• Title/Summary/Keyword: Collaborative Work

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a Prototype System for collaborative Authoring Over a Network (네트워크 상에서의 공동저작 프로토타입 시스템)

  • Kim, Cha-Jong
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.4
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    • pp.1009-1021
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    • 1999
  • This paper describes the design principles and structure of a prototype system for collaborative authoring over a wide area network. The system includes extensive support for commenting and comment review, facilities for document space navigation, and tools for controlling and monitoring work group activity, including document locking and activity recording. The operational prototype provides a testbed for the examination of human computer interaction, group interaction, group support, document structures, and the problem and the history of efforts to address it.

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Product Development in the Network-Centric Engineering Environment: Concept and Approach (네트워크 기반 엔지니어링 환경에서의 제품 개발: 개넘과 접근방식)

  • 방건동
    • Korean Journal of Computational Design and Engineering
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    • v.5 no.1
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    • pp.79-87
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    • 2000
  • This paper presents an integrated but open product development environment for distributed and collaborative design. The web-based framework, called DOME, allows designers to build integrated models using both local and distributed resources, and to collaborate by exchanging services in a network-centric product development environment. Thus, an integrated model can be created while each participant focuses on his or her own area of expertise. A design problem model is created by connecting modules, which represent specific system components, analysis capabilities/software, disciplines, or organizations relevant to the problem. The modules interact with each other using service exchanges based upon the CORBA standard communication protocol. The goal of this framework is tall provide the ability to rapidly construct integrated design problem models to facilitate collaborative design work, improve product quality and reduce development time. Ultimately, it should allow specialized engineering applications and design problem models to operate under a common design environment.

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CPC Framework for Sharing Product Information Across Enterprises (기업간 제품정보 공유를 위한 협업적 제품거래 프레임워크)

  • Kim, H.;Kim, H.S.;Lee, J.H.;Jung, J.M.;Do, N.C.;Lee, J.Y.
    • Korean Journal of Computational Design and Engineering
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    • v.8 no.4
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    • pp.201-211
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    • 2003
  • Collaborative product commerce (CPC) is a newly emerging technology to support inter-enterprise collaboration through the product life-cycle. From the IT point of view, CPC is software technology to integrate product, process and resources of different enterprises using Web technologies. In this paper, we introduce a CPC framework for integrating product information across enterprises, which being developed as a part of the CPC project by ETRI. The product metadata represented by XML schema, which is compatible with ISO STEP PDM Schema standard, is presented to semantically and schematically integrate distributed product information. The web services technologies are discussed to support the interoperability of application systems related to the product development, such as CAD and PDM, where most of these applications run in a distributed environment. Finally, we implement the frame-work to integrate distributed product information.

Concurrency Control in a Computer-Supported Cooperative Environment (컴퓨터 지원, 협업 환경 하에서의 동시성 제어)

  • Seo, Yong-Mu
    • Asia pacific journal of information systems
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    • v.5 no.1
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    • pp.219-235
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    • 1995
  • Complexity of some problems often transcends the problem solving capability of human individuals. As such, we cannot but take a collaborative approach to those complex problems. Collaboration while using computing systems can take place through shared objects. However, current commercial DBMSs do not provide a satisfactory control for concurrent access to objects shared by collaborators. A new concurrency control scheme is proposed which will help a group of people work in a more collaborative and natural way. The idea of softlock is refined into three different kinds of softlocks and the roles of collaborators are taken into account in the proposal of the new scheme. Although these softlocks are illustrated together with read/write hardlocks in this paper, the use of softlocks can be extended to be exploited with other kinds of hardlocks, for example, of granularity locking.

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Epistemoligical and psychological foundation for computer mathematics education (컴퓨터 수학교육론의 인식론적, 심리학적 기초)

  • 류희찬;조완영
    • Journal of Educational Research in Mathematics
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    • v.8 no.2
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    • pp.621-634
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    • 1998
  • Emthusiasm about the introduction of computers into mathematics education is widespred. But, the perspectives about the relationship between mathematics education and computer are diverse. The purpose of this study is to examine theoretical background for using computers in mathematics education. In spite of the pedagogical possibilities of computers. only a small minority of mathematics teachers are using computers in mathematics classroom. It is natural to seek this obstacles within theoretical background of the teachers who manage computers, In this study, We discuss the problems in the two sides. First, due to increased computer activity, relationship of mathematics in school with mathematics in society is changing. It is tension between academic mathematics and practical mathematics. School mathematics have to be changed toward stressing practical mathematics. Second problem is the dialectical relationship between the individual and the collective. While maintaining a respect for the individuality of student contributions. We take into account the social dimension of mathematical meaning-making. We discussed theoretical clarification of work collaborative learning. We propose the case study for the roles of computer in collaborative mathematics learning.

