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A recent study supports the claim that Aboriginal Australians are the oldest continuous living culture on the planet, their being directly descended from the first people to leave Africa up to 75,000 years ago. Aborigines developed a rich... more
A recent study supports the claim that Aboriginal Australians are the oldest continuous living culture on the planet, their being directly descended from the first people to leave Africa up to 75,000 years ago. Aborigines developed a rich culture involving custom, lore and value systems based on the sustainability of their spiritual connection, belonging, obligation and responsibility to care for their land, their people, and their environment. Knowledge of this fascinating culture is still strong within Aboriginal communities and has adapted to live in two worlds which in part is due to the recent recent radical change in lives of Australian Aborigines, the arrival of British colonists in 18th century and consequent European domination of the Australian continent. Since then the relationship between the original aboriginal population and more recent arrivals changed from initial curiosity, through mutual aversion to ignorance. In recent years, both parties are trying to improve thi...
Virtual teams and their leaders are key players in global organizations. Using teams of workers dispersed temporally and geographically has changed the way people work in groups and redefined the nature of teamwork. Emergent leadership... more
Virtual teams and their leaders are key players in global organizations. Using teams of workers dispersed temporally and geographically has changed the way people work in groups and redefined the nature of teamwork. Emergent leadership issues in computer-mediated communication are vital today because of the increasing prevalence of the virtual organization, the flattening of organizational structures, and the corresponding interest in managing virtual groups and teams. This chapter examines the communication behaviors of participants in two different case studies to determine if number, length, and content of messages are sufficient criteria to identify emergent leaders in asynchronous and synchronous environments. The methodology used can be embedded in collaborative virtual environments as a technology for identifying potential leaders in organizational and educational environments.
Meetings are an integral part of the work place and society in general. Research in Computer Supported Cooperative Work attempts to facilitate and make the process of meetings more effective. Our vision is that the incorporation of social... more
Meetings are an integral part of the work place and society in general. Research in Computer Supported Cooperative Work attempts to facilitate and make the process of meetings more effective. Our vision is that the incorporation of social robots in such human-human collaborative settings can assist and improve the effectiveness of a meeting. In this paper we present an empirical study in which pairs of participants collaborate in a meeting scenario with a Nao humanoid robot. Using a within-subjects design, we manipulated the robot's role within the meeting as being either “active” versus “passive”/“service-oriented”. Our results show that the more active robot was deemed as more more alive and social, had the participants more emotionally involved and caused more verbal engagement from the participants as compared to a passive service robot. In conclusion, we speculate on the inclusion of a collaborative robot as a meeting partner.
... Other attempts to achieve an integrated enterprise modelling language include the Hatley/Pirbhai (H/P), Quantitative QFD (Q 2 FD) and WfMC Meta ... unable to deliver effectively the benefits that would be forthcoming from a method... more
... Other attempts to achieve an integrated enterprise modelling language include the Hatley/Pirbhai (H/P), Quantitative QFD (Q 2 FD) and WfMC Meta ... unable to deliver effectively the benefits that would be forthcoming from a method that integrated well over the entire EA domain. ...
The concept of a "virtual " environment has emerged from advances in computer networking, image processing, modeling, simulation and multimedia data representation. During the past few years the concept has been intensively... more
The concept of a "virtual " environment has emerged from advances in computer networking, image processing, modeling, simulation and multimedia data representation. During the past few years the concept has been intensively employed in Virtual Design Studios (VDSs) for teaching students both design and Internet technology issues. This paper presents the Web-based VDS as an environment for computer mediated and supported design education. The discussion of the principles, the current state, the advantages and the drawbacks of VDSs is based on our experience in organising four studios. The paper concludes with future trends in the development of VDSs. Educational Technologies and Design Education We are witnesses of fundamental changes in the methods and techniques employed to educate and train design students. These changes are the result of an invasion of computer mediated information technologies which meet the evolving needs of our increasingly technological society. The...
Design studios are places where designers work alone or collaboratively on design projects. Most design studios are now incorporating some collection of computer-based tools for handling electronic documents and communication. Following... more
Design studios are places where designers work alone or collaboratively on design projects. Most design studios are now incorporating some collection of computer-based tools for handling electronic documents and communication. Following the traditional office paradigm large amounts of project data files (such as drawings, documents, spreadsheets, databases, manuals, forms, communications, schedules and discussions) move around the studio from one computer workplace to another, where they are processed on the individual designer’s ‘desktop’. The use of fileserver technology is usually reduced to the most rudimentary operations of moving files from one shared disk to another. Sometimes the same information is unnecessarily duplicated, sometimes important files remain either locked on the personal computer or lost somewhere on a barely navigable list of shared directories on a file server.
