Academic literature on the topic 'Groupware (Computer software) Mobile communication systems'

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Journal articles on the topic "Groupware (Computer software) Mobile communication systems"

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Julisar, Julisar. "Groupware sebagai Salah Satu Teknologi Informasi untuk E- Learning (Distance Learning)." ComTech: Computer, Mathematics and Engineering Applications 4, no. 2 (December 1, 2013): 646. http://dx.doi.org/10.21512/comtech.v4i2.2487.

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E-Learning is the process of distance learning by using of computer technology, computer network and/or Internet. E-Learning is delivered by utilizing computing devices. With e-learning, lecture material can be distributed either on-line using a network connection as well as off-line using a mobile media. One type of software used in distance learning is Groupware. It is a software product to support a group of people who share a task or goal to work together to achieve that goal. Two types of groupware technology are Electronic Teleconferencing and Real-time Collaboration Tools. Electronic Teleconferencing is electronic communication technology that allows two or more people in different locations to simultaneously conduct the conference. In Video Conference, participants in a location can see the other participants who are in different locations.
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Lin, Kuan-Yu. "User communication behavior in mobile communication software." Online Information Review 40, no. 7 (November 14, 2016): 1071–89. http://dx.doi.org/10.1108/oir-07-2015-0245.

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Purpose The purpose of this paper is to develop a research model examining users’ perceived needs-technology fit of mobile communication software through motivational needs and technological characteristics. The study investigated the effects of perceived needs-technology fit on user satisfaction and intention to continue using mobile communication software. Design/methodology/approach This study proposes a research model based on task-technology fit theory and uses and gratification theory, incorporating key determinants of users’ continuance intention toward mobile communication software. An online survey instrument was developed to collect data, and 403 questionnaires were used to test the relationships in the proposed model. Findings The causal model was validated using AMOS 21.0, and all nine study hypotheses were supported. The results indicated that users’ perceived needs-technology fit and satisfaction were crucial antecedents of their intention to continue using mobile communication software and that they mediated the influence of users’ needs as well as technological characteristics. Practical implications Mobile communication software practitioners should focus on enhancing users’ perceived needs-technology fit through motivational needs (utilitarian, hedonic, and social needs) and technological characteristics (mobile convenience, service compatibility, and user control) to further boost user satisfaction and intention to continue using mobile communication software services. Originality/value This study contributes to a theoretical understanding of factors explaining users’ continuance intention toward mobile communication software.
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Liu, Yi, Ermioni Qafzezi, Phudit Ampririt, Seiji Ohara, and Leonard Barolli. "FBPCQS-Fuzzy-Based Peer Coordination Quality Systems for P2P Networks." International Journal of Mobile Computing and Multimedia Communications 11, no. 3 (July 2020): 22–37. http://dx.doi.org/10.4018/ijmcmc.2020070102.

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This work presents a distributed event-based awareness approach for P2P groupware systems. The authors present two fuzzy-based systems for improving peer awareness and group synchronization according to four parameters: activity awareness (AA), sustained communication time (SCT), group synchronization (GS), and peer communication cost (PCC). Then, this research uses fuzzy-based model to decide peer coordination quality (PCQ). The authors call the proposed systems: fuzzy-based peer coordination quality (FBPCQ) systems (FBPCQS1 and FBPCQS2). The authors make a comparison study between FBPCQS1 and FBPCQS2. The simulations results conclude that when AA, GS, and SCT are high, the PCQ is high, but with increasing of the PCC, the PCQ is decreased. The proposed systems can choose reliable peers with good peer coordination quality in mobilePeerDroid mobile system. Comparing the complexity, the FBPCQ2 is more complex than FBPCQS1. However, FBPCQS2 considers also the PCC, which makes the system more reliable.
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XU, HAIPING, ZHIGUO ZHANG, and SOL M. SHATZ. "A SECURITY BASED MODEL FOR MOBILE AGENT SOFTWARE SYSTEMS." International Journal of Software Engineering and Knowledge Engineering 15, no. 04 (August 2005): 719–46. http://dx.doi.org/10.1142/s0218194005002518.

