| Ambiguity in Multimodal Interaction with Multi-touch Multi-user Graphics Tables | | BIBAK | Full-Text | 1-13 | |
| Jean-Paul A. Barthès; Alistair Jones; Atman Kendira; Dominique Lenne; Claude Moulin; Thierry Gidel | |||
| Graphics surfaces have a great potential for supporting cooperative work
provided they can accommodate a large enough team. However, using large
multi-user multi-touch tables leads to a problem of ambiguity as to know who is
actually interacting with the table, since gestures are anonymous. This problem
is even more severe when one introduces multimodal interaction for example
through vocal channels. At UTC we have built a system including a large
graphics table and peripheral devices for supporting preliminary cooperative
design using multimodal interaction. The paper relates the ambiguity problems
that we encountered and how we are trying to solve them. Keywords: Graphics tables; multi-touch multi-user tabletops; CSCW; cooperative design | |||
| WorkMail: Collaborative Document Workflow Management by Email | | BIBAK | Full-Text | 14-23 | |
| Davide Gazzè; Mariantonietta Noemi La Polla; Andrea Marchetti; Maurizio Tesconi; Andrea Vivaldi | |||
| Processing documents is a critical and crucial aspect for enterprises. The
management of documents involves several people and can be a long and
time-wasting process. We developed a document workflow engine based on email
paradigm. Exploiting a web application, the subject of the workflow, the
document, can be sent as an email attachment. Our solution overcomes the
current limitation in the use of Document Workflow software, especially
regarding user experience. With our system there is no need for users to learn
how a new framework works. In addition, users with different roles have
different customized view of the document. Moreover a suggest feature has been
implemented; the system suggests a possible receiver for the document,
depending on the document flow. Keywords: Documental Workflow; Web Technologies; Web based cooperation tools; Office
Automation; Information Management | |||
| Real-Time Mobile Distance Learning System for Smartphone | | BIBAK | Full-Text | 24-32 | |
| Jang Ho Lee | |||
| As more users are using mobile devices such as smartphones, the need for
mobile distance learning system has increased that provides higher
accessibility and portability than the traditional desktop-based counterparts.
Most of the mobile distance learning systems are asynchronous ones that only
allow students to download lecture video and lecture slides. They don't provide
synchronous capability that allows students to participate in an ongoing
lecture and interact with the lecturer in real time. Thus, we propose a
real-time mobile distance learning system for smartphone. The proposed system
allows students to watch and listen to the ongoing lecture with annotated
lecture slides in real time with their smartphones. It also provides real-time
text-based interaction between students and lecturer. Keywords: real-time distance learning; synchronous collaboration; mobile application;
smartphone | |||
| Cooperative Information Management of Degradation of Structures in Operation and Management | | BIBAK | Full-Text | 33-40 | |
| Takashi Aruga; Nobuyoshi Yabuki | |||
| Civil engineering structures are central part of infrastructures which are
indispensable to social life and economic activity. Civil engineering
structures are designed to be used for a long time. They are also expected to
keep their functions if natural disasters occur. Thus, the administrators
routinely perform maintenance of the structures. In recent years, a cooperative
effort between not only engineers but also public is performed to share various
information. Therefore, a framework in which the process of cooperative
information sharing and decision-making in maintenance management is required.
