Collaborative Editing: A Combination of Peer and Hierarchical Editing Techniques

Author(s):  
Henrietta Nickels Shirk
Author(s):  
Chunwang Zhang ◽  
Junjie Jin ◽  
Ee-Chien Chang ◽  
Sharad Mehrotra

Author(s):  
Nadir Guetmi ◽  
Abdessamad Imine

Mobile devices have experienced a huge progress in the capacity of computing, storage and data visualization. They are becoming the device of choice for operating a large variety of applications while supporting real-time collaboration of people and their mobility. Despite this progress, the energy consumption and the network coverage remain a serious problem against an efficient and continuous use of these mobile collaborative applications and a great challenge for their designers and developers. To address these issues, this chapter describes design patterns that help modelling mobile collaborative applications to support collaboration through the cloud. Two levels are presented: the first level provides self-control to create clones of mobile devices, manage users' groups and recover failed clones in the cloud. The second level supports group collaboration mechanisms in real-time. These design patterns have been used as a basis for the design of a mobile collaborative editing application.


Author(s):  
Fabrizio Bartoli

Cross-curricular, content-based CLIL learning paths have been experienced extensively in a middle school class TEFL context, with students aged 11 to 13 for a period of three years. A Learning Management System (Google Apps for Education), fully integrated with free/open web tools, open source software and a school virtual world 3D environment based on Sim-on-a-stick and OpenSim, through overlapping ‘making' activities based on coding (Scratch animations), textual collaborative editing (Google Drive/Doc), web design (Mozilla html tools) to graphic design of 3d shapes (Blender) and virtual world texturing, building and scripting “learning objects” on prims. The primary aim has been the cooperative construction of ‘one' three-layered (real world + web + virtual world), synergic, learning environment that would increase students engagement by challenging their cognitive, socio-emotional and making skills and propose itself as a functional model of blended environment for the whole educational community.


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