Distribution and Collaboration



Computer-supported Cooperative Work, Telepresence, and Collaborative Virtual Environments



Cyberspace

Definition (Michael Benedikt, editor, Cyberspace: First Steps, 1994)

 

Computer-Supported Cooperative Work (CSCW)

e.g.

 

 

Paradigm Shift for Computing

Results from several convergent phenomena:

 

 

CSW Taxonomy

 

One Meeting Site

Multiple Meeting Sites

Synchronous Communications

Face-to-Face Interactions

  • Public Computer Displays

  • Electronic Meeting Rooms

  • Group Decision Support Systems

Remote Interactions

  • Shared View Desktop conference Systems

  • Desktop Conferencing with Collaborative Editors

  • Video Conferencing

  • Media Spaces

Asynchronous Communications

Ongoing Tasks

  • Team Rooms

  • Group Displays

  • Project Management

Communicationand Coordination

  • Vanilla email

  • Async conferencing bulletin boards

  • Stuctured messaging systems

  • Workflow management

  • Version Control

  • Meeting Schedulers

  • Cooperative hypertext, organizational memory

 

Asynchronous Groupware

 

Messages organized by topic, emphasizing dialogue

e.g. Comic Chat (Microsoft)

(D. Kurlander, David H. Salesin, T. Skelly. "Comic Chat." Proceedings of SIGGRAPH 96, in Computer Graphics Proceedings, Annual Conference Series, 225-236, August 1996.)



 

Messages organized by time, emphasizing broadcast of information

Especially those geographically or hierarchically peripheral to center of activity

 

Structured Messages, Agents and Workflow

 

Cooperative Hypertext and Organizational Memory

Synchronous Groupware

·        Collaboration transparency - single user software made available to group

·        Collaboration aware - rewritten software for group use

·        Groupkit (Roseman and Greenberg)

·        Rendevous (Patterson et al)

Supports parallel or sequential activity

 

 

 


1968 Version – Popular Science, June 1968









 

·        presentations

·        social activities

 

 

Another attempt at joining break rooms see for example: ( Gavin Jancke, Gina Danielle Venolia, Jonathan Grudin, J. J. Cadiz, Anoop Gupta," Linking public spaces”, Proceedings of CHI '01, March 2001, pp. 530-537)

 

 

 

 

 

 

 

 

 

 

 

 

Virtual Communities

"Virtual communities are social aggregations that emerge from the Net when enough people carry on those public discussions long enough, with sufficient human feeling, to form webs of personal relationships in cyberspace"

 



MBone


travelling between multicast-enabled portions of the network.

The collection of multicast tunnels forms a virtual multicast network (the MBone) that is implemented over the traditional Internet network.

Laboratory (LBL).

 

§         A list of users participating in the session is displayed on the left side of the tool while microphone and speaker controls are displayed on the right.

§         VAT users can obtain more information about other users by selecting a name in the list.


Users control various audio options from a "menu" panel.

 

Telepresence

Definition

Telepresence is the use of virtual reality to enter a shared, cyberspace, graphic environment for the purposes of human communication and interaction, or to become electronically present in a distant real-world environment for the purposes of remote-controlled action and / or observation.

Early Work:

Myron Krueger - Videoplace - non-invasive (video camera, image processing)

 



 

Contemporary Applications:

Telesurgery

World's First Full Telesurgery a Success






Da Vinci Robot




Collaborative Virtual Environments (CVEs)

CVE is a distributed multi-user virtual reality system:

CVEs for CSCW:

Teleconferencing in Collaborative Virtual Environments:

Structure of CVEs:

Supporting Tele-Immersive Environments

Sample CVE - Cavernsoft

Supports the rapid creation of new Tele-Immersive applications and eases the retrofitting of previously non-collaborative VR applications with Tele-Immersive capabilities

           

Sample Environments

SIMNET

 

SGI Flight and Dogfight

Doom

NPSNET-IV

 

 

Dive  - 1991

NICE - EVL -The Narrative Immersive Constructionist/Collaborative Environments Project



Avatars                                    Agents


Garden Family


Children can plant a vegetable garden

 

CAVERN: The CAVE Research Network

 

CavernSoft Applications


74 slices of a CT scan of a head

 

CAVEStudy project


Virtual Soccer


Visualization and steering of a molecular dynamics simulation
 

 Second Life - (Wikipedia)