity and socialization. However, the development is a costly and complex process that takes time. Trying to reduce this complexity, the literature contains proposals for Authoring Tools (ATs) to be used in the development of SGs. This article presents an AT for specifying Serious RPGs to be used by teachers without expertise in developing educational games. There are features for students (players) and for teachers (master) to guide the learning process. Resumo. Os Jogos Sérios (JSs) são um tema em ascensão na comunidade científica, em especial na área da Educação, por visar propósitos educativos e fazer uso de um recurso lúdico motivador. Os jogos do gênero Role Playing Game (RPG) têm a vantagem de desenvolver habilidades como atenção, concentração, criatividade e socialização. Entretanto, o desenvolvimento é um processo complexo, que demanda tempo e com altos custos associados. Almejando diminuir esta complexidade, a literatura apresenta propostas de Ferramentas de Autoria (FAs) para serem usadas no desenvolvimento de JSs. Este artigo apresenta uma FA para a especificação de JSs do gênero RPG para ser usada por docentes sem conhecimento em desenvolvimento de jogos educacionais. Na FA apresentada existem recursos para os discentes (jogadores) e para docentes (mestre) para guiar o processo de aprendizado. A Educação, assim como outras áreas, se beneficia da evolução da tecnologia e uma abordagem promissora é o emprego de jogos em atividades de ensino-aprendizagem. Os Jogos Sérios (JSs), são jogos em que um propósito sério, como a educação, é o objetivo principal , se utilizam da diversão e do envolvimento dos jogadores, usam o meio artístico dos jogos para alcançar um objetivo específico quer seja entregar uma mensagem, ensinar uma lição, ou prover uma experiência [Michael e Chen 2006] e exploram atividades lúdicas que possuem objetivos pedagógicos específicos com a finalidade de desenvolver o raciocínio e o aprendizado . Os JSs possibilitam a criação de ambientes de aprendizagem atraentes e gratificantes, constituindo-se num recurso poderoso de estímulo para o desenvolvimento integral do aluno e permitem o desenvolvimento de inúmeras habilidades Geller e Silveira, 2006].
2025, Proceedings of the third international conference on Collaborative virtual environments
The Forum is a collaborative working environment that consists of two shared spaces: a space for informal interaction (Contact Space), and a workspace for synchronous meetings using audioconferencing support (Meeting Space). It is... more
The Forum is a collaborative working environment that consists of two shared spaces: a space for informal interaction (Contact Space), and a workspace for synchronous meetings using audioconferencing support (Meeting Space). It is designed to enable people, who should meet each other to do so naturally, providing an environment for richer online interactions. This paper discusses three evaluations of the Forum Contact Space: a conceptual evaluation, a prototype evaluation, and an ethnographic evaluation. Each evaluation was undertaken to improve the Contact Space usability, examine whether it supports chance encounters, and learn from participant feedback, areas for improvement of future Forum versions. The conceptual evaluation using focus groups showed group discrepancies regarding how the Contact Space would be beneficial for producing chance encounters. In the prototype evaluation, the findings suggest that chance encounters were produced and that the Concept Space was perceived as an environment for supporting group cohesiveness. A common theme from the findings of the ethnographic evaluation was the division of the Contact Space and its related parts into two tools: a core tool; and a peripheral tool, dependent on whether it was active. As groups are increasingly distributed over geographical distances, the benefits of a shared virtual space for communication and interaction are being realised.
2025
In the pedagogical field, we can speak of collaborative learning when students work together to create a product or solve a problem; the aim is to increase learning through the development of cooperative skills and abilities to achieve a... more
In the pedagogical field, we can speak of collaborative learning when students work together to create a product or solve a problem; the aim is to increase learning through the development of cooperative skills and abilities to achieve a common goal. According to Belbin's theory, the main roles that are developed in the work team are: coordinator, cohesive, resource investigator, promoter, implementer, finalizer, mastermind, monitor and specialist. Therefore, this article aims to understand what are the main roles developed by high school students in the Costa Chica region of the State of Guerrero, Mexico. The study showed that the roles most adopted by these students in collaborative work activities are: resource researcher, coordinator, brain and specialist; in that order respectively.
2025, University of Minnesota Press
coNteNts Acknowledgments xi introduction: Genealogy and theory of the improper name 1. ned ludd, the machine Breaker 2. Allen smithee, the Anti-auteur 3. monty Cantsin, the open Pop star 4. luther Blissett, the mythmaker 5. Anonymous, the... more
coNteNts Acknowledgments xi introduction: Genealogy and theory of the improper name 1. ned ludd, the machine Breaker 2. Allen smithee, the Anti-auteur 3. monty Cantsin, the open Pop star 4. luther Blissett, the mythmaker 5. Anonymous, the transducer Conclusion: the improper name as medium and Gap notes index Deseriis -IMPROPER NAMES -Book Interior.indb 9 7/31/15 11:25 AM Deseriis -IMPROPER NAMES -Book Interior.indb 10 7/31/15 11:25 AM xi ackNowleDgmeNts Improper Names is dedicated to all those who invented, borrowed, or stole a name in the service of a shared project or a common cause. Without them, this book would simply not exist. More concretely, I would like to thank a number of practitioners who agreed to be interviewed or consulted on specific chapters of the book. These include John Berndt, Dr. Al Ackermann, and Florian Cramer for the chapter on Monty Cantsin; and
2025
This work was funded in part by the European Commission through the GloNet project (FP7 programme). The authors also thank the feedback of the members of the FInES cluster and SOCOLNET -Society of Collaborative Networks. The... more
This work was funded in part by the European Commission through the GloNet project (FP7 programme). The authors also thank the feedback of the members of the FInES cluster and SOCOLNET -Society of Collaborative Networks. The recommendations and opinions expressed in this document are those of the Task Force and contributors, and do not necessarily represent those of the European Commission. The views expressed herein do not commit the European Commission in any way. The responsibility for any remaining errors remains with the Task Force.