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Security modeling for agents has been one of the most challenging issues in developing practical mobile agent software systems. In the past, researchers have developed mobile agent systems with emphasis either on protecting mobile agents from malicious hosts or protecting hosts from malicious agents. In this paper, we propose a security based mobile agent system architecture that provides a general solution to protecting both mobile agents and agent hosts in terms of agent communication and agent migration. We present a facilitator agent model that serves as a middleware for secure agent communication and agent migration. The facilitator agent model, as well as the mobile agent model, is based on agent-oriented G-nets — a high level Petri net formalism. To illustrate our formal modeling technique for mobile agent systems, we provide an example of agent migration to show how a design error can be detected.
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Havlíček, Z., and J. Vaněk. "ICT and cooperative work." Agricultural Economics (Zemědělská ekonomika) 51, No. 10 (February 21, 2012): 469–74. http://dx.doi.org/10.17221/5139-agricecon.

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This article deals with the possibilities of making usage of ICT (Information and communication technology) to support cooperation among teams. There are two main approaches: systems based on the www technologies (intranets), and specialised systems, which are dedicated to cooperation (these systems are designated as groupware). Web technologies are the main element of the Internet. They are becoming the most important technology in the presentation layer of current business information systems. The web environment penetrates into all currently used applications. Its integration with all existing systems makes the users locally independent and enables them to use a variety of hardware and software platforms, as well as the advantages of mobile communications. The results of the issues discussed in the article are outlined in specific examples.
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CHEN, Chien-Sheng, Szu-Lin SU, and Yih-Fang HUANG. "Mobile Location Estimation in Wireless Communication Systems." IEICE Transactions on Communications E94-B, no. 3 (2011): 690–93. http://dx.doi.org/10.1587/transcom.e94.b.690.

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KO, Y. C. "Doppler Spread Estimation in Mobile Communication Systems." IEICE Transactions on Communications E88-B, no. 2 (February 1, 2005): 724–28. http://dx.doi.org/10.1093/ietcom/e88-b.2.724.

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Bagchi, Susmit. "The Software Architecture for Efficient Distributed Interprocess Communication in Mobile Distributed Systems." Journal of Grid Computing 12, no. 4 (June 6, 2014): 615–35. http://dx.doi.org/10.1007/s10723-014-9304-9.

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Ng, C. K., and H. W. Chan. "Performance modeling of level switching in multitier mobile communication systems." IEEE Transactions on Mobile Computing 5, no. 4 (April 2006): 430–44. http://dx.doi.org/10.1109/tmc.2006.1599410.

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SUZUKI, Yoshinori, and Kiyoshi KOBAYASHI. "Digitally-Controlled Polarization-Forming Transmitting Antenna for Mobile Satellite Communication Systems." IEICE Transactions on Communications E94-B, no. 6 (2011): 1707–15. http://dx.doi.org/10.1587/transcom.e94.b.1707.

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Dissertations / Theses on the topic "Groupware (Computer software) Mobile communication systems"

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Procopio, Michael J. "YCab.NET decentralized collaboration groupware for mobile devices using the Microsoft .NET Framework /." [Gainesville, Fla.] : University of Florida, 2002. http://purl.fcla.edu/fcla/etd/UFE1000155.

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Thesis (M.S.)--University of Florida, 2002.
Title from title page of source document. Document formatted into pages; contains 112 p.; also contains graphics. Includes vita. Includes bibliographical references.
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Patel, Mihir P. "Ycab.net cf collaboration groupware for mobile devices using the microsoft.net compact framework /." [Gainesville, Fla.] : University of Florida, 2004. http://purl.fcla.edu/fcla/etd/UFE0005123.