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an RFID based Collaborative Production Support System for Automotive Module Parts (RFID기반 모듈화 부품 생산지원시스템에 관한 연구)

  • Kim, San-Lack;Ahn, Geon-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2008.06a
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    • pp.291-295
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    • 2008
  • 오늘날 정보기술(IT)은 다양한 산업분야 융화되어 기존 산업의 경쟁력을 강화하고 생산성 및 품질 향상의 견인차 역할을 수행하고 있다. 특히 생산 및 물류 분야에서 IT 융합을 통한 새로운 시너지 창출을 시도하고 있는 것이 RFID 기술이라 할 수 있다. 이미 정부 주도의 시범사업이 끝났으며, 2008년 공공기간 확산사업이 성공적으로 마무리되면, 본격적으로 산업분야 확산이 기대되고 있다. 본 논문에서 자동차 산업에서의 RFID 응용 모델로서 RFID 기반 지능형 직서열 생산시스템의 설계 및 구현에 대하여 기술한다. 직서열 시스템은 완성차 생산라인의 조립시간과 순서에 맞춰 모듈과 부품을 공급하는 협업 생산시스템이다. 자동차 조달물류 프로세스 혁신을 위하여 RFID 기술을 도입함으로써 협력기업간 정보 교환을 원활하게 지원하며 실시간 추적관리 체제의 구현을 이루고자 한다. 본 논문에서 제안하는 시스템은실시간 재고 파악 및 생산물량 예측이 가능하며, 이기종 부품 장착에 의한 조립불량률을 현저히 줄일 수 있는 장점이 있다.

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A Study for Consistency maintenance of the Shared data in Collaborative (협력시스템에서의 공유객체의 일관성 유지 방법에 관한 연구)

  • 원보규;정병수
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.221-223
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    • 2000
  • 협력시스템(collaborative System or Computer-Supported Cooperative Work)은 여러 사용자가 공동 작업을 하기 위해서 참여자간의 정보의 공유와 공조, 의사소통을 지원하는 컴퓨터 기술을 말한다. 오늘날의 CSCW는 기업체내에서의 기업업무 처리 측면에서 고려되는 시스템과 산업 디자인, 협력 편집기와 같이 특정 목적 시스템의 분야로 발전되어지는 경향이 있다. 산업 디자인과, 협력 편집기와 같은 시스템에서는 다수의 사용자가 동시에 하나의 공유객체를 제어하고, 처리하는 환경을 제공한다. 이러한 시스템은 세분화된 데이터의 공유방법과 제어 방법이 필요하다. 다수의 사용자에 의해서 공유객체에 대한 동시적 조작이 가할 때 공유객체는 일관적인 상태로 존재시키기 위해서 동시성 제어와 같은 일관성 유지 정책이 요구되어 진다. 본 논문에서는 협력시스템에서의 공유객체에 관한 일관성 유지 정책을 소개하고 기존 정책의 문제점과 개선된 방법을 소개한다.

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A novel qEEG measure of teamwork for human error analysis: An EEG hyperscanning study

  • Cha, Kab-Mun;Lee, Hyun-Chul
    • Nuclear Engineering and Technology
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    • v.51 no.3
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    • pp.683-691
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    • 2019
  • In this paper, we propose a novel method to quantify the neural synchronization between subjects in the collaborative process through electroencephalogram (EEG) hyperscanning. We hypothesized that the neural synchronization in EEGs will increase when the communication of the operators is smooth and the teamwork is better. We quantified the EEG signal for multiple subjects using a representative EEG quantification method, and studied the changes in brain activity occurring during collaboration. The proposed method quantifies neural synchronization between subjects through bispectral analysis. We found that phase synchronization between EEGs of multi subjects increased significantly during the periods of collaborative work. Traditional methods for a human error analysis used a retrospective analysis, and most of them were analyzed for an unspecified majority. However, the proposed method is able to perform the real-time monitoring of human error and can directly analyze and evaluate specific groups.

Nurse Educators' Experience of Developing and Implementing a High-fidelity Simulation-based Interprofessional Education Module for Medical and Nursing Students

  • Yun, KANG;Somyeong Kim
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.1-8
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    • 2023
  • Objective: Despite the recommendation of the use of high-fidelity simulation (HFS) in interprofessional education (IPE), there is little known about its work for nursing students. Thus, this study aimed to explore nurse educators' perceptions and experiences in developing and implementing the HFS-based IPE for nursing and medical students. Methods: This study used a case study, using reflective filed notes. Results: Nursing educators perceived HFS as an effective educational approach to engaging nursing and medical students actively in interprofessional collaborative practice (ICP) experiences and in evaluating their actual performance on it. In terms of their perspectives on the elements necessary for effective HFS-based IPE, four themes were identified: collaborative learning, co-facilitating debriefing, leadership commitment and active faculty involvement.

Collaborative Visualization of Warfare Simulation using a Commercial Game Engine (상업용 게임 엔진을 활용한 전투 시뮬레이션 결과의 협업 가시화)

  • Kim, Hyungki;Kim, Junghoon;Kang, Yuna;Shin, Suchul;Kim, Imkyu;Han, Soonhung
    • Journal of the Korea Society for Simulation
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    • v.22 no.4
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    • pp.57-66
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    • 2013
  • The needs for reusable 3D visualization tool has been being raised in various industries. Especially in the defense modeling and simulation (M&S) domain, there are abundant researches about reusable and interoperable visualization system, since it has a critical role to the efficient decision making by offering diverse validation and analyzing processes. To facilitate the effectiveness, states-of-the-arts M&S systems are applying VR (Virtual Reality) or AR (Augmented Reality) technologies. To reduce the work burden authors design a collaborative visualization environment based on a commercial game engine Unity3D. We define the requirements of the warfare simulation by analyzing pros and cons of existing tools and engines such as SIMDIS or Vega, and apply functionalities of the commercial game engine to satisfy the requirements. A prototype has been implemented as the collaborative visualization environment of iCAVE at KAIST, which is a facility for immersive virtual environment. The facility is intraoperative with smart devices.