2025, Humanities and Social Sciences Communications
The upsurge of translation technology has fostered complex socio-cognitive communication environments where metacognition emerges as a crucial mediator among translators and other relevant agents. Most research has centered on individual... more
The upsurge of translation technology has fostered complex socio-cognitive communication environments where metacognition emerges as a crucial mediator among translators and other relevant agents. Most research has centered on individual translators, and evidence is scarce on how translation teams navigate such environments and how individual metacognitive activities impact the teams' translation performance. This study bridges this gap by exploring trainees' metacognitive activities in the technology-assisted project. This study split between higher-and lower-achieving teams based on their project outcomes and explored their socio-cognitive behaviors and team-averaged metacognitive differences. Data were collected and cross-referenced from self-reflection reports, focus group interviews, questionnaires, log data, chat data, and classroom observations. The analyses suggest that (1) all the teams engaged in various collaborative inquiries; higher-achieving teams prioritized mutuality, engaged in more self-directed activities, and displayed greater learner autonomy, whereas lower-achieving teams relied more on instructor scaffoldings and participated less actively in discussions and complex tasks; (2) teams in both conditions had similar levels of metacognitive knowledge of person and strategy, but the higher-achieving teams showed higher metacognitive knowledge of task and metacognitive regulation; (3) higher-achieving teams exhibited more critical self-evaluations and more analytical approaches to tasks, indicating their enhanced metacognitive awareness than lower-achieving teams. In light of these results, metacognition and self-autonomy are important in translation and other complex communication tasks.
2025, AAUA Journal of Environmental Design and Management
This study explores community-based ecotourism as a sustainable tourism development strategy for Bilikisu Sugbon Sacred Grove, located in Oke-Eri, Ogun State. Employing a qualitative methodology, the research engaged 60 participants... more
This study explores community-based ecotourism as a sustainable tourism development strategy for Bilikisu Sugbon Sacred Grove, located in Oke-Eri, Ogun State. Employing a qualitative methodology, the research engaged 60 participants through focus group discussions and indepth interviews with key stakeholders, including community elders and representatives from local government and tourism boards. The primary aim was to capture the community's perceptions, experiences, and expectations regarding the cultural, environmental, and economic impacts of ecotourism. Data analysis revealed recurring themes such as community involvement, cultural heritage preservation, and the economic benefits of ecotourism initiatives. Participants expressed a strong desire for collaborative efforts among communities to address challenges and maximize the economic benefits of ecotourism. The findings highlight both the potential benefits and challenges associated with ecotourism in the study area, including the need for effective management strategies to mitigate negative socio-cultural impacts. In conclusion, this study emphasizes the importance of involving local communities and collaborating with all stakeholders to support sustainable ecotourism at Bilikisu Sugbon Sacred Grove. The research points out challenges such as political instability, poor infrastructure, and a lack of cooperation among the communities, which hinder the potential for tourism development. To address these issues, it is essential to encourage active participation from the communities, enhance infrastructure, and implement capacity-building programmes. These steps will enhance visitor experiences, create job opportunities, and help preserve the cultural and natural significance of the Sacred Grove.
2025, Arquivos, memórias da cidade, historiografias da arquitetura e do urbanismo [org. Ana C V Castro, Joana M C Silva, Eduardo Costa]
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2025, International Journal of Network Security & Its Applications
In this paper, we take a distributed architecture called Semantic Room (SR) which is capable of correlating events coming from several organizations participating in the SR, developed in the context of the EU Project COMIFIN, and we add... more
In this paper, we take a distributed architecture called Semantic Room (SR) which is capable of correlating events coming from several organizations participating in the SR, developed in the context of the EU Project COMIFIN, and we add privacy capability to the SR.. The SR architecture consists of Edge Gateways deployed at each financial institution and a set of private clouds that form the SR collaborative processing system (CSP). Edge Gateways perform data pre-processing and anonymize data items, as prescribed by the SR contract, using Shamir secret sharing scheme. Anonymous data are sent to the CPS that aggregates information through MapReduce-based computations. The anonymous data resulting from the collaborative computation are revealed to the financial institutions only if suspicious cyber threat activities are detected. In this paper we show how this SR can be leveraged for detecting Man-In-The-Browser attacks.
2025, HAL (Le Centre pour la Communication Scientifique Directe)
PSS is witnessed to become more and more dynamic and complex due to the fact that more and more stakeholders involve and more factors need to be taken into consideration. So it is necessary to raise a PSS lifecycle model in PSS planning... more
PSS is witnessed to become more and more dynamic and complex due to the fact that more and more stakeholders involve and more factors need to be taken into consideration. So it is necessary to raise a PSS lifecycle model in PSS planning phase to help companies to quickly respond to changes and change propagations along the whole lifecycle. This paper, concerning about another prevailing concept-VE, is dedicated to propose reference PSS lifecycle models in VE context. To fulfill this, three tasks are clarified to achieve this target; respectively are identifying appropriate PSS lifecycle phases, identifying appropriate VE lifecycle phases and integrating PSS lifecycle phases into VE context.
