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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
101

Tele-immersive display with live-streamed video.

January 2001 (has links)
Tang Wai-Kwan. / Thesis (M.Phil.)--Chinese University of Hong Kong, 2001. / Includes bibliographical references (leaves 88-95). / Abstracts in English and Chinese. / Abstract --- p.i / Acknowledgement --- p.iii / Chapter 1 --- Introduction --- p.1 / Chapter 1.1 --- Applications --- p.3 / Chapter 1.2 --- Motivation and Goal --- p.6 / Chapter 1.3 --- Thesis Outline --- p.7 / Chapter 2 --- Background and Related Work --- p.8 / Chapter 2.1 --- Panoramic Image Navigation --- p.8 / Chapter 2.2 --- Image Mosaicing --- p.9 / Chapter 2.2.1 --- Image Registration --- p.10 / Chapter 2.2.2 --- Image Composition --- p.12 / Chapter 2.3 --- Immersive Display --- p.13 / Chapter 2.4 --- Video Streaming --- p.14 / Chapter 2.4.1 --- Video Coding --- p.15 / Chapter 2.4.2 --- Transport Protocol --- p.18 / Chapter 3 --- System Design --- p.19 / Chapter 3.1 --- System Architecture --- p.19 / Chapter 3.1.1 --- Video Capture Module --- p.19 / Chapter 3.1.2 --- Video Streaming Module --- p.23 / Chapter 3.1.3 --- Stitching and Rendering Module --- p.24 / Chapter 3.1.4 --- Display Module --- p.24 / Chapter 3.2 --- Design Issues --- p.25 / Chapter 3.2.1 --- Modular Design --- p.25 / Chapter 3.2.2 --- Scalability --- p.26 / Chapter 3.2.3 --- Workload distribution --- p.26 / Chapter 4 --- Panoramic Video Mosaic --- p.28 / Chapter 4.1 --- Video Mosaic to Image Mosaic --- p.28 / Chapter 4.1.1 --- Assumptions --- p.29 / Chapter 4.1.2 --- Processing Pipeline --- p.30 / Chapter 4.2 --- Camera Calibration --- p.33 / Chapter 4.2.1 --- Perspective Projection --- p.33 / Chapter 4.2.2 --- Distortion --- p.36 / Chapter 4.2.3 --- Calibration Procedure --- p.37 / Chapter 4.3 --- Panorama Generation --- p.39 / Chapter 4.3.1 --- Cylindrical and Spherical Panoramas --- p.39 / Chapter 4.3.2 --- Homography --- p.41 / Chapter 4.3.3 --- Homography Computation --- p.42 / Chapter 4.3.4 --- Error Minimization --- p.44 / Chapter 4.3.5 --- Stitching Multiple Images --- p.46 / Chapter 4.3.6 --- Seamless Composition --- p.47 / Chapter 4.4 --- Image Mosaic to Video Mosaic --- p.49 / Chapter 4.4.1 --- Varying Intensity --- p.49 / Chapter 4.4.2 --- Video Frame Management --- p.50 / Chapter 5 --- Immersive Display --- p.52 / Chapter 5.1 --- Human Perception System --- p.52 / Chapter 5.2 --- Creating Virtual Scene --- p.53 / Chapter 5.3 --- VisionStation --- p.54 / Chapter 5.3.1 --- F-Theta Lens --- p.55 / Chapter 5.3.2 --- VisionStation Geometry --- p.56 / Chapter 5.3.3 --- Sweet Spot Relocation and Projection --- p.57 / Chapter 5.3.4 --- Sweet Spot Relocation in Vector Representation --- p.61 / Chapter 6 --- Video Streaming --- p.65 / Chapter 6.1 --- Video Compression --- p.66 / Chapter 6.2 --- Transport Protocol --- p.66 / Chapter 6.3 --- Latency and Jitter Control --- p.67 / Chapter 6.4 --- Synchronization --- p.70 / Chapter 7 --- Implementation and Results --- p.71 / Chapter 7.1 --- Video Capture --- p.71 / Chapter 7.2 --- Video Streaming --- p.73 / Chapter 7.2.1 --- Video Encoding --- p.73 / Chapter 7.2.2 --- Streaming Protocol --- p.75 / Chapter 7.3 --- Implementation Results --- p.76 / Chapter 7.3.1 --- Indoor Scene --- p.76 / Chapter 7.3.2 --- Outdoor Scene --- p.78 / Chapter 7.4 --- Evaluation --- p.78 / Chapter 8 --- Conclusion --- p.83 / Chapter 8.1 --- Summary --- p.83 / Chapter 8.2 --- Future Directions --- p.84 / Chapter A --- Parallax --- p.86
102

Three-tier feature-based collaborative browsing for computer telephony integration.