An important security aspect of Virtual Worlds (in particular Virtual Worlds oriented towards commercial activities) is controlling participants’ adherence to the social norms (rules of behavior) and making them follow the acceptable... more
An important security aspect of Virtual Worlds (in particular Virtual Worlds oriented towards commercial activities) is controlling participants’ adherence to the social norms (rules of behavior) and making them follow the acceptable interaction patterns. Rules of behavior in the physical world are usually enforced through a post factum punishment, while in computer-controlled environments like Virtual Worlds we can simply block the actions that are inconsistent with the rules and eliminate rule violations as such. In order to facilitate enforcing the rules in such automatic manner and allow for frequent rule changes, the rules have to be expressed in a formal way, so that the software can detect both the rules and the actions that can potentially violate them. In this chapter the authors introduce the concept of Virtual Institutions that are Virtual Worlds with normative regulation of interactions. For development of such systems the authors employ the Virtual Institutions Methodol...
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Research Interests:
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Over the past decade, teaching and learning in virtual worlds has been at the forefront of many higher education institutions around the world. The DEHub Virtual Worlds Working Group (VWWG) consisting of Australian and New Zealand higher... more
Over the past decade, teaching and learning in virtual worlds has been at the forefront of many higher education institutions around the world. The DEHub Virtual Worlds Working Group (VWWG) consisting of Australian and New Zealand higher education academics was formed in 2009. These educators are investigating the role that virtual worlds play in the future of education and actively changing the direction of their own teaching practice and curricula. 47 academics reporting on 28 Australian higher education institutions present ...
Distributed collaboration over the Internet has become increasingly common in recent years, supported by various technologies such as virtual workspace systems. Often such collaboration is ad-hoc, and virtual workspaces are set up anew... more
Distributed collaboration over the Internet has become increasingly common in recent years, supported by various technologies such as virtual workspace systems. Often such collaboration is ad-hoc, and virtual workspaces are set up anew for each new instance of collaboration. We propose that much of the ad-hoc collaboration can be captured and transformed into patterns for reuse in future collaboration. This paper presents the results of the past five years of our work in this area. We introduce the notion of patterns of virtual ...
Ludmil Duridanov and Simeon Simoff call in their paper “'Inner Listening' as a Basic Principle for Developing Immersive Virtual Worlds” for an approach that focuses on visualisation as an important way of analysing a Virtual... more
Ludmil Duridanov and Simeon Simoff call in their paper “'Inner Listening' as a Basic Principle for Developing Immersive Virtual Worlds” for an approach that focuses on visualisation as an important way of analysing a Virtual World. They argued that immersive Virtual Worlds have developed on ad-hoc basis, driven mainly by the need for creating inhabited places for virtual communities and environments for distributed gameplay. The goal of achieving immersion has been mainly pursued using convincing 3D interactive graphics technology and the approaches to design have focused on the visualisation aspects, neglecting the “audio design” and the consistent integration of visual and audio designs. As the collaborative and community-related aspects of these environments are expected to be dominant in the future, the authors argue that there is a clear need to develop deeper underlying principles for the design of these inhabited virtual spaces. They conclude that Virtual Worlds of th...
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Contemporary Web-based electronic markets reflect the dominating content-based systems approach of Web 2.0. Though useful, these electronic markets are far from being believable trading places. Marketplace is where things and traders have... more
Contemporary Web-based electronic markets reflect the dominating content-based systems approach of Web 2.0. Though useful, these electronic markets are far from being believable trading places. Marketplace is where things and traders have presence, constituting a rich interaction space. The believability of the place depends on the believability of the presence and interactions in it, including the players' behaviour and the
The design of virtual workplaces that can support virtual work processes has traditionally been either adhoc, or has been influenced by the virtual architecture or requirements engineering disciplines. The problem with these approaches is... more
The design of virtual workplaces that can support virtual work processes has traditionally been either adhoc, or has been influenced by the virtual architecture or requirements engineering disciplines. The problem with these approaches is the difficulty in obtaining, and subsequently retaining and reusing, ready-made configurations of collaborative work processes. Such configurations naturally occur during the actual use of CVEs for conducting projects. Can we predict some elements of the evolution of a new ...
Electronic negotiation is an area in intelligent technologies that has witnessed significant development over the last decade, aiming at increased opportunities for entrepreneurs for global trade. Successful negotiation relies on an... more
Electronic negotiation is an area in intelligent technologies that has witnessed significant development over the last decade, aiming at increased opportunities for entrepreneurs for global trade. Successful negotiation relies on an understanding of how to 'play' the negotiation mechanism and ...
Absfracf - In rhis papec a model is proposed which combines multi-ple locul linear models wirh a novel modijiedpmbabilisric neural net-work (MPNN). Tlrepmposed model is shown ro pmvide improved mg-ularization with reduced compuration... more
Absfracf - In rhis papec a model is proposed which combines multi-ple locul linear models wirh a novel modijiedpmbabilisric neural net-work (MPNN). Tlrepmposed model is shown ro pmvide improved mg-ularization with reduced compuration utilizing semiporamerric model ...

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