Web-Based Strategies to Support Collaborative Work in Manufacturing Industries

2000 ◽  
Vol 33 (17) ◽  
pp. 383-388
Author(s):  
Luis Velásquez ◽  
María Eugenia Velásquez
2019 ◽  
Vol 2 (2) ◽  
pp. 150-165
Author(s):  
Damien Vurpillot ◽  
Quentin Verriez ◽  
Matthieu Thivet

High density remote survey technologies have become widespread practices. In recent years, we have seen a tenfold increase in volume of digital data acquired. Beyond this sheer amount of data, multimodal three-dimensional data exploitation has become another common challenge for specialists. The Aspectus project aims to ease the access to complex three-dimensional data and to promote collaborative work and remote expert assessment. Thus, we can get past the problem of distance and availability of the “object of expertise”, ranging from cultural heritage sites to artefacts. By extension, it enables us to circumvent the ever-present problem of destruction. Aspectus takes advantage of available open source solutions to produce a flexible web-based visualization and collaboration tool. After an overview of the theoretical framework and its technical implementation, we will discuss a practical application as part of the “Bibracte Numérique” project.


Author(s):  
Tagelsir Mohamed Gasmelseid

The recent technological advancements have significantly redefined the context in which organizations do business processes including the processes used to acquire, process, and share information. The transformations that emerged across the organizational and institutional landscapes have led to the emergence of new organizational forms of design and new business models. Within this context, the new business patterns, platforms, and architectures have been developed to enable for the maximization of benefits from data through the adoption of collaborative work practices. The main focus of such practices is oriented towards the improvement of responsiveness, building of alliances, and enhancing organizational reach. The use of global networks and Web-based systems for the implementation of collaborative work has been accompanied with a wide range of computer-supported collaborative systems. This chapter examines the context of collaboration, collaborative work, and the development of agent-supported collaborative work system. It also examines the implications of the ontological positions of sociomateriality on agent-supported collaborative work domains in terms of the multi-agent architecture and multi-agent evaluation.


Author(s):  
Jorge Ferreira Franco ◽  
Irene Karaguilla Ficheman ◽  
Marcelo Knörich Zuffo ◽  
Valkiria Venâncio

This chapter addresses an ongoing work strategy for developing and sharing knowledge related to digital/ Web-based technology and multimedia tools, information visualization, computer graphics, desktop virtual reality techniques in combination with art/education. It includes a large body of research about advanced and contemporary technologies and their use for stimulating individuals’ education. These interactive processes of researching, developing and sharing knowledge have been carried out through interdisciplinary and collaborative learning and teaching experiences in the context of k-12 education in a primary public school and its surrounding community. The learning and direct manipulation of advanced and contemporary technologies have improved individuals’ technical skills, stimulated cooperative and collaborative work and innovations in the way of developing school’s curriculum content as well as supported ones’ independent learning. Furthermore, there have been changes on individuals’ mental models, behavior and cultural changes related to reflecting about diverse possibilities of using information and communication technology within collaborative formal and informal sustainable lifelong learning and teaching actions.


2013 ◽  
Vol 44 (6) ◽  
pp. 929-939 ◽  
Author(s):  
Zornitza Yovcheva ◽  
Corné P.J.M. van Elzakker ◽  
Barend Köbben

2002 ◽  
Vol 5 (2) ◽  
Author(s):  
Adelaide Bianchini ◽  
Victor Theoktisto ◽  
Edna Ruckhaus

Most current solutions for Web Based Instruction (WBI) use a centralized management model and a proprietary internal representation. The AVANTE Architecture is a WBI environment assembled using CORBA distributed components, implementing core services such as course management, user authentication, collaborative work, database access, presentation, and others. The AVANTE components conform to a 4-tiered model, with Client, Presentation, Management, and Low-Level Services component sublayers. Emergent XML standards for WBI describe all metadata definitions. Components at the Management layer manipulate JDBC-SQL data from the Low- Level Services Layer, and combine it with corresponding XML Schemas, instantiating course objects as new XML descriptions and component services. A filter-mapping service in the Presentation layer produces the dynamic HTML web pages needed for user interaction, processing these XML descriptions by applying one or more previously defined XSL stylesheets. A similar mechanism implements interface customization and remote service administration. The developed WBI system was deployed with open source software. Adding CORBA components easily achieves on-demand scalability. Future services include auditing, adaptive interfaces, grading, content development, and integration with existing systems.


Author(s):  
Vladimír Modrák ◽  
Jozef Novák Marcincin

After applications of virtual reality (VR) in the realm of flight simulators and computer games a need to exercise these technologies in industry is rising significantly. Nowadays one of the typical domains of using a virtual reality is designing and prototyping in automotive and air industry. A practical solution for a virtual model is using a virtual reality modeling language (VRML) that supports the distribution of three-dimensional models over the Internet. Web based virtual reality technology offers possibilities for sharing virtual models for supporting collaborative work and concurrent engineering. There are more standardized tools for virtual reality technology distributing 3D models by VRML. Another possible solution for exploiting an Internet environment through VRML is using a non-standard software package on PC basis created for 3D simulation and programming of automated workplaces, robots and other peripheral devices. The article is describing procedures for implementation of VRML 2.0 into software ROANS, which has been created in another programming language than VRML versions.


2011 ◽  
Vol 9 (1) ◽  
Author(s):  
Betty Collis ◽  
John Messing

The tools and features of Web-based course-management systems vary (see http:llwww.ctt.bc, callandonlinel, for an analysis and comparison of several commercially available systems) but typically include tools to support the organization of the course, tools to support communication, tools to support student activities such as submission of assignments and collaborative work, and 'back-office' tools to handle user registration, maintenance of user data, and, in some systems, tools to tailor the view of a course site made available to a registered user (Robson, 1999). Although many tools and features are available in such Web-based learning environments, it is not the case that instructors necessarily make use of all these tools and features. Rankin (2000) for example, notes that 'most instructors have failed to take full advantage of the growing resources available to them online'. Rankin suggests that the creation and incorporation of templates into course Web sites could be a strategy to provide instructors with a simple and effective way of developing their Web-accessible materials. Such templates are the basic building blocks of the TeleTOP learning environment used at the University of Twente.DOI:10.1080/09687760108656772 


Seminar.net ◽  
2017 ◽  
Vol 13 (2) ◽  
Author(s):  
Marianna Vivitsou ◽  
Hannele Niemi ◽  
Ge Wei ◽  
Veera Kallunki ◽  
Rong Miao

This study aims to discuss and analyze Finnish and Chinese primary school teachers’ practices when digital storytelling is the teaching method, aiming for student-generated stories in video format. To meet this end, teachers introduce digital storytelling in their practices and guide and support students into building and sharing digital stories in video format with peers in the classroom and online. In addition, they introduce the use of web-based environments and digital technologies, adapt their teaching plan accordingly, and enrich existing instructional material. As a result, teacher’s practices of organizing and facilitating student work and development change.In order to investigate how teaching practices change, this study draws from Chinese and Finnish teachers’ interviews and observation data and uses inductive analysis and constant comparison for more abstract themes and categories. The findings show that the teachers use formal and informal, natural and technological environments to organize student work and aim for freer learning in digital storytelling activities. Also, different aspects of collaborative work are used to facilitate and, mainly, structure student work and development.


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