January 2001 (has links)
Ho Ho-ching. / Thesis (M.Phil.)--Chinese University of Hong Kong, 2001. / Includes bibliographical references (leaves 104-107). / Abstracts in English and Chinese. / Abstract --- p.i / Acknowledgment --- p.vi / Chapter 1. --- Introduction --- p.1 / Chapter 1.1. --- Introduction to PBX based Call Center --- p.1 / Chapter 1.2. --- The Scenarios --- p.2 / Chapter 1.3. --- Thesis Overview --- p.5 / Chapter 2. --- Features of Collaborative Browsing --- p.8 / Chapter 2.1. --- Feature Synchronization vs Bitmap Screen Transfer --- p.8 / Chapter 2.2. --- Basic Collaborative Features of the Collaborative Browser --- p.9 / Chapter 2.2.1. --- Web Page Pushing --- p.10 / Chapter 2.2.2. --- Screen Widget Synchronization --- p.11 / Chapter 2.2.3. --- Tele-pointing and Shared Whiteboard --- p.12 / Chapter 2.3. --- Collaborative Form Manipulation --- p.13 / Chapter 2.3.1. --- Importance of Electronic Form Collaboration --- p.13 / Chapter 2.3.2. --- Basic Support for Form Collaboration ´ؤ´ؤData Synchronization --- p.14 / Chapter 2.3.3. --- Existence of Form Complexity ´ؤForm Data Dependency --- p.75 / Chapter 2.3.4. --- Hinting --- p.17 / Chapter 2.4. --- Collaborative IVR --- p.23 / Chapter 2.4.1. --- Traditional Interactive Voice Response (IVR) Service --- p.23 / Chapter 2.4.2. --- Abstraction ´ؤCorrelating Form Interaction Mechansim with IVR --- p.25 / Chapter 2.4.3 --- Collaborative IVR by Form Interaction Mechanism --- p.27 / Chapter 3. --- Software Architecture --- p.33 / Chapter 3.1. --- The Three-Tier Architecture --- p.33 / Chapter 3.2. --- The Collaboration Mechanism for Collaborative Browser --- p.37 / Chapter 3.2.1. --- Session Initialization/Termination --- p.37 / Chapter 3.2.2. --- Data Flow of the Basic Collaboration Features --- p.39 / Chapter 3.2.3. --- Control Mechanism --- p.40 / Chapter 3.2.4. --- The Hinting Mechanism for Collaborative Form Manipulation --- p.43 / Chapter 3.3. --- The Collaboration Mechanism for Collaborative IVR --- p.45 / Chapter 4. --- Implementation --- p.51 / Chapter 4.1. --- Shareable Document Object Architecture for Collaboration --- p.51 / Chapter 4.1.1. --- Document Object Architecture --- p.51 / Chapter 4.1.2. --- Generalizing to Shareable Document Object Architecture --- p.53 / Chapter 4.2. --- Whiteboard Mechanism --- p.55 / Chapter 4.3. --- Packet Data Unit for Communication --- p.57 / Chapter 4.4. --- Bridging Different Software Components --- p.60 / Chapter 4.5. --- Hinting Mechanism for Collaborative Form Manipulation --- p.63 / Chapter 4.5.1. --- Relating Form Fields to Table Fields --- p.63 / Chapter 4.5.2. --- Hinting by the Hinting Tables --- p.69 / Chapter 4.6. --- Collaborative IVR --- p.73 / Chapter 4.6.1. --- Using Mediator for Collaborative IVR --- p.73 / Chapter 4.6.2. --- Concept of Telephone Form --- p.74 / Chapter 4.6.3. --- Hinting for Collaborative IVR --- p.78 / Chapter 4.7. --- System Integration --- p.81 / Chapter 5. --- Performance Evaluation and Experiment Results --- p.84 / Chapter 5.1. --- Optimizing the Transmission Methodology --- p.84 / Chapter 5.2. --- Browser Responsiveness Study --- p.86 / Chapter 5.2.1. --- Experiment Details --- p.86 / Chapter 5.2.2. --- The Assumptions --- p.89 / Chapter 5.2.3. --- Experiment Results and Analysis --- p.90 / Chapter 5.3. --- Bandwidth Consumption --- p.94 / Chapter 6. --- Conclusions --- p.97 / Appendix A 一 Government Profit Tax Return Form --- p.101 / Appendix B ´ؤ A Phone Banking IVR Service Tree --- p.103 / Bibliography --- p.104
103