2025, Proceedings of the seventh ACM conference on Creativity and cognition
Collaborative Virtual Environments (CVEs) can support interdisciplinary, heterogeneous geographically distributed creative teams. However research and commercial approaches to CVEs to support creative work have focused on implementation,... more
Collaborative Virtual Environments (CVEs) can support interdisciplinary, heterogeneous geographically distributed creative teams. However research and commercial approaches to CVEs to support creative work have focused on implementation, paying little attention to the design of the virtual place that the system creates.
2025, DESIGN AND IMPLEMENTATION OF A COURT CASE INFORMATION AND MANAGEMENT SYSTEM
This publication illustrates the process involved in the design and implementation of a court case information and management system intended at addressing the lapses/manual processes in the mode of initiating and processing court cases... more
This publication illustrates the process involved in the design and implementation of a court case information and management system intended at addressing the lapses/manual processes in the mode of initiating and processing court cases as well as efficient storage management with timely retrieval of stored information. The main objective of this project is geared towards development of a web based platform where court cases related information are easily accessible as well as providing suitable information update procedures in a secured, collaborative and simple manner.
2025
In this paper, the rationale for the development and the process of creating the Virtual ELA (Everyday Life Activities)-House are described. The Virtual ELA-House is an innovative therapy program designed for use with clients with... more
In this paper, the rationale for the development and the process of creating the Virtual ELA (Everyday Life Activities)-House are described. The Virtual ELA-House is an innovative therapy program designed for use with clients with language and speech disorders and/or with other cognitive neuropsychological disorders, which result from brain damage, e.g. aphasia, apraxia of speech, neglect, etc. The Virtual Reality setting is chosen as a modern and relevant therapy setting which imitates real everyday life scenarios. Computer supported cognitive and language therapy allows for repetitive application in the clinical and home setting which is necessary for learning to take place. The advantages of employing a software program based on a Virtual Environment, in particular the Virtual ELA -House, are discussed.
2025, Safety & Fire Technology
Purpose: This article aims to explore and advance the field of public speaking training through the use of virtual reality (VR) and virtual avatars. The focus is on addressing the challenges faced in traditional public speaking training... more
Purpose: This article aims to explore and advance the field of public speaking training through the use of virtual reality (VR) and virtual avatars. The focus is on addressing the challenges faced in traditional public speaking training methods by leveraging the capabilities of VR technology. Project and methods: The project involved developing an innovative algorithm designed to control the behaviour of virtual avatars during public speaking training in a VR environment. This algorithm integrates multiple aspects of human communication, including posture modelling, voice modulation, greetings mannerisms, eye contact management, gestural communication and interactive responsiveness. The methodology combined theoretical research and practical implementation, involving a comprehensive review of existing solutions and the development of a sophisticated, integrated algorithm. The project utilised advanced programming techniques and the latest VR technology, tested in simulated public speaking scenarios. Results: The results of implementing this algorithm in VR-based training applications showed a significant improvement in the authenticity and effectiveness of public speaking training. The virtual avatars, powered by the algorithm, were able to simulate realistic human behaviours and responses, thus providing a more engaging and immersive learning experience for users. The application offered a variety of realistic training scenarios, interactive avatar feedback, customisation options, and progress tracking and analysis features. The study found that the algorithm successfully enhanced participants' public speaking skills, reducing anxiety and improving their overall communication abilities. Conclusions: The research conducted in an "e-Zawody" project concludes that the integration of VR and virtual avatars significantly enhances public speaking training, offering a novel, effective and engaging approach. The development of the algorithm marks a pivotal advancement in educational technology, providing a platform that surpasses traditional training methods. However, the study acknowledges technological limitations and the need for ongoing research and development. Future efforts should focus on enhancing the realism and interactivity of virtual avatars and expanding the application of VR-based training across various fields. The findings suggest a promising direction for the future of public speaking training, with VR technology poised to play a crucial role in the evolution of educational methodologies.
2025, Proc. of Symposium …
The simulation of medical procedures through virtual reality systems can offer realistic training environments for new professionals. This paper presents the development of a simulator for medical training, based in a previous study case.... more
The simulation of medical procedures through virtual reality systems can offer realistic training environments for new professionals. This paper presents the development of a simulator for medical training, based in a previous study case. The application was completely developed using a free system called CyberMed which provides high-level access to several functionalities expected in a virtual reality simulator. Details of the application development will be presented. The results obtained will be compared with the previous case study.
2025, Business Briefs
"CodeCatalyst: Creating and Managing a Coding Development Virtual Team" is a comprehensive guide for leaders navigating the challenges of building and sustaining virtual coding teams in today’s fast-evolving technological landscape. This... more
2025, Jurnal Pariwisata Nusantara (JUWITA)
Purpose: The purpose of the study is to identify the tourist attractions available in Northern Nigeria, and unveil the relationship between tourism and peace, as well as tourism and national development in the region. It attempts to... more
Purpose: The purpose of the study is to identify the tourist attractions available in Northern Nigeria, and unveil the relationship between tourism and peace, as well as tourism and national development in the region. It attempts to understand the perception of respondents on whether tourism has any significance in building peace and contributing to national development in Northern Nigeria. Method: The study adopts a mix method of quantitative and qualitative. Data was generated through structured questionnaire and complemented with a desk review of literature. Convenience Sampling was utilised in collecting data from 522 respondents in Kaduna (56), Kano (62), Kebbi (42), Katsina (45), Sokoto (54), Borno (63), Yobe (58), Bauchi (47), Adamawa (41), and Taraba (54) States of Northern Nigeria. Result: The study revealed that northern Nigeria has numerous tourist attractions that have not been appreciated and highly under-utilised. The findings contradict the existing literature that to...