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Pradhan, Pushkar P. "Efficient group membership algorithm for ad hoc networks." [Gainesville, Fla.] : University of Florida, 2002. http://purl.fcla.edu/fcla/etd/UFE0000593.

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Tullio, Joseph. "Exploring the Design and Use of Forecasting Groupware Applications with an Augmented Shared Calendar." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/6941.

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Changes in work, along with improvements in techniques to statistically model uncertainty, have resulted in a class of groupware tools able to forecast the activities and/or attentional state of their users. This thesis represents an exploration into the design, development, and use of one such system. I describe the design and development of a groupware calendar system called Augur that is augmented with the ability to predict the attendance of its users. Using Bayesian networks, Augur models the uncertain problem of event attendance, drawing inferences based on the attributes of calendar events as well as a history of attendance provided by each user. This system was deployed to an academic workgroup and studied over the course of a semester. To more deeply explore the social implications of Augur and systems like it, I conducted a structured privacy analysis of Augur to examine the vulnerabilities inherent in this type of forecasting groupware system. I present an architecture, user interface, and probabilistic model for Augur. This work also addresses the feasibility of such a system and the challenges faced when deploying it to an academic workgroup. I also report on an exploration of the systems use by individuals, its effects on communication within working relationships, and its effectiveness with respect to the presence of domestic calendars. Finally, I present a set of implications for the workplace social environment with the introduction of Augur. Specifically, I show how the integrity of predictions generated by Augur can have consequences for the privacy of users and their representations through the shared calendar. Overall, this thesis is presented as an early exploration into the potential for a new class of forecasting groupware applications. It offers guidance and lessons learned for both designers and researchers seeking to work in this area. It also presents a complete calendar application as an example for building and studying such systems.
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Yang, Hongping. "Wiki message linking." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2907.

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Wiki Message Linking (WML) is a group communication tool that will be used between group members and the group leader. By using WML, group web pages are created and modified easily. From the WML, new pages are created and owned by their creators. The group leader and the page owner can modify the page, and the owner may give permission for other people to modify the web page; member can edit their works online and the leader can review the works and correct the works directly from the WML.
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Ayala-Bush, Mary T. (Mary Theresa). "Group Decision-Making in Computer-Supported Cooperative Work Environments." Thesis, University of North Texas, 1998. https://digital.library.unt.edu/ark:/67531/metadc277771/.

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Computer-Support Cooperative Work (CSCW) reflects the change in emphasis from using computers to solve problems to using computers to facilitate human interactions. Most studies, however, have focused on the use of the technology rather than on the human-human interaction (HHI) in these environments due to: the varied perspectives of the investigators; and the lack of a consistent variables. Although numerous studies exist on a variety of products, only limited research has been conducted with the most prevalent of the technologies in the marketplace, Lotus Notes™. This field study, conducted using Lotus Notes™, operationalizes a model proposed, but not tested, for the study of group decision-making in CSCW environments put forth by Kraemer and Pinsonneault (1990). This study examines the use of CSCW in the group decision-making process, the participation rate for group decision-making in CSCW environments, and the criteria for determining quality in group decisions in CSCW environments. The study also proposes a new perspective for examining technology using the human context, recommends extensions for the group study framework and explores areas for future research.
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Summet, Valerie Henderson. "Facilitating communication for deaf individuals with mobile technologies." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33878.