Um modelo conceitual para ambientes virtuais flexíveis

Santos, Leonardo Nascimento dos 22 November 2013 (has links)
Submitted by Geyciane Santos (geyciane_thamires@hotmail.com) on 2015-06-22T15:49:07Z No. of bitstreams: 1 Tese - Leonardo do Nascimeto dos Santos.pdf: 4442389 bytes, checksum: 20064b0286755911c1b8a8a522de9068 (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2015-06-24T20:17:15Z (GMT) No. of bitstreams: 1 Tese - Leonardo do Nascimeto dos Santos.pdf: 4442389 bytes, checksum: 20064b0286755911c1b8a8a522de9068 (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2015-06-24T20:31:07Z (GMT) No. of bitstreams: 1 Tese - Leonardo do Nascimeto dos Santos.pdf: 4442389 bytes, checksum: 20064b0286755911c1b8a8a522de9068 (MD5) / Made available in DSpace on 2015-06-24T20:31:07Z (GMT). No. of bitstreams: 1 Tese - Leonardo do Nascimeto dos Santos.pdf: 4442389 bytes, checksum: 20064b0286755911c1b8a8a522de9068 (MD5) Previous issue date: 2013-11-22 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Suframa - Superintendência da Zona Franca de Manaus / Over the past decade, the Web has become a major platform for interaction among its users. These users have demanded more flexibility from their the tools, in a way that these tools could support interaction according to needs. This gap is even deeper in virtual environments supporting activities in complex domains like Education. These software tools should be driven by the evolving nature of people and should reflect evolution on their needs. Thus, the main objective of this work is to design a conceptual model for web-based human-to-computer-to-human-interactive virtual environments, so that these environments are flexible for creation and runtime modifiable. In search for dealing with this problem, we have investigated an innovative proposal for devising of virtual environments, called MOrFEu. In this work, we present an extension of this conceptual model able to describe in detail each component of a virtual environment. As proof of concept, we have modeled typical virtual environments and, because of their peculiar characteristics, some of them were chosen to become prototype implementations. The selected environments were evaluated with respect to their flexibility, including their ability for runtime modification through direct changes in their descriptions, giving evidence that the proposed model contributes to development and adaptation of virtual environments, which meet the interaction demands of their users, were significantly increased. / Nos últimos dez anos, a Web tem se transformado numa grande plataforma de interação entre seus usuários. Esses usuários têm demandado cada vez mais flexibilidade das ferramentas que eles utilizam, tal que elas permitam que a interação aconteça de acordo com suas necessidades. Essa lacuna é ainda mais acentuada em ambientes virtuais de suporte a atividades de domínios complexos, como o da Educação. Esses ambientes devem ser condicionados pela natureza evolutiva das pessoas e devem refletir a evolução de suas necessidades. Assim, o objetivo deste trabalho é conceber um modelo conceitual para ambientes virtuais web de interação humano-computador-humano, de forma que os ambientes construídos a partir desse modelo sejam flexíveis em sua criação e modificáveis em tempo de execução. Na busca por tratar esse problema, tem-se investigado uma proposta inovadora para concepção de ambientes virtuais com ênfase na cooperação chamada MOrFEu. Neste trabalho, apresenta-se uma extensão desse modelo conceitual com a capacidade de descrever detalhadamente cada um dos componentes de um ambiente virtual. Como prova de conceito, foram modelados diversos ambientes virtuais característicos e, por suas características peculiares, alguns deles foram escolhidos para serem analisados através da implementação de protótipos. Os ambientes selecionados foram avaliados com respeito à sua flexibilidade, inclusive mostrando a possibilidade de alterações em tempo de execução através de alterações em suas descrições, evidenciando assim que o modelo proposto contribui para que a construção e adaptação de ambientes virtuais, que atendam às demandas de interação de seus usuários, sejam ampliadas de forma significativa.
104