2025
We describe efforts to design and validate a digitally-based assessment of collaborative online inquiry and social deliberation using a digital virtual world platform with embedded supports for real-time collaboration. Cognitive validity... more
We describe efforts to design and validate a digitally-based assessment of collaborative online inquiry and social deliberation using a digital virtual world platform with embedded supports for real-time collaboration. Cognitive validity studies were conducted to examine the collaborative prompts and the overall task, with 21 dyads participating in either Face-to-Face (FTF; n=5) or Computer-Mediated (CM; n=16) conditions. Quantitative results suggest the task captured variation in dyads’ inquiry performances and processes. Assessment of 21 century skills: Online inquiry and collaboration Critical thinking, complex problem solving, and collaboration are required 21 century skills for success in college and the workforce. Current large-scale assessments in the United States do not fully represent the range of 21 century skills associated with the complexities of digital literacy and information-based problem solving in collaborative, networked environments; thus, there has been increa...
2025, Proceedings of the 18th ACM international conference on Multimedia
Networked virtual environments like Second Life enable dis- tant people to meet for leisure as well as work. But users are represented through avatars controlled by keyboards and mouses, leading to a low sense of presence especially... more
Networked virtual environments like Second Life enable dis-
tant people to meet for leisure as well as work. But users
are represented through avatars controlled by keyboards and
mouses, leading to a low sense of presence especially regard-
ing body language. Multi-camera real-time 3D modeling
offers a way to ensure a significantly higher sense of pres-
ence. But producing quality geometries, well textured, and
to enable distant user tele-presence in non trivial virtual en-
vironments is still a challenge today.
In this paper we present a tele-immersive system based
on multi-camera 3D modeling. Users from distant sites are
immersed in a rich virtual environment served by a paral-
lel terrain rendering engine. Distant users, present through
their 3D model, can perform some local interactions while
having a strong visual presence. We experimented our sys-
tem between three large cities a few hundreds kilometers
apart from each other. This work demonstrate the feasibil-
ity of a rich 3D multimedia environment ensuring users a
strong sense of presence
2025, Case management system
Till today, Uganda Police Force still uses paper based system for registering, documenting, tracking and managing all cases filed at police station. This abstract presents a robust Case Management System designed to streamline and... more
Till today, Uganda Police Force still uses paper based system for registering, documenting, tracking and managing all cases filed at police station. This abstract presents a robust Case Management System designed to streamline and optimise the processes involved in handling cases from filling at police level up to court level
The Case management system serves as a centralised platform for registering, tracking, and managing cases from initiation to resolution. It incorporates key features such as comprehensive case tracking, document management, task assignment and monitoring and reporting and analytics
Through its intuitive user interface and customisable workflows, the system empowers users to efficiently collaborate and coordinate efforts across teams and stakeholders. It facilitates seamless communication, ensuring that relevant information is readily accessible to authorised personnel, while maintaining compliance with regulatory requirements.
The reporting and analytics functionalities provide valuable insights into case progression, resource allocation, and performance metrics, enabling informed decision-making and continuous process improvement.
2025
The online social platforms known as virtual worlds present their users various affordances for avatar based co-presence, social interaction and provide tools for collaborative content creation, including objects, textures and animations.... more
The online social platforms known as virtual worlds present their users various affordances for avatar based co-presence, social interaction and provide tools for collaborative content creation, including objects, textures and animations. The users of these worlds navigate their avatars as personal mediators in 3D virtual space to collaborate and co-design the digital content. These co-designers are also the residents of these worlds, as they socialize by building inworld friendships. This article presents a social semiotic analysis of the three-dimensional virtual places and artifacts in the virtual world known as Second Life by the collaborative efforts of its so-called residents. The social semiotic perspective is used to develop a multimodal analytical framework and to analyze the co-creation of meaning potentials by various social actors who use the available semiotic resources as mediational means. The findings show that co-design and co-creation practices do not only depend o...
2025
This paper proposes using virtual reality to enhance the perception of actions by distant users on a shared application. Here, distance may refer either to space (eg in a remote synchronous collaboration) or time (eg during playback of... more
This paper proposes using virtual reality to enhance the perception of actions by distant users on a shared application. Here, distance may refer either to space (eg in a remote synchronous collaboration) or time (eg during playback of recorded actions). Our approach consists in immersing the application in a virtual inhabited 3D space and mimicking user actions by animating avatars whose motion can be either generated from user actions on the shared application or from motion capture by a computer vision system ...
2025, Proceedings of the 4th international conference on Collaborative virtual environments
Commercial organisations that are in dispute will sometimes seek to settle their differences without resorting to legal proceedings through a process of structured and facilitated negotiation called Alternate Dispute Resolution (ADR).... more
Commercial organisations that are in dispute will sometimes seek to settle their differences without resorting to legal proceedings through a process of structured and facilitated negotiation called Alternate Dispute Resolution (ADR). Traditionally ADR negotiations are conducted by co-locating the mediator, witnesses, supporting evidence and representatives of each party. This paper describes a novel experiment that has been conducted at the University of Leeds to investigate whether an augmented collaborative environment could provide a realistic alternative to co-locating individuals for ADR negotiations. The individuals that took part in the experiment included an experienced mediator and practising legal representatives. The augmented collaborative environment was based on a video conferencing system that was enhanced to enable virtual artefacts representing items of evidence to be blended directly into the video streams. This experiment sits within the framework of the Court 21 Project, that is seeking to identify how new technology can be used to improve the different aspects of the legal system [10].