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Communication between deaf individuals and hearing individuals can be very difficult. For people who are born deaf, English is often a second language with the first language being American Sign Language (ASL). Very few hearing people in the United States sign or are aware of Deafness, Deaf culture, or how to appropriately communicate with people with hearing loss. In this thesis, I concentrate on the role that mobile technologies can play in ameliorating some of these issues. In formative work with Deaf teenagers in the metro-Atlanta area, I investigate the role that communication technologies play in the lives of many Deaf individuals and examine how these devices have effected their communication patterns and social circles. Specifically, the teens identified problems communicating with hearing individuals such as close friends and family in face-to-face situations. Having identified sign language use at home as one of the earliest interventions for Deaf children, I investigated the use of mobile phones for learning survival-level ASL. I created a prototype software application which presented short ASL lessons via either a mobile phone or desktop web-browser. The software presented the lessons via one of two different scheduling methods designed to take advantage of the spacing effect during learning. I designed and conducted a study of forty individuals with no prior ASL knowledge which compared the effects of both scheduling algorithm and platform. My results show that individuals who used a mobile phone platform and received a group of lessons at one time performed better on post-test receptive and generative ASL metrics than did participants in the three other conditions.
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Allam, Sean. "A model to measure the maturuty of smartphone security at software consultancies." Thesis, University of Fort Hare, 2009. http://hdl.handle.net/10353/281.

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Smartphones are proliferating into the workplace at an ever-increasing rate, similarly the threats that they pose is increasing. In an era of constant connectivity and availability, information is freed up of constraints of time and place. This research project delves into the risks introduced by smartphones, and through multiple cases studies, a maturity measurement model is formulated. The model is based on recommendations from two leading information security frameworks, the COBIT 4.1 framework and ISO27002 code of practice. Ultimately, a combination of smartphone specific risks are integrated with key control recommendations, in providing a set of key measurable security maturity components. The subjective opinions of case study respondents are considered a key component in achieving a solution. The solution addresses the concerns of not only policy makers, but also the employees subjected to the security policies. Nurturing security awareness into organisational culture through reinforcement and employee acceptance is highlighted in this research project. Software consultancies can use this model to mitigate risks, while harnessing the potential strategic advantages of mobile computing through smartphone devices. In addition, this research project identifies the critical components of a smartphone security solution. As a result, a model is provided for software consultancies due to the intense reliance on information within these types of organisations. The model can be effectively applied to any information intensive organisation.
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Kerr, Simon. "Visual based finger interactions for mobile phones." Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1006621.

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Vision based technology such as motion detection has long been limited to the domain of powerful processor intensive systems such as desktop PCs and specialist hardware solutions. With the advent of much faster mobile phone processors and memory, a plethora of feature rich software and hardware is being deployed onto the mobile platform, most notably onto high powered devices called smart phones. Interaction interfaces such as touchscreens allow for improved usability but obscure the phone’s screen. Since the majority of smart phones are equipped with cameras, it has become feasible to combine their powerful processors, large memory capacity and the camera to support new ways of interacting with the phone which do not obscure the screen. However, it is not clear whether or not these processor intensive visual interactions can in fact be run at an acceptable speed on current mobile handsets or whether they will offer the user a better experience than the current number pad and direction keys present on the majority of mobile phones. A vision based finger interaction technique is proposed which uses the back of device camera to track the user’s finger. This allows the user to interact with the mobile phone with mouse based movements, gestures and steering based interactions. A simple colour thresholding algorithm was implemented in Java, Python and C++. Various benchmarks and tests conducted on a Nokia N95 smart phone revealed that on current hardware and with current programming environments only native C++ yields results plausible for real time interactions (a key requirement for vision based interactions). It is also shown that different lighting levels and background environments affects the accuracy of the system with background and finger contrast playing a large role. Finally a user study was conducted to ascertain the overall user’s satisfaction between keypad interactions and the finger interaction techniques concluding that the new finger interaction technique is well suited to steering based interactions and in time, mouse style movements. Simple navigation is better suited to the directional keypad.
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Chavan, Rohit. "JAVA synchronized collaborative multimedia toolkit: A collaborative communication tool." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2549.

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In this project a collaboration multimedia toolkit, JSCMT (Java Synchronized Collaborative Multimedia Toolkit) was developed which is intended to connect a group of people located in different geographical locations who are working on the same project.
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Books on the topic "Groupware (Computer software) Mobile communication systems"

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Benjamin, Falchuk, and Panagos Euthimios, eds. The fabric of mobile services: Software paradigms and business demands. Hoboken, N.J: John Wiley & Sons, 2009.