The objective of our research is to develop a framework for cooperative
decision-making in maintenance management. Thus, we investigated maintenance
management and degradation, and then, developed information models for better,
cooperative management. Keywords: cooperative information management; civil engineering structure; maintenance
management; degradation | |||
| Real-Time Resource Location Tracking in Building Information Models (BIM) | | BIBAK | Full-Text | 41-48 | |
| Aaron Costin; Nipesh Pradhananga; Jochen Teizer; Eric Marks | |||
| The purposes of this research are to develop and evaluate a framework that
utilizes the integration of commercially-available Radio Frequency
Identification (RFID) and a BIM model for real-time resource location tracking
within an indoor environment. A focus of this paper is to introduce the
framework and explain why building models currently lack the integration of
sensor data. The need will be explained with potential applications in
construction and facility management. Algorithms to process RFID signals and
integrate the generated information in BIM will be presented. Furthermore, to
demonstrate the benefits of location tracking technology and its integration in
BIM, the paper provides a preliminary demonstration on tracking valuable assets
inside buildings in real-time. The preliminary results provided the feasibility
of integrating passive RFID with BIM for indoor settings. Keywords: Building Information Modeling (BIM); Radio Frequency Identification (RFID);
indoor localization; real-time location tracking | |||
| Cooperative Integration of Product Model and Sensor Data Model for Knowledge Discovery | | BIBAK | Full-Text | 49-52 | |
| Nobuyoshi Yabuki; Yuta Ashida; Tomohiro Fukuda | |||
| In order to discover useful knowledge from a large amount of data observed
by many sensors which will be installed inside or outside of buildings and
houses, first, a product model was developed, based on IFC. Next, a sensor data
model was developed, based on NEES Reference Data Model. Then, these data
models were integrated. After developing the integrated data model, sensor
monitoring was executed at an office of Osaka University, and a product data of
the office was made. The monitoring data and the product data were stored in
accordance with the integrated data model, and data mining was successfully
performed for knowledge discovery. Keywords: data mining; product model; sensor data model; IFC; BEMS | |||
| Cooperative Decision Making Algorithm for Large Networks Using MapReduce Programming Model | | BIBAK | Full-Text | 53-56 | |
| Wojciech Indyk; Tomasz Kajdanowicz; Przemyslaw Kazienko | |||
| Recently, due to information explosion in our environment, complex networks
appear more frequently. Many types of networks, such as social networks,
biological structures, telecommunication networks and many others, consist of
huge amount of data which grows exponentially. Obviously, there is a problem
with processing such big datasets, especially in order to provide support for
decisions making. In general, structure of networks is not independent. It
means behaviour of single node in network depends on behaviour of others.
According to this property, decision making for particular network's node must
be based on gathered information from other nodes. Such a collaborative
decision making, based on dependencies of network's components induce more
accurate results. In this paper it is presented an early stage consideration of
sampling techniques based on node degree for decision making in huge networks
based on information sharing and propagation. We solve a problem of decision
assignment for each node using information propagation in a network. Proposed
collaborative decision making solution assumes decomposition of the problem
that allows distributed computing. Keywords: cooperative decision making; relational learning; mapReduce; social
networks; large databases; big data | |||
| Enabling Cooperative Educational Game Design on the Web | | BIBAK | Full-Text | 57-64 | |
| Navid Ahmadi; Mehdi Jazayeri; Monica Landoni | |||
| Educational game design environments enable end users to create computer
games and are used as an engaging medium to teach programming to novice
programmers. Although the cooperative dimension of end-user programming has
been recognized and collaboration among novice programmers is advised,
educational game design environments have remained solitary and desktop based,
with only limited support for sharing -- at most through a supplementary
Website. Inspired by cooperation benefits of Web 2.0, we have developed
AgentWeb, a fully Web-based game design environment that incorporates
cooperation tools into the game design process. Coupled with the participative
nature of Web 2.0 applications, AgentWeb enables a richer class of learning and
collaboration in which the download-upload operations are unnecessary and users
are given instant access to the design and implementation of other games. The
sharing of design is an enabling ingredient for cooperative design. We present
a preliminary evaluation of AgentWeb's usability. Keywords: End-user programming; collaborative design; educational game design; Web
2.0; cooperative applications | |||
| Learning Computer-Mediated Cooperation in 3D Visualization Projects | | BIBAK | Full-Text | 65-72 | |
| Mikhail Fominykh; Ekaterina Prasolova-Førland; Monica Divitini | |||
| Project work is becoming an important part of university education aiming at
preparing students for team-based activities in a workplace. However,
cooperation problems are common in the learning process. The major purpose of