2025, Synthesis lectures on engineers, technology, and society
Currently, a large variety of infrastructures are targeting 3D models. Recently, several overview reports on extant platforms and repositories [1-5] and 3D visualization frameworks and formats [6] were compiled. Infrastructures differ... more
Currently, a large variety of infrastructures are targeting 3D models. Recently, several overview reports on extant platforms and repositories [1-5] and 3D visualization frameworks and formats [6] were compiled. Infrastructures differ from services by including tools or services and facilities for operation. Particularly for 3D models, there is a main difference between such as repositories and aggregators for storing, collecting, and preserving 3D data as well as 3D viewers or virtual research environments that allow access to 3D models and research activities with them. • What are the types of infrastructures? • What are current challenges and developments? • Linked open data • Virtual research environments • 3D information systems
2025, Synthesis lectures on engineers, technology, and society
Currently, a large variety of infrastructures are targeting 3D models. Recently, several overview reports on extant platforms and repositories [1-5] and 3D visualization frameworks and formats [6] were compiled. Infrastructures differ... more
Currently, a large variety of infrastructures are targeting 3D models. Recently, several overview reports on extant platforms and repositories [1-5] and 3D visualization frameworks and formats [6] were compiled. Infrastructures differ from services by including tools or services and facilities for operation. Particularly for 3D models, there is a main difference between such as repositories and aggregators for storing, collecting, and preserving 3D data as well as 3D viewers or virtual research environments that allow access to 3D models and research activities with them. • What are the types of infrastructures? • What are current challenges and developments? • Linked open data • Virtual research environments • 3D information systems
2024, Social Pathologies Conference Budapest
Presentation/paper for the "Social Pathologies" Conference held in Budapest in 2022, outlining the collaborative art practices of Blahoslav Rosboril, Josef Danek, and Moorland Productions (Kenneth Hay/Seetha A). Danek & Rosboril have... more
Presentation/paper for the "Social Pathologies" Conference held in Budapest in 2022, outlining the collaborative art practices of Blahoslav Rosboril, Josef Danek, and Moorland Productions (Kenneth Hay/Seetha A). Danek & Rosboril have collaborated for many years in the Czech Republic, and worked together with Moorland Productions in the formation and development of "The Frozen Academy" which has given rise to c 70 exhibitions and events world-wide
2024
Santos (criador e primeiro professor da disciplina Arquitetura Brasileira na Universidade do Brasil, onde Curtis estudou), que colocou-o em contato direto com a arquitetura antiga do Rio de Janeiro, Júlio Nicolau Barros de Curtis se... more
Santos (criador e primeiro professor da disciplina Arquitetura Brasileira na Universidade do Brasil, onde Curtis estudou), que colocou-o em contato direto com a arquitetura antiga do Rio de Janeiro, Júlio Nicolau Barros de Curtis se apaixonou definitivamente pela arquitetura tradicional do Brasil. Embora arquiteto de mão cheia, Curtis, contaminado pelo patrimônio cultural brasileiro, acabou se definindo pela militância na defesa deste patrimônio e conseqüentemente pelo magistério, tendo sido Professor Titular da disciplina Arquitetura Brasileira, de 1958 a 1991, na Faculdade de Arquitetura da UFGRS (FA-UFRGS), Curtis organizava viagens de estudos pelo Brasil afora com a denominação de ''Cursos Itinerantes de Arquitetura Brasileira'', oportunidade para transmitir seu vasto conhecimento e erudição aos alunos e para conduzir, através de seu olhar e de sua rara sensibilidade, aos detalhes mais interessantes e significativos que os milhares de objetos arquitetônicos pelos quais passavam proporcionavam apenas ao observador atento e ao expert. Auxiliava a enxergar olhos que não vêem. Curtis reuniu ao longo de anos de trabalho aquilo que hoje encontra-se no Laboratório de História e Teoria da Arquitetura. Testemunho de viagens e de trabalhos desenvolvidos junto ao IPHAN. Seu acervo fotográfico é o testemunho de uma vivência. É o complemento do seu rico acervo bibliográfico, cuja maior parte foi adquirida pela biblioteca do UniRitter, e do livro que produziu nesta casa. Através da lente de sua câmera, transmitiu fielmente aquilo que seus olhares intuíram e perceberam. Suas fotos congelam e procuram eternizar aquilo que o seu conhecimento profundo, sua sensibilidade aflorada, sua apurada observação e sua visão perspicaz extraíram das nossas edificações, singelas ou excepcionais (algumas já desaparecidas), das paisagens urbanas e rurais, da arte brasileira, popular e erudita, de personalidades com quem conviveu, de alunos e famíliares e até gente anônima, do povo, oferecendo um acervo encantador e riquíssimo. De posse deste acervo o UniRitter iniciou um processo de organização do mesmo para então disponibilizá-lo para a comunidade acadêmica-em especial-as imagens fotográficas do acervo de negativos formado e cujas imagens foram tomadas pelo professor Júlio Nicolau Barros de Curtis, possibilitando usos diversos: em sala de aula, pesquisas, publicações, exposições, etc. Com isso, pretende proporcionar o uso de imagens do acervo no ensino e na pesquisa. Metodologia Proposta: Como diz respeito a um acervo de negativos de fotografias, a primeira questão que se coloca é a guarda e conservação
2024, CHI '12 Extended Abstracts on Human Factors in Computing Systems
Wiki-like or crowdsourcing models of collaboration can provide a number of benefits to academic work. These techniques may engage expertise from different disciplines, and potentially increase productivity. This paper presents a model of... more
Wiki-like or crowdsourcing models of collaboration can provide a number of benefits to academic work. These techniques may engage expertise from different disciplines, and potentially increase productivity. This paper presents a model of massively distributed collaborative authorship of academic papers. This model, developed by a collective of 31 authors, identifies key tools and techniques that would be necessary or useful to the writing process. The process of collaboratively writing this paper was used to discover, negotiate, and document issues in massively authored scholarship. Our work provides the first extensive discussion of the experiential aspects of large-scale collaborative research.