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Writing mobile code: Essential software engineering for building mobile applications. Upper Saddle River, NJ: Addison-Wesley, 2005.

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Korpipää, Panu. Blackboard-based software framework and tool for mobile device context awareness. [Espoo, Finland]: VTT Technical Research Centre of Finland, 2005.

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McKeehan, Julie. Wireless for the Newton: Software development for mobile communications. Boston: AP Professional, 1995.

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Edward, Barrett, ed. Building mobile experiences. Cambridge, Mass: The MIT Press, 2012.

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Wood, David. Symbian for Software Leaders. New York: John Wiley & Sons, Ltd., 2005.

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Scott, Joel. GoldMine for dummies. Foster City, CA: IDG Books Worldwide, 2000.

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IEEE International Conference on Computer Systems and Applications (4th 2006 Shāriqah, United Arab Emirates). 2006 IEEE International Conference on Computer Systems and Applications : Sharjah, United Arab Emirates : March 8-11, 2006. Piscataway, N.J: IEEE, 2006.

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Hayes, Mattis. Java software and embedded systems. New York: Nova Science Publishers, 2010.

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Sudhir, Dixit, van Nee Richard, Ojanperä Tero, and SpringerLink (Online service), eds. Globalization of Mobile and Wireless Communications: Today and in 2020. Dordrecht: Springer Science+Business Media B.V., 2011.

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Book chapters on the topic "Groupware (Computer software) Mobile communication systems"

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Lee, Gi-Sung, Jong-Chan Lee, and Sang-Joon Park. "A Resource Allocation Supporting QoS in Mobile Communication Systems." In Computer Applications for Software Engineering, Disaster Recovery, and Business Continuity, 327–33. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-35267-6_43.

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Foong, Annie, Gary McAlpine, Dave Minturn, Greg Regnier, and Vikram Saletore. "An Architecture for Software-Based iSCSI: Experiences and Analyses." In NETWORKING 2005. Networking Technologies, Services, and Protocols; Performance of Computer and Communication Networks; Mobile and Wireless Communications Systems, 65–77. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11422778_6.

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Sosa, Mabel del V. "Revision of the Groupware Users Interface Development Methods." In Advanced Research and Trends in New Technologies, Software, Human-Computer Interaction, and Communicability, 587–94. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4490-8.ch051.

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Complexity inherent to groupware systems implies a considerable effort in design and development because of the need of multi-discipline collaboration work and the technical difficulty involved in the task (shared data, complicated collaborative activities, task distribution, group awareness, feedthrough, etc.). A key element for usability is the groupware user interface disposed to the enhancement of the group work quality in such aspects as coordination, communication, collaboration, etc. Different fields of computer science, HCI (Human Computer Interaction), CSCW (Computer Supported Cooperative Work), UCD (User Centered Design), and SE (Software Engineering), have contributed with the methodology, process, and tools model, which facilitates and improves different aspects of user interface development for collaborative environments. Still, the analyzed proposals do not completely cover the development process of a complete groupware system where interactive aspects are integrated with collaborative issues, not only in the interface but also in the application itself. Methodological proposals are analyzed in this chapter to detect how far they go in covering the development issues and trying to detect the strong and feeble points of every one, identifying the relevant aspects not yet covered in the fields dedicated to user interface development in this kind of system.
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Xiao, Lu, Gregorio Convertino, Eileen Trauth, John M. Carroll, and Mary Beth Rosson. "Supporting Culture in Computer-Supported Cooperative Work." In Encyclopedia of Human Computer Interaction, 567–73. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch084.