this paper is to address these challenges by applying a three-dimensional
Collaborative Virtual Environment (3D CVE) as a platform for learning how
cooperation can be supported by technology. 3D CVEs, such as Second Life, have
become increasingly popular as cooperation and learning platforms, providing
wide possibilities for collaborative work, interaction, and visualization. In
the discussion, we use the results of an explorative case study conducted
within the Cooperation Technology course at the Norwegian University of Science
and Technology. Students were working in small groups on the projects aiming at
visualizing major curriculum concepts. We analyze collaboration in student
groups that occur on different levels and, as a result, provide a set of
implications for using 3D CVEs for learning computer-mediated cooperation. Keywords: 3D Collaborative Virtual Environments; collaboration; educational
visualizations; Second Life | |||
| Real-Time Stereoscopic Streaming of Medical Surgeries for Collaborative eLearning | | BIBAK | Full-Text | 73-77 | |
| Sven Ubik; Jiri Navratil; Petr Zejdl; Jiri Halak | |||
| Medical surgeries in various specialities have been recently enhanced by
modern devices with 3D vision for the surgeon. By transferring this 3D vision
in high quality and with low latency to distant locations, we can enable novel
collaborative teaching programs for medical students and doctors, also allowing
remote interaction with the surgeon.
We describe our experience with real-time long-distance stereoscopic transmissions of medical surgeries using a system for low latency streaming over packet networks. We discuss options for 3D transmission, 3D projection and experience of users that took part in multiple demonstrational transmissions. Keywords: robotic surgery; eLearning in medicine; collaborative teaching; 3D
transmissions | |||
| Scalable Integration of Multiple Health Sensor Data for Observing Medical Patterns | | BIBAK | Full-Text | 78-84 | |
| Hugo Sereno Ferreira; Tiago Boldt Sousa; Angelo Martins | |||
| With an aging global population, Ambient Assisted Living (AAL) attempts to
improve life expectancy and quality of life through the remote monitoring of
various health signals using personal and home-based sensors. Possible medical
conditions can be early ascertained by observable patterns over the patients'
health data. However, aggregating multiple raw signals and matching against
medical protocols can be computational and bandwidth intensive. Moreover,
adding new protocols requires non-trivial expertise to define necessary rules.
This paper describes a lightweight, scalable, and composable mechanism that
captures, processes and infers possible health problems from raw data obtained
from multiple sensors. Keywords: AAL; Sensor Networks; Healthcare Systems | |||
| Collaborating Using Intergroup Communications in Group-Based Wireless Sensor Networks: Another Way for Saving Energy | | BIBAK | Full-Text | 85-93 | |
| Miguel Garcia; Diana Bri; Jaime Lloret; Pascal Lorenz | |||
| Energy saving is the most important feature in wireless sensor networks
(WSN). An energy saving method is to perform a logical grouping of nodes and
add collaboration between them. In this paper, we show a method of
collaboration between groups based on the communication between neighboring
groups. Using this information, the groups will be able to create a
collaborative intergroup routing pool tree. This routing pool tree allows
collaboration between neighboring groups and also efficient delivery of data
from any group to the sink node. This collaborative group-based system has been
simulated and we have shown that it increases significantly the lifetime of
sensor nodes. Keywords: collaboration; group-based; intergroup; wireless sensor network | |||
| Empirical Evidence of Tags Supporting High-Level Awareness | | BIBAK | Full-Text | 94-101 | |
| Cong Chen; Kang Zhang; Takayuki Itoh | |||
| Awareness of other coworkers' activities is critical for collaborative
software development. However, high-level information has not been studied
extensively. This paper introduces the concept of high-level awareness. To
explore sources of such information, a case study on tag use in an open source
project is conducted. Evidence of tags supporting high-level awareness is
found, and tag use patterns and semantics are discussed. Keywords: kTag; High-level; Awareness; Case study; Empirical evidence | |||
| Rough Sets Methods for Working with Uncertainty | | BIBAK | Full-Text | 102-109 | |
| Sylvia B. Encheva | |||
| Firms of all sizes are forced to consider new collaboration partners in
order to prosper. The process of partner selection requires both serious
considerations and efficient decision making. Evaluating of firm's
collaboration options as well as a discussion of methods for ordering criteria
applied for ranking selected options are the subject of this work. Keywords: Evaluation; many valued logics; partner selection | |||
| Project Proposals Ranking Based on Closed Sets Properties | | BIBAK | Full-Text | 110-113 | |
| Sylvia B. Encheva; Sharil Tumin; Marina Z. Solesvik | |||
| Cooperative decision making is broadly understood as a consensus process
aiming to find the best possible solution for both a particular group as a
whole and for its members. While some of the researchers concentrate on the
human aspect of the process others work on providing technical solutions
facilitating both human and computer based decision makers. Ranking of projects
proposals applying closed sets theory is in the main focus of this work.
Particular attention is paid to involvement of generators and cover tuples. Keywords: Cooperative decision making; closed sets; ranking; intelligent systems | |||
| What Do Strokes Teach Us about Collaborative Design? | | BIBAK | Full-Text | 114-125 | |
| Catherine Elsen; Françoise Darses; Pierre Leclercq | |||
| Understanding collaborative design goes far beyond analyzing group dynamics,
tasks allocations or negotiation during decision-making processes. In this
paper, we focused on the collaborative sketching process, during which the
intentions of designers are supported by their sketches and by specific
strokes. Twelve professional designers attended an experimental design session,
where they were asked to express, share, capture or interpret sketches. A
qualitative and quantitative fine-grained analysis of strokes teach us (i) how
designers tend to deal with representations that are not theirs; (ii) what main
graphical key-features constitute the inner nature of the shared information
and (iii) how and when can this graphic essence be shared with collaborators. Keywords: Shared Representations; Preliminary Design; CSCW; SBIM | |||
| Communication between Physical and Virtual Models in Designing Smart Buildings | | BIBAK | Full-Text | 126-133 | |
| Ingeun Yi; Seongki Lee; Sunyoung Jang; Doyoung Kim; Sung-Ah Kim | |||
| The aim of this paper is to propose a collaborative design environment which
helps interact with virtual and physical models for the smart building design.
We propose the framework which enables design team to adopt BIM data in early
phase of design process and to make dynamic decision. We realize the '1to1'
communication system focusing on interactive façade design based on the
framework. The single connection can expand into manifold connections for the
cooperative design environment. Keywords: BIM; Smart Building; Interactive Wall; Kinetic Façade; Physical
Computing | |||
| Cased-Based Reasoning Based on Extension Theory for Conflict Resolution in Cooperative Design | | BIBAK | Full-Text | 134-142 | |
| Yanwei Zhao; Huan Wang; Huanhuan Hong; Jian Chen | |||
| Customer participation is common in cooperative design, which facilitates
the understanding and addressing of customers' requirements. Case-based
Reasoning (CBR) is an effective method for quickly finding cases that may
address customers' requirements. The challenges for applying CBR to fulfill
customers' requirements at an early design stage include the complexity of
requirements representation, the conflicts between different requirements, and
the development of similarity measures for retrieval. This paper presents our
work on the representation of both qualitative and quantitative requirements on
product performance on the basis of fuzzy matter-element. On that basis, a
similarity measure is developed using the side-distance in extension theory, to
achieve accurate retrieval and effective conflict resolution. A case study of a
screw air compressor is used to evaluate the proposed description method and
the similarity measure. It is shown that the proposed methods are viable and
effectively address the conflict resolution issue. Keywords: cooperative design; case based-reasoning; extension theory; conflict
resolution; fuzzy matter-element; retrieval | |||
| The Role of a City's Collective Memory in Supporting Cooperative Urban Design Learning | | BIBAK | Full-Text | 143-150 | |
| Sushardjanti Felasari; Chengzhi Peng | |||
| This paper reports on a study of how a city's collective memory can be
accessed to support cooperative urban design learning in university-based
education and training. We focus on how digital collective memory can be
developed and evaluated in supporting urban design learning activities. Using
Google Apps, a website was developed as a pilot virtual learning environment
through which students can access 3D city models and urban design learning
content. To evaluate the effectiveness of the digital collective memory on
supporting cooperative urban design learning, an experiment was conducted in a
real education setting. The result shows that the content of collective memory
as accessed by the students has significantly contributed to the development of
their group design tasks. Keywords: collective memory; cooperative learning; urban design; virtual learning
environment; Google Apps | |||