2024
for their camaraderie. I wish to thank my parents, the late Adnan and Da'ad Jabi-may they rest in peace. They supported me and my brothers under very difficult circumstances and instilled in us the value of good education. I also thank my... more
for their camaraderie. I wish to thank my parents, the late Adnan and Da'ad Jabi-may they rest in peace. They supported me and my brothers under very difficult circumstances and instilled in us the value of good education. I also thank my brothers Samer and Muhannad for their support and financial help. My eldest brother, Haytham, who passed away unexpectedly in 1995, was the one who encouraged me to apply for postgraduate programs in the United States and offered selfless help and guidance once I arrived. I owe much of who I am to him. Over the years my classmate and wife, Vassiliki Mangana, never gave up on me. Her patience, love and encouragement saw us through very difficult periods. I thank her for her unconditional love, honesty and steadfastness. Our two daughters, Maye and Sarah, are the real reason I never gave up on finishing this dissertation. I thank God for blessing us with them. v TABLE OF CONTENTS
2024, Revista de Letras
O presente artigo examina a interação entre diferentes mídias, com foco na remidiação e no diálogo intermidiático, utilizando o jogo The Lord of the Rings Online Lotro ) como estudo de caso. Ao analisar a recriação arquitetônica e... more
O presente artigo examina a interação entre diferentes mídias, com foco na remidiação e no diálogo intermidiático, utilizando o jogo The Lord of the Rings Online Lotro ) como estudo de caso. Ao analisar a recriação arquitetônica e cultural da cidade de Bree e outros elementos do universo de John Ronald Reuel Tolkien em Lotro , a pesquisa destaca a complexidade envolvida na adaptação de uma narrat iva literária para o meio dos jogos videointerativos ou videogames. Com base em conceitos teóricos de remidiação (BOLTER; GRUSIN, 1999) e intermidialidade (HIGGINS, 1996; RAJEWSKY, 2012) , o estudo investiga as características de remidiação presentes em Lotro , tanto no que infere a transposição de
elementos da narrativa tolkieniana quanto nas adaptações necessárias para a nova mídia que tinham como objetivo melhorar a jogabilidade e a experiência do jogador. Ademais, o estudo reflete sobre o papel dos video games na preservação e disseminação da cultura literária, destacando como Lotro expande o mundo de Tolkien, permitindo que os jogadores
explorem áreas não descritas nos livros e interajam com personagens e eventos de maneiras inéditas. Conclui se que The L ord of the Rings Online exemplifica o potencial dos jogos videointerativos como forma de expressão artística e cultural, oferecendo novas perspectivas e possibilidades de interação com universos ficcionais, ao mesmo tempo em que mantém a essência das obras literárias originais e atrai novos públicos para esses universos.
2024, African Heritage, Identity and Sustainability: Navigating Globalization and Post-Colonial Realities Proceedings of 2024 International Conference of APAS
This paper examines the potential of archaeology and tourism in mitigating conflict and insecurity in Nigeria. Nigeria is a West African country that is rich in cultural heritage and natural attractions. It is, however, faced with various... more
This paper examines the potential of archaeology and tourism in mitigating conflict and insecurity in Nigeria. Nigeria is a West African country that is rich in cultural heritage and natural attractions. It is, however, faced with various conflicts and security challenges, often rooted in socio-economic disparities, ethnic tensions, and historical grievances. Archaeology, through its ability to uncover and preserve the shared heritage of diverse communities, can promote understanding and reconciliation among different ethnic groups. Tourism, on the other hand, has the potential to generate income, create employment opportunities, and foster cultural exchange, thereby addressing some of the underlying causes of conflict. By consulting relevant documents on the topic and exploring case studies and best practices from around the world, this paper highlights the role that archaeology and tourism can play in promoting peace, unity, and stability in Nigeria.
2024
WebQuests are among the most popular techniques to enhance collaboration in learning; they are an inquiry-based activity, grounded on constructivist learning theory, where the information that learners interact with are mostly found on... more
WebQuests are among the most popular techniques to enhance collaboration in learning; they are an inquiry-based activity, grounded on constructivist learning theory, where the information that learners interact with are mostly found on the Internet. We present here a system that offers computer-support during a WebQuest, by offering the structured discussion and debate, besides the navigation and resource sharing. We integrate the WebQuest design process with an operational design phase and describe how our system can completely support the design of a computer-supported WebQuest.