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Information Technology (IT) has a significant impact on our lives beyond mere information access and distribution. IT shapes access to services, technology, and people. The design and use of IT can change people’s communication styles and the way they work, either individually or in a group. The recent introduction of groupware and Computer Supported Collaborative Work (CSCW) systems enables people to collaborate with fewer time and space constraints and affects people’s lives and their cultures in the long term. CSCW is a new and fast developing research field. The terms groupware and CSCW were coined in the mid-1980s. The study of CSCW and groupware could be defined as a middle field of research between the study of single user applications (e.g., human-computer interaction [HCI] research) and applications for organizations (e.g., information systems [IS] or management information system [MIS] research) (Grudin, 1994). CSCW studies the way people work in groups as well as technological solutions that pertain to computer networking with associated hardware, software, services, and techniques (Wilson, 1991). There are several alternative labels used to denominate CSCW applications: groupware, group support systems (GSS), collaborative computing, workgroup computing, and multiuse applications. Some of the key issues studied in CSCW include commuter-mediated communication, awareness and coordination, and multi-user interfaces. However, there has been very limited research to account for culture in CSCW. In this article, we discuss the role of culture in the design and implementation of CSCW systems that support work in cross-cultural contexts. We first present two different perspectives on culture in the literature. We then review prior research in both HCI and IS fields and follow with a summary of preliminary research work in CSCW about cross-cultural group work. We conclude by discussing alternative approaches to design and by suggesting a theoretical tool that may inform future research on the cultural factors in CSCW.
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Hamidi, H., and K. Mohammadi. "Modeling Fault Tolerant and Secure Mobile Agent Execution in Distributed Systems." In Mobile Computing, 2739–51. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-054-7.ch207.

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A mobile agent is a software program which migrates from a site to another site to perform tasks assigned by a user. For the mobile agent system to support agents in various application areas, the issues regarding reliable agent execution, as well as compatibility between two different agent systems or secure agent migration, have been considered. Some of the proposed schemes are either replicating the agents (Hamidi & Mohammadi, 2005) or check-pointing the agents (Park, Byun, Kim, & Yeom, 2002; Pleisch & Schiper, 2001;) For a single agent environment without considering inter-agent communication, the performance of the replication scheme and the check-pointing scheme is compared in Park et al. (2002) and Silva, Batista, and Silva (2000). In the area of mobile agents, only few works can be found relating to fault tolerance. Most of them refer to special agent systems or cover only some special aspects relating to mobile agents, such as the communication subsystem. Nevertheless, most people working with mobile agents consider fault tolerance to be an important issue (Izatt, Chan, & Brecht, 1999; Shiraishi, Enokido, & Takzawa, 2003). Mobile agents are becoming a major trend for designing distributed systems and applications in the last few years and foreseeable future. It can bring benefits such as reduced network load and overcoming of network latency (Chan, Won, & Lyu, 1993). Nevertheless, security is one of the limiting factors of the development of these systems. The main unsolved security problem lies in the possible existence of malicious hosts that can manipulate the execution and data of agents (Defago, Schiper, & Sergent, 1998). Most distributed applications we see today are deploying the client/server paradigm. There are certain problems with the client/server paradigm, such as the requirement of a high network bandwidth, and continuous user-computer interactivity. In view of the deficiencies of the client/server paradigm, the mobile code paradigm has been developed as an alternative approach for distributed application design. In the client/server paradigm, programs cannot move across different machines and must run on the machines they reside on. The mobile code paradigm, on the other hand, allows programs to be transferred among and executed on different computers. By allowing code to move between hosts, programs can interact on the same computer instead of over the network. Therefore, communication cost can be reduced. Besides, mobile agent (Fischer, Lynch, & Paterson, 1983) programs can be designed to work on behalf of users autonomously. This autonomy allows users to delegate their tasks to the mobile agents, and not to stay continuously in front of the computer terminal. The promises of the mobile code paradigm bring about active research in its realization. Most researchers, however, agree that security concerns are a hurdle (Greenberg, Byington, & Harper, 1998). In this article, we investigate these concerns. First, we review some of the foundation materials of the mobile code paradigm. We elaborate Ghezzi and Vigna’s classification of mobile code paradigms (Ghezzi & Vigna, 1997), which is a collection of the remote evaluation, code on demand, and mobile agent approaches. In the next section, we address the current status of mobile code security. The following section presents the model for fault-tolerant mobile agent. In the next section, security issues of the mobile agent are discussed, and we discuss security modeling and evaluation for the mobile agent in the section after. In the following section, simulation results and influence of the size of agent are discussed. We then conclude the article.
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Oddershede, Astrid M., and Rolando A. Carrasco. "Perception of Mobile Technology Provision in Health Service." In Mobile Computing, 1408–28. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-054-7.ch116.