Leveraging Single-User Applications for Multi-User Collaboration

Xia, Qian, n/a January 2006 (has links)
People rely on off-the-shelf commercial single-user software systems in their daily lives and work to perform single-user tasks. People also need groupware systems to perform collaborative or group tasks. The goal of this thesis work is to develop innovative techniques for building computer applications that combine conventional single-user functionalities with advanced collaboration capabilities to effectively support people's individual and group work. This thesis work contributes an innovative Transparent Adaptation (TA) approach and associated supporting techniques that can be used to convert existing or new single-user applications into real-time multi-user collaborative versions without changing their source code. The transparently adapted collaborative systems not only support unconstrained collaboration and other collaboration features that were previously seen only in advanced groupware research prototypes, but also maintain the conventional functionalities and interface features that were previously seen only in commercial off-the-shelf single-user applications. Major technical contributions of the TA approach include techniques for adapting the single-user application programming interface to the data and operation models of the underlying generic collaboration technique and a generic system architecture for collaborative systems. The Operation Transformation (OT) technique has been chosen as the underlying collaboration technique for the TA approach due to its capability of supporting unconstrained collaboration and application independence. This thesis work has also made important contributions to OT by extending OT from supporting only collaborative plain text editing to supporting collaboration on complex data structures and comprehensive functionalities. To support the adaptation of complex data and operation models in a range of applications, this thesis work has contributed a package of advanced adaptation techniques for collaborative table editing and graphic object grouping. These techniques have not only increased the capability of TA, but have also advanced the state-of-the-art of collaborative editing techniques. To facilitate natural and smooth collaboration, this thesis work has contributed a multi-functional workspace awareness framework which is able to reduce the effort for developing workspace awareness features, and to be extended to support new workspace awareness features. Most importantly, this framework is able to deliver correct and precise workspace awareness information in the face of dynamic content and view changes in TA-based systems, which is an innovative feature unavailable in existing techniques. The TA approach and supporting techniques were developed and tested in the process of transparently converting two commercial off-the-shelf single-user applications - Microsoft Word and PowerPoint - into real-time collaborative applications, called CoWord and CoPowerPoint, respectively. CoWord and CoPowerPoint not only retain the functionalities and the 'look-and-feel' of their single-user counterparts, but also provide advanced multi-user collaboration capabilities for supporting multiple interaction paradigms, ranging from concurrent and free interaction to sequential and synchronized interaction, and for supporting detailed workspace awareness, including multi-user tele-pointers and radar views. The TA-based collaborative system architecture and the generic collaboration engine software component developed from this work can be reused in adapting a wide range of single-user applications.
105

應用群組軟體建立動態團隊合作之研究 / Building Dynamic Teamwork by using Groupware

邱秀美, Chiu, Hsiu-Mei Unknown Date (has links)
由於企業環境劇烈的競爭及快速變化,工作方式將以團隊合作結合群體的智慧取代以個人力量獨力完成,而群組軟體透過電腦軟體及網路能促進組織成員之溝通、協調及合作。   本文提出動態團隊產生引擎的觀念,係以解決問題及顧客滿意為導向,根據問題的難易程度找出解決問題所需專長,形成團隊在網路上同時相互討論共同解決問題,並依此觀念應用群組軟體建立雛型。利用這種方式,組織內專家可以突破空間之限制,在網路上解決問題,不需來回奔波,可增加效率及生產力。除此之外,可迅速產生適當人員解決問題可避免大才小用、縮短反應時間、提升組織的彈性及應變能力等。本研究並針對如此的應用,對組織可能產生衝擊作一初步探討。 / Due to the hard competition and dramatic changes in business environment, Jobs and problems will be solved by team work instead of single person. Using groupware on computer network can improve communication, coordination and cooperation among team members.   In this research, a dynamic team generation engine is proposed to organize a team based on each problem. The members for each team depend on the problem's level and domain knowledge it needs in the first time, and will be changed when necessary. The team members will discuss the problems through computer network until the solution is found. Based on this kind of concept, a prototype is built, and a small ambulance case will be studied and showed how to solve the problems by this way.   Taking the advantage of groupware, experts within the organization can solve the problems more efficiently without being restricted by time and space, which raises the productivity of organization. Moreover, dynamic team generation engine can help to search for adequate experts inside the organization to solve problems, reduce the response time raise the flexibility of the organization and the capability to adjust to changing circumstances. Influences on the management side by the application of groupware to the organization will also be discussed in this research.
106

Interactive Process Models

Jørgensen, Håvard D. January 2004 (has links)
<p>Contemporary business process systems are built to automate routine procedures. Automation demands well-understood domains, repetitive processes, clear organisational roles, an established terminology, and predefined plans. Knowledge work is not like that. Plans for knowledge intensive processes are elaborated and reinterpreted as the work progresses. Interactive process models are created and updated by the project participants to reflect evolving plans. The execution of such models is controlled by users and only partially automated. An interactive process system should</p><p>- Enable modelling by end users,</p><p>- Integrate support for ad-hoc and routine work,</p><p>- Dynamically customise functionality and interfaces, and</p><p>- Integrate learning and knowledge management in everyday work.</p><p>This thesis reports on an engineering project, where an interactive process environment called WORKWARE was developed. WORKWARE combines workflow and groupware. Following an incremental development method, multiple versions of systems have been designed, implemented and used. In each iteration, usage experience, validation data, and the organisational science literature generated requirements for the next version.</p>
107