2024
This study aimed to determine socio-demographic characteristics of visitors, factors that influence visitors' patronage, influx status of Nigerian and foreign visitors in Old Oyo and Okomu National Parks, Nigeria. Random sampling method... more
This study aimed to determine socio-demographic characteristics of visitors, factors that influence visitors' patronage, influx status of Nigerian and foreign visitors in Old Oyo and Okomu National Parks, Nigeria. Random sampling method was used to administer 512 copies of a questionnaire to visitors of the national parks and data was analyzed descriptively and inferentially. Majority of the respondents were males at Old Oyo (68.5%) and Okomu (62.8%) national parks, 45.6% and 37.6% had HND/BSC at Old Oyo and Okomu National Parks respectively. Also, highest percentage of the respondents at both parks earned less than ₦150, 000 (61.5% at Old Oyo and 65.7% at Okomu National Parks). Conducive environment (Mean: 4.26) and Attractiveness of the area (Mean: 3.80) were ranked as the highest factors enhancing visit to Old Oyo and Okomu National Park lodges respectively. 15,365 Nigerian tourists and 34 foreign tourists have visited Okomu National Park while 13,021 Nigerian tourists and 319 foreign tourists have visited Okomu National Park for the period of 2009-2018. Finally, there is no significant difference in the visitors' influencing factors at Old Oyo and Okomu National Park lodges (P=0.120). Therefore, destination management should improve the maintenance of their facilities to meet the standard of visitors, both locally and internationally in order to attract more foreign visitors and improve foreign exchange
2024
We are interested in collaborative writing. In this report, we take Wikipedia as an example on collaborative writing and study it in order to learn lessons. Wikipedia is a collaborative project with a goal to create a free, multilingual... more
We are interested in collaborative writing. In this report, we take Wikipedia as an example on collaborative writing and study it in order to learn lessons. Wikipedia is a collaborative project with a goal to create a free, multilingual encyclopedia on the web. Wikipedia is based on web servers thar use the Wiki technology. A wiki is a software that allows users to create, edit, and link web pages easily. Wikipedia is written by collaboration between voluntaries. It has a fundamental principle, the neutral point of view. This principle recommends representing fairly, and as far as possible without bias, all significant views that have been published by reliable sources. Articles in Wikipedia are published under Free Documentation License GNU, the content of a page, can be freely copied, modified and redistributed. All new version is published under the same licence and must indicate Wikipedia as resource. The simplicity of editing in Wikipedia is a powerful point leading to its growing success. In the first section, we present the principal functionalities of Wikipedia, in order to be familiarized with this environment. In section two, we are interested in the community of Wikipedia and in differents status of its users. In the third section, we define the processes of Wikipedia with their associated activities. In the last section we present different types of editing conflicts in Wikipedia and their resolution.
2024
of reference in collaborative virtual environments and their impact on presence
2024, Proceedings of the 30th Conference on l'Interaction Homme-Machine
Collaborative Virtual Environments (CVEs) are systems that allow multiple participants located remotely to collaborate in a shared virtual space. In order to take advantage of the possibilities offered by such systems, their design must... more
Collaborative Virtual Environments (CVEs) are systems that allow multiple participants located remotely to collaborate in a shared virtual space. In order to take advantage of the possibilities offered by such systems, their design must allow users to interact and communicate effectively. One of the open questions in this area concerns the fidelity of the remote partner's avatar. This can indeed have a direct effect on communication between remote users, more particularly regarding spatial interactions. In this paper, we present a theoretical framework to analyze the fidelity of the remote partner's avatar in CVE. We also present an ongoing study to compare the effects of two partner's avatar types on spatial communication. This will permit extracting guidelines for designing CVEs including pointing and spatial guidance tasks. CSS concepts Human-centered computing → Collaborative and social computing → Collaborative and social computing devices
2024, Personal and Ubiquitous Computing
Collaborative virtual environments allow remote users to work together in a shared 3D space. To take advantage of the possibilities offered by such systems, their design must allow the users to interact and communicate efficiently. One... more
Collaborative virtual environments allow remote users to work together in a shared 3D space. To take advantage of the possibilities offered by such systems, their design must allow the users to interact and communicate efficiently. One open question in this field concerns the avatar fidelity of remote partners. This can impact communication between the remote users, more particularly when performing collaborative spatial tasks. In this paper, we present an experimental study comparing the effects of two partner's avatars on collaboration during spatial tasks. The first avatar was based on a 2.5D streamed point-cloud and the second avatar was based on a 3D preconstructed avatar replicating the remote user movements. These avatars differ in their fidelity levels described through two components: visual and kinematic fidelity. The collaborative performance was evaluated through the efficacy of completing two spatial communication tasks, a pointing task and spatial guidance task. The results indicate that the streamed point-cloud avatar permitted a significant improvement of the collaborative performance for both tasks. The subjective evaluation suggests that these differences in performance can mainly be attributed to the higher kinematic fidelity of this representation as compared to the 3D preconstructed avatar representation. We conclude that, when designing spatial collaborative virtual environments, it is important to reach a high kinematic fidelity of the partner's representation while a moderate visual fidelity of this representation can suffice.
2024
For a holistic heritage tourism development the support of tourism stakeholders is of prime importance and that is essential for the successful execution and long-term sustainable development of a locality. To implement a holistic... more
For a holistic heritage tourism development the support of tourism stakeholders is of prime importance and that is essential for the successful execution and long-term sustainable development of a locality. To implement a holistic approach on heritage tourism it is important to identify the key stakeholders for heritage tourism and to synthesise the similarities and dissimilarities between them. In this study, the context is the temple city of Bhubaneswar. The study may be further applied to other heritage tourism destinations. The primary data was collected from various stakeholders through a questionnaire and indepth interviews. The two broad categories of stakeholders that were identified during the study were the local suppliers and the experts of the tourism industry. Taking in the different perspectives of stakeholders may help in solving the issues that the current management is facing at the heritage sites in Bhubaneswar and may result in benefiting the destination as a whol...
2024, Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024
This paper presents a comprehensive exploration of the pedagogical implications and methods of integrating collaborative objects into architectural education and computeraided architectural design. Over the past five years, our approach... more
This paper presents a comprehensive exploration of the pedagogical implications and methods of integrating collaborative objects into architectural education and computeraided architectural design. Over the past five years, our approach to education in design studios has embraced the concept of collaborative objects-digital objects augmented with networking capabilities. This conceptual framework allows for various forms of interaction and contribution to the design: from synchronous to asynchronous to distributed design activities. This has various consequences, both formal, as several people contribute to the creation of an architectural form, and informal, as the real time design process becomes a very social, human-centered, and community-driven activitycreating a wide variety of open, participatory architectures. Throughout multiple design studios, students engaged in hands-on projects, navigating the technical aspects of computational design as well as the intricacies of teamwork and collective creativity. This approach not only enhanced their understanding of digital architecture but also fostered a rich environment for collaborative learning and creativity. Our approach combined theoretical underpinnings with hands-on applications, ensuring a balanced educational experience. This paper reports on the key methods and concepts, their implications, and how they evolved over this period of extensive research by design on collective creativity in architectural education.
2024, Artigo publicado no volume 13
O uso de aplicativos na aquisição da leitura e da escrita no processo de alfabetização pode estimular o desenvolvimento de habilidades e o gosto pela aprendizagem de forma inovadora. Assim, a execução desta pesquisa se justifica pela... more
O uso de aplicativos na aquisição da leitura e da escrita no processo de alfabetização pode estimular o desenvolvimento de habilidades e o gosto pela aprendizagem de forma inovadora. Assim, a execução desta pesquisa se justifica pela necessidade de investigar os novos letramentos no aplicativo educacional GraphoGame, devido à importância deste recurso em apresentar novas formas de aprendizagem da leitura e da escrita no processo de alfabetização em língua portuguesa. Este estudo tem como objetivo analisar o aplicativo GraphoGame como objeto digital de aprendizagem (ODA) na perspectiva dos novos letramentos. A pesquisa fundamenta-se teoricamente em Araújo (2013), Lankshear e Knobel (2007), Leffa (2006), Rojo (2017), Rosa (2016) e Souza (2021), entre outros. Na metodologia, adota-se uma abordagem qualitativa, complementada por uma pesquisa descritiva, documental e aplicada. Os resultados evidenciam que o GraphoGame é uma alternativa para incorporar jogos ao ambiente escolar, especialmente com pessoas em fase de apropriação linguística, contribuindo principalmente para o desenvolvimento da consciência fonológica, correspondência grafofonêmica e habilidades de decodificação. Quanto aos demais aspectos do aplicativo: motivação e engajamento, feedback imediato, aprendizado personalizado, suporte multissensorial, preparação para a leitura independente bem como inclusão e acessibilidade convergem mais diretamente para os novos letramentos. Conclui-se que o aplicativo GraphoGame como objeto digital de aprendizagem na perspectiva dos novos letramentos proporciona a manifestação de um novo ethos e está inserido em uma nova mentalidade, constituindo-se em ferramenta educacional e tecnológica na promoção de habilidades da leitura e da escrita na cultura digital.
2024
Criminal activities on tourists remain significant in not just disrupting the tourism industry’s economic success but importantly in constructing an undesirable destination image for tourists who spend large amounts of money to enjoy a... more
Criminal activities on tourists remain significant in not just disrupting the tourism industry’s economic success but importantly in constructing an undesirable destination image for tourists who spend large amounts of money to enjoy a trip abroad. A host of studies linking crime with tourists’ travel decisions have shown considerable concern among tourists regarding destinations that are generally prone to criminal activities. A wave of criminal activities in the recent past against tourists in Malawi, thus, remains a possible distracter of tourists’ travel plans to the country. Premised on the assumption that criminal activities targeting tourists can effectively affect their travel plans, this paper seeks to establish the link between crime on tourists and their travel decisions to Malawi. A purposively sampled population of foreign tourists, police and private security personnel, owners or managers of resorts and lodges, and traditional leaders participated in the study. Results...
2024, LITERATURA, IMAGEM E MÍDIAS
Pensar a realidade é adentrar um labirinto filosófico sem ter nas mãos o fio de Ariadne. Portanto, não quero aqui que discutamos esse caráter, pois trago o termo segundo os postulados de Juul (2011) que, por sua vez, não está envolto... more
Pensar a realidade é adentrar um labirinto filosófico sem ter nas
mãos o fio de Ariadne. Portanto, não quero aqui que discutamos
esse caráter, pois trago o termo segundo os postulados de Juul (2011)
que, por sua vez, não está envolto por essa atmosfera de questionamentos que incidem sobre nós, criaturas da literatura. Minha
melhor estratégia vem sendo utilizar como bússola a distinção que
Tolkien (2013) propõe entre o mundo secundário – universo ficcional – e o mundo primário – nosso mundo. Dessa forma, não se trata,
portanto, de buscar o real, mas de diferenciar o conteúdo midiático,
criação e extensão do ser humano, do cotidiano. Tendo a dicotomia
como norte, fica mais fácil compreender que Juul (2011) está propondo que observemos a decorrência de um fenômeno que ocorre
entre primeiro e segundo mundo como um escoamento provocado
pelo videointerativo
2024
Over the years, there has been a constant increase in the demand for mobile software due to the constant increase in the number of smart phones. Mobile developers have the liberty to adopt different development architectures or strategies... more
Over the years, there has been a constant increase in the demand for mobile software due to the constant increase in the number of smart phones. Mobile developers have the liberty to adopt different development architectures or strategies which includes the native app, mobile web app, hybrid app and the new Progressive Web App (PWA). PWA which combines the features of the native and web development strategies emerged as a better alternative to other development approaches due to additional benefits such as offline capability, background synchronization and so on despite several concerns that have been raised towards the efficiency of PWAs. Hence, this research work aims at performing a comparative study on the existing mobile development architectures using the Systematic Literature Review (SLR) technique, performing feature comparison on the native, hybrid and PWA architecture and finally argues for the PWA development architecture based on the comparisons. The comparison will aid ...