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In this chapter the user interface perception and resources for mobile technology (MT) support in health care service activities is investigated. Most procedures oriented to provide better operation and quality of health service depend on the existing information and communication technology (ICT) system. However, the implementation of new technology competes with funding available for health institutions resources, hence introducing them is complex. The technical difficulties encountered in using ICT are: an inadequate physical infrastructure, quality of service (QoS) issues, and insufficient access by the user to the hardware/software communication infrastructure. A case study by multi-criteria approach was investigated involving three categories of hospitals in Chile and empirical data was collected comprising diverse health sector representatives. The main contribution is the proposed research decision-making model using the analytic hierarchy process (AHP) to evaluate and compare information and communications systems as fixed, wireless, or computer-assisted provisions for health-related activities and to identify the high priority dimensions in a health care service.
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Cipolla-Ficarra, Francisco V., Alejandra Quiroga, and Valeria M. Ficarra. "The Promotion of European Tourism in the Emerging Countries." In Advanced Research and Trends in New Technologies, Software, Human-Computer Interaction, and Communicability, 350–63. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4490-8.ch032.

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The authors present the different communication strategies used for the promotion of European tourism in the emerging countries, through Power Point and pyramidal marketing. They also research the veracity and the persuasion strategies used in textual, visual, and hearing information, which go with the images in the interactive presentations. Finally, an analysis technique is presented to detect the possible potential tourists divided in relation to age, education, and knowledge of the use of computers or other interactive systems of mobile multimedia.
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van ‘t Hooft, Mark, Graham Brown-Martin, and Karen Swan. "Anywhere, Anytime Learning Using Highly Mobile Devices." In Mobile Computing, 144–51. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-054-7.ch013.

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In a world that is increasingly mobile and connected, the nature of information resources is changing. The new information is networked, unlimited, fluid, multimodal, and overwhelming in quantity. Digital technologies, such as mobile phones, wireless handheld devices, and the Internet, provide access to a wide range of resources and tools, anywhere and anytime. This type of access and connectivity has also had an impact on how we collaborate on projects and share media and therefore, greatly increases opportunities to learn inside and outside institutionalized school systems. Learners now have the tools to take learning beyond classrooms and the school day. The development of handheld devices can be traced back to Alan Kay’s vision of the Dynabook. As early as the 1970s, Kay envisioned a mobile, kid-friendly, notebook-sized computer with arti- ficial-intelligence capabilities that would support children’s learning inside and outside of school. Similar ideas soon followed in the form of devices such as the Psion I (1984), the GRiDPaD (1988), Amstrad’s PenPad, and Tandy’s Zoomer (1993), the Apple Newton (1993-1995), and the eMate (1997-1998). During the 1990s and early 2000s, Palm developed a series of handheld devices that defined the handheld market in North America, while Microsoft developed several versions of its Windows Mobile software that could be found on mobile devices made by such companies as HP, Dell, and more recently, Fujitsu Siemens (Bayus, Jain, & Rao, 1997; HPC Factor, 2004; Williams, 2004). There are also many devices whose primary function is entertainment or communication, including media players such as Apple iPods, portable gaming devices like the Sony PSP and the Nintendo DS, and, of course, mobile phones. These types of devices are becoming increasingly popular and multifunctional, with iPods being able to store and play music, pictures, and video; portable gaming devices sporting wireless capabilities for interaction between devices (and in the case of the PSP, Internet access); and mobile phones being used to shoot pictures and video, upload content to the Web or e-mail it elsewhere, do text messaging, and make phone calls. Whatever the device, convergence seems to be increasingly important, and growing numbers of young people are using these mobile, digital, and connected tools daily, whenever and wherever they need them, and this includes schools.
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Shah-Nelson, Clark. "Synchronous Tools in Support of Teaching and Learning." In Learning Management Systems and Instructional Design, 172–91. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-3930-0.ch009.

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Instant messaging and text chat, online collaborative whiteboards, web conferencing and other synchronous Web 2.0 tools are increasingly finding their way into higher education and are available in both commercially-branded and open source varieties. This chapter describes excellent practices and challenges in using these tools for synchronous and blended course delivery, collaboration, learning activities, and technical support, based on the author’s experience in online education and online-teaching support. Synchronous tools can provide immediate and efficient communication for instructors, learners and support staff, foster community and establish a heightened sense of social presence. An increasing number of practitioners in the field of distance learning are using synchronous tools to reach their learning and support objectives (Murphy and Rodríguez Manzanares, 2008). Today, institutions have a whole menu of synchronous tools to choose from, ranging from free and open-source software to more costly commercial enterprise systems. These tools enable education and support for teaching and learning to happen across great distances and on all types of mobile and not-so-mobile computer devices. This chapter will describe some of these tools, the types of needs that drive their use, and strategies for effective use and implementation.
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Wanless-Sobel, Colette. "Gender in Distance Education Technology." In Human Computer Interaction, 2278–86. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-87828-991-9.ch150.

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Distance education is defined by six pedagogical elements: (1) physical separation of teacher and learner; (2) regulatory function or influence of an educational organization; (3) media to connect teacher and learner; (4) two-way communication exchange between teacher and learner; (5) individualized pedagogy instead of group focus; and (6) “industrialized” facilitators, entailing less individuated instructors (Keegan, 1980). Distance education technologies include video (videotape, satellite delivery, microwave delivery, broadcast video, and desktop video), computers (e-mail, Web-based courses, video conferences, DVD, and CD-ROM), collaborative activity software (chat, discussion rooms, and white boards), voice /audio technology (telephone, voice mail, audio conferences, audiotapes, and radio), supplemental print material (books, study guides, workbooks, and FAX), mobile technology (laptop computers, PDAs, tablet PCs, and cell phones), and blended-learning combining one or more of these delivery methods together, including face-to face instruction. Distance education technologies as tools are situated in the larger context of technological and scientific knowledge, economic institutions, including the property and market institutions of capitalism, and social institutions, such as education, which historically has been unequal and exclusionary due to class structure and the system of gender and racial power relationships (Carroll & Noble, 2001). People barred or deterred from regular access to education in various ways have always been users of distance education technologies, starting with its inception as correspondence course education in the 19t h century and continuing today in high tech distance education classes with women comprising the majority of enrolled students (Hansen, 2001; Ossian, Christensen, & Rigby, 1968). The promise of distance education technologies in the 21s t century is for empowerment of students through democratization of knowledge, personalized pedagogy, and convenient access. Despite the promise and the current high enrollments in distance education courses, attrition rate is high in North America and Europe (Carr & Ledwith, 2000; Serwatka, 2005), and this is a concern to educators and social policy makers, who search for reasons to account for the discrepancy between promise and practice. While recognizing men students have high attrition in distance education courses, too, the fact is women comprise the majority of distance technology users. If educators and policy makers hope to use distance education technology to reach female students (and garner the interest of more male students as well), then issues of gender in distance education technology need to be addressed. A female gendered perspective on distance education technology reveals a number of variables that explain women’s disengagement and dissatisfaction with online educational delivery systems. Educators, secondary education institutions, and instructional software