| Simulation and Optimization in Collaborative Ship Design: Innovative Approach | | BIBAK | Full-Text | 151-154 | |
| Marina Z. Solesvik; Tatiana Iakovleva; Sylvia B. Encheva | |||
| The paper presents software for simulation and optimization elaborated by a
Norwegian firm. This tool is applied by an international corporation which
consists of ship designers, suppliers of equipment, and R&D suppliers
during their collaborating projects with shipowners. This tool allows a better
coordination between participants of the design process situated in different
countries, simulation of vessel behaviour in different weather conditions, and
cost control. This tool can also be applied in other industries, for example,
car design. Keywords: cooperative design; shipbuilding; simulation; optimization; 3D models | |||
| Ronda: A Fine Grained Collaborative Development Environment | | BIBA | Full-Text | 155-162 | |
| Fernando Olivero; Michele Lanza; Marco D'Ambros | |||
| Programmers seldom work in isolation: Software development is a social human
activity, which therefore requires collaboration among the involved
programmers. We argue that the main vehicles for programming -- the integrated
development environments (IDEs) -- were designed without collaboration in mind.
IDEs focus on a single viewpoint of the system, hence team members are aware of
system changes only after the code is committed to the versioning system, which
delays discussions that would otherwise prevent conflicts.
We propose a novel IDE, named Ronda, devised from the ground up, to fully embrace the collaborative nature of programming. Such an IDE allows a team of developers to take part in development sessions, both individually and in a group, within the same environment, promoting awareness and coordination, by tracking, broadcasting and visualizing fine-grained changes to the system. | |||
| A Collaborative Expandable Framework for Software End-Users and Programmers | | BIBAK | Full-Text | 163-166 | |
| Tiago Almeida; Hugo Sereno Ferreira; Tiago Boldt Sousa | |||
| The quantity and complexity that end-users are increasingly demanding from
their applications and devices makes it impractical for a software developer to
"foresee" every possible combination and explore every valid alternative. One
solution is to empower end-users with tools that allows them to explore their
necessities in a collaborative framework, where novices and experts can
co-exist and share. We believe that such a tool could not only reduce the
number of "small", specific-tailored applications, but also foster discovery
and experimentation. Keywords: Component-based Programming; End-user Programming; Cooperative Programming | |||
| Fostering Collaboration in Software Development through a Visual Assistant to Unit Testing | | BIBAK | Full-Text | 167-170 | |
| Thomas Tamisier; Morgan Mathu; Fernand Feltz | |||
| Nowadays large software applications evidence the need to improve
collaboration within development teams. We present a new approach to the
validation, aiming at improving flexibility, collaboration support, and output
quality. Incorporated in an integrated development environment such as Eclipse,
it allows visualizing the scope and progress of the tests and updates this
information according to the evolution of the software and its use
requirements. Keywords: JUnit; Software Environment; Collaborative software editing | |||
| Cooperative Access to Hierarchical Data from Biotechnological Pilot-Plant | | BIBAK | Full-Text | 171-178 | |
| Dariusz Choinski; Mieczyslaw Metzger; Witold Nocon; Grzegorz Polaków; Barbara Rozalowska; Piotr Skupin | |||
| A hierarchy of data is dependent on the level of its complexity and on the
amount of knowledge needed for its interpretation. Cooperation between users of
the data at different levels of hierarchy requires development of plans to
access the data for individual users depending on their needs. Such plans can
be built basing on the common field of experience notion. The work presented in
the paper focuses on increasing the cooperation efficiency through the use of a
social bookmarking system maintaining the unambiguity of hierarchical knowledge
structures. Lack of such structures would significantly impair the cooperation
process. The proposed multiagent system contains ontologies for classifying
non-hierarchical components and enables the exchange and comparison of the data
structures. Thus, tags associated with the graph-based rules of social
bookmarking can be classified using strict hierarchical terms. Presented
solution was evaluated by supporting microscopic observations during
experimentation on biostimulation of biological wastewater treatment process. Keywords: social bookmarking; common field of experience; data hierarchy;
interdisciplinary cooperation; cooperative process control | |||
| A Study on Cooperative Community in Enterprise Cluster Based on Fuzzy Clustering | | BIBAK | Full-Text | 179-186 | |
| Shuangxi Huang; Hui Liang; Wei Su | |||
| With the intensification of competition in the market, the enterprises pay
more attention to inter-enterprise cooperation. We take the concept of
enterprise community in the cluster, build enterprise demand-service model, and
aggregate scattered enterprises into community by the way of fuzzy clustering.
The study of this problem can facilitate the cooperation between enterprises
and reduce the cost and complexity of cooperative communication. Keywords: enterprise cooperation; enterprise cluster; enterprise community; fuzzy
clustering | |||
| A Virtual Assembly Fat Model for Cooperative Assembly Processes of Large-Scale Product | | BIBAK | Full-Text | 187-194 | |
| Jinsong Bao; Yanchun Yang; Dianliang Wu | |||
| Large-scale, complex products are designed collaboratively by different
global manufacturers. This leads to problems of deciding manufacturing
tolerance of production's quality in the final assembly process. A new virtual
assembly model, called VAFM (Virtual Assembly Fat Model), is presented in the
paper. It integrates not only nominal CAD geometry, but also non-geometry
information (geometric dimensions and tolerances (GD&T), bill of materials
(BOM), process specifications, assembly deform and inspection data). All
information of the model will evolve, mature and derived gradually from "thin"
to "fat" during the whole cooperative assembly process. The paper presents the
definition of a VAFM, its framework and the evolution rules of the fat model.
The paper also presents a modeling language based on XML and its visualization.
Finally, a case showing the evolution of the VAFM in the assembly process is
illustrated. Keywords: VAFM; cooperative assembly; large-scale product; visualization; Virtual
assembly | |||
| Urban Infoscape for Sustainable Lifestyle of Smart Green City | | BIBAK | Full-Text | 195-202 | |
| Yoon Choe; Ingeun Yi; Yumi Song; Sung-Ah Kim | |||
| This research proposes the framework of urban infoscape that can affect the
user lifestyle through the nudge effect rather than relying on
suppliers-centered data visualization. To verify how the lifestyle changes by
using urban infoscape, we choose a place vulnerable to the misuse by users
within the university campus as a reduced version of urban public space. We
investigate various methodologies of information visualization with a
small-scale experiment. In addition, we will testify how much the framework of
urban infoscape can affect sustainable behavior. Positive results will be
applied to the public urban sculpture planning and individual assistant system
for sustainable lifestyle. Keywords: Infoscape; Sustainable Lifestyle; Information Visualization; Citizen
Awareness; User Engagement | |||
| Cooperative Information Sharing between a 3D Model and Structural Analysis Software for Railway Viaducts | | BIBAK | Full-Text | 203-206 | |
| Yasuo Fujisawa; Nobuyoshi Yabuki | |||
| Much effort has been being done to realize the concept of Building
Information Modeling (BIM) in building industry. In the civil infrastructure
domain, however, BIM has not been prevailing so much yet. To promote BIM in
this domain, advantages by adoption of the new methodology, especially the
cooperative aspect, must be clearly illustrated. In this paper, cooperative
information sharing methodology between a 3D model and structural analysis
software for railway viaducts is described. Keywords: BIM; 3D model; structural analysis; viaduct | |||
| A Zoomable Location-Based Dashboard for Construction Management | | BIBAK | Full-Text | 207-210 | |
| Annie Guerriero; Daniel Zignale; Gilles Halin | |||
| In the Architecture Engineering and Construction (AEC) sector, the activity
on building sites is largely mobile. The new devices (such as tablet) offer new
perspectives for the construction management and for location-based services.
This article presents a business practice and usage-centered method for service
specification and the study of a zoomable dashboard which relies on a
five-level location scale (from the site to the building element). Each level
of location is characterized by particular business practices and consequently
by specific visualizations. Keywords: Construction; service specification; usage; zoomable user interface | |||
| Collaborative System for HK-BEAM Green Building Certification | | BIBAK | Full-Text | 211-218 | |
| Jack C. P. Cheng; Vignesh Venkataraman | |||
| The built environment is moving towards sustainable development. The number
of green buildings increases worldwide in recent years. Green buildings are
environmentally, socially and economically desirable. However, the
certification of green buildings is often expensive and labor-intensive. The
document preparation and review process for green building certification is
iterative in nature and requires collaboration of many project participants,
certification organizations, and third party engineering consultants. In this
paper, we focus on the green building certification in Hong Kong. The BEAM
standard, established in 1996, is used for assessing and labeling green
buildings in Hong Kong and cities in mainland China. Based on the BEAM
standard, we have developed a web-based collaborative system that aims to
facilitate the document management and certification planning for BEAM. The
role-based access control of the system ensures the right information is
available to the right people. This paper presents the features and the
underlying logic of the system. Keywords: Green building certification; Collaborative system; Document management;
Hong Kong Building Environmental Assessment Method (HKBEAM) | |||
| A Metamodel to Describe nD CAD Visualization as Coordinated Multiple Views | | BIBAK | Full-Text | 219-226 | |
| Conrad Boton; Gilles Halin; Sylvain Kubicki | |||
| 4D/nD simulations are increasing the quality of project management in the
construction industry and many attempts are made to enable their collaborative
use. However, many limitations still exist, in particular the lack of
adaptation of the proposed visualization to the requirements of business users.
As collaboration in construction projects requires a special attention, it is
important to fit visualization to real business needs of practitioners. The
work in the present paper is part of a larger one that aims to propose a method
to adapt visualizations to business requirements for the construction industry,
using Model-Driven Engineering approach. It introduces a metamodel of
coordinated multiple views (CMV) that enable to describe 4D/nD visualizations
as CMV systems. Keywords: 4D/nD visualization; coordinated multiple views; adapted visualization;
cooperative context; business view; design method | |||
| Collaborative Visualization of Environmental Simulation Result and Sensing Data Using Augmented Reality | | BIBAK | Full-Text | 227-230 | |
| Nobuyoshi Yabuki; Shuhei Furubayashi; Yuuki Hamada; Tomohiro Fukuda | |||
| Thermal environment deterioration is a serious problem. To solve this
problem, qualitative and quantitative evaluation is necessary. Computational
Fluid Dynamics (CFD) analysis result and sensing data should be represented
more comprehensively so that novice people can understand and join discussion
on environmental design. In this research, therefore, a visualization technique
is proposed, combining visualization of CFD analysis result or sensing data
with Augmented Reality (AR), which can superimpose virtual objects onto the
video image. By using this system, multiple users, wearing head mounted
displays (HMD) can view the analysis result or sensing data onto the video
image of outdoors and can investigate countermeasures to solve environmental
problems cooperatively. So far, an AR-based outdoor CFD analysis result
visualization system has been developed by adopting our accurate registration
technique for outdoor AR using point cloud data. An AR-based outdoor sensing
data visualization system is under development. Keywords: collaboration; visualization; augmented reality; simulation; sensing | |||
| Availability of Mobile Augmented Reality System for Urban Landscape Simulation | | BIBAK | Full-Text | 231-238 | |
| Tomohiro Fukuda; Tian Zhang; Nobuyoshi Yabuki | |||
| This research presents the availability of a landscape simulation method for
a mobile AR (Augmented Reality), comparing it with photo montage and VR
(Virtual Reality) which are the main existing methods. After a pilot experiment
with 28 subjects in Kobe city, a questionnaire about three landscape simulation
methods was implemented. In the results of the questionnaire, the mobile AR
method was well evaluated for reproducibility of a landscape, operability, and
cost. An evaluation rated as better than equivalent was obtained in comparison
with the existing methods. The suitability of mobile augmented reality for
landscape simulation was found to be high. Keywords: Landscape simulation; augmented reality; mobile device; virtual reality | |||
| Tracking of the Subject Body Using Measurement of Active Quantity and Extraction of Color-Information | | BIBAK | Full-Text | 239-246 | |
| Miwa Takai | |||
| This study measures the active state of the subject body and tracks a body
part or whole body using Active Quantity and color-information. The active
state measures how a subject moves a body part from the movement of the subject
photographed in digital video camera lively with Active Quantity between 0.0
and 1.0. When a subject stands still or when a subject disappeared, the general
tracking has the problem that it is difficult to track a subject body. The
proposal method can know the active state of the subject by measuring the
movement of the subject with Active Quantity. And, this method can observe a
subject effectively in the remote control systems such as a surveillance camera
system, and the telemedicine system, because this study can estimate the active
state of the subject while tracking subject body. Keywords: Track; Move; Active; Color information | |||
| A Visualization System for the Comfort Analysis of Modular Architecture: A Case Study | | BIBAK | Full-Text | 247-254 | |
| Doyoung Kim; Seongki Lee; Sung-Ah Kim | |||
| According to the development of software, information sharing is possible
between architectural design areas and other areas. Theoretically, information
sharing has the advantage of should being able to quickly find to objective
analysis of alternatives and an alternative that meets the constraint for
designers. Although currently the design software that was made on
collaboration is available energy analysis through data compatible, there are
limits in terms of time and staff efficiency in design process. Thus, we will
try to implement the process to allow generative design, visualization of
analysis and optimization of alternative targeting factory manufacturing
building that BIM-based design has been carried out to date. First, extracted
information of the window as parameters among the building modeling information
generate alternatives. After analysis of temperature for each alternative,
modeling maps the color through the analyzed data. Consequently aesthetic of
the design, the objectivity and efficiency can be achieved concurrently. Keywords: BIM; Prefabricated Building; Building Facade; Generative Design;
Performance-Oriented Design; Design Collaboration | |||
| Incorporating H&S into Design and Construction: The Case for Integrating Serious Games Engines Technologies and 4D Planning for Collaborative Work | | BIBAK | Full-Text | 255-263 | |
| Nashwan Dawood; Jeoffrey Miller; Nobuyoshi Yabuki | |||
| The construction industry has problems with implementing and complying with
health and safety approaches and procedures. This area has seen a number of
papers analysing how it can effect production and how health and safety can be
improved within the industry.
Serious games provide an avenue designers and construction personnel to experience what occurs on a construction site and develop understanding of the way in which the building will constructed and the influence of different H&S procedures and rules before they enter a live construction site. These tools have traditionally been designed around the assumption of users engaging with present construction scenarios with the goal of experimenting with specific skills or behaviours that are important when interacting with the site for real. The construction industry has other tools it can exploit to increase the training value of serious games. 4d and 5d planning and visualisation tools and techniques can help expand the horizons of these types of training games. In particular, by merging virtual training environments with a 4d design ethos, the range of potential knowledge the game can impart would be significantly increased. This research paper is exploring how a cross-pollinisation of these two techniques can yield a richer environment for transferring skills and knowledge for collaborative design and construction within the context of H&S planning. Keywords: Construction industry; Games engines; 4D planning; Health and Safety;
Visualisation | |||