How to develop usable groupware

Eriksson, Anna, Falk, Linda January 2010 (has links)
<p>TOUCHE (Task-Oriented and User-Centered process model for developing interfaces for Human-Computer-Human Environments) is a process model for software development created to develop groupware. The creation of TOUCHE is part of a research project carried out at three Spanish universities. The aim of the project is to create a complete process model for the development of usable groupware. This thesis is part of this project and aims to further advance the TOUCHE process model so that it fulfills its aim on developing for usability. The thesis is based on research from the HCI (Human-Computer Interaction) and CSCW (Computer-Supported Cooperative Work) fields. In the thesis a new version of TOUCHE is created which has a strong focus on developing for usability.This is done by selecting four principles from the HCI field, incorporating what is considered to be most important when developing for usability. The principles are a strong focus on, and the involvement of users throughout the whole process, an iterative process, multidisciplinary design, and aim for groupware usability. TOUCHE is analyzed from these principles and missing elements are identified. The difficulties of integrating these elements into TOUCHE are discussed and finally elements are chosen to be integrated into TOUCHE. These elements include a usability guide, evaluation cycles, prototyping, pre-documentation and a multidisciplinary team.</p>
108

A conceptual framework for web-based collaborative design

Gottfried, Shikha Ghosh 05 December 1996 (has links)
Although much effort has been invested to build applications that support group work, collaborative applications have not found easy success. The cost of adopting and maintaining collaborative applications has prevented their widespread use, especially among small distributed groups. Application developers have had difficulties recognizing the extra effort required by groups to use collaborative applications and how to either reduce this effort or provide other benefits to compensate for the extra work. These problems have limited the success of collaborative applications, which have not attained the same level of productivity improvements that single user applications have achieved. In this thesis we present a framework that describes the types of computer support that can facilitate the work of distributed engineering design groups. Our framework addresses support for web-based groups in particular because we believe the web can be a powerful medium for collaboration if accommodated properly. We show how the concepts in this framework can be implemented by prototyping a web-based engineering decision support system. Our framework is a synthesis of ideas motivated by an examination of literature in various fields that share a common interest in collaborative work. It can influence application development by helping developers become aware of the types of support should be considered to aid web-based collaborative design. / Graduation date: 1997
109

Interactive Process Models

Jørgensen, Håvard D. January 2004 (has links)
Contemporary business process systems are built to automate routine procedures. Automation demands well-understood domains, repetitive processes, clear organisational roles, an established terminology, and predefined plans. Knowledge work is not like that. Plans for knowledge intensive processes are elaborated and reinterpreted as the work progresses. Interactive process models are created and updated by the project participants to reflect evolving plans. The execution of such models is controlled by users and only partially automated. An interactive process system should - Enable modelling by end users, - Integrate support for ad-hoc and routine work, - Dynamically customise functionality and interfaces, and - Integrate learning and knowledge management in everyday work. This thesis reports on an engineering project, where an interactive process environment called WORKWARE was developed. WORKWARE combines workflow and groupware. Following an incremental development method, multiple versions of systems have been designed, implemented and used. In each iteration, usage experience, validation data, and the organisational science literature generated requirements for the next version.
110

Bridging Private and Shared Interaction Surfaces in Collocated Groupware

McClelland, Phillip James January 2013 (has links)
Multi-display environments (such as the pairing of a digital tabletop computer with a set of handheld tablet computers) can support collocated interaction in groups by providing individuals with private workspaces that can be used alongside shared interaction surfaces. However, such a configuration necessitates the inclusion of intuitive and seamless interactions to move digital objects between displays. While existing research has suggested numerous methods to bridge devices in this manner, these methods often require highly specialized equipment and are seldom examined using real-world tasks. This thesis investigates the use of two cross-device object transfer methods as adapted for use with commonly-available hardware and applied for use in a realistic task, a familiar tabletop card game. A digital tabletop and tablet implementation of the tabletop card game Dominion is developed to support each of the two cross-device object transfer methods (as well as two different turn-taking methods to support user identification). An observational user study is then performed to examine the effect of the transfer methods on groups’ behaviour, examining player preferences and the strategies which players applied to pursue their varied goals within the game. The study reveals that players’ choices and use of the methods is shaped greatly by the way in which each player personally defines the Dominion task, not simply by the objectives outlined in its rulebook. Design considerations for the design of cross-device object transfer methods and lessons-learned for system and experimental design as applied to the gaming domain are also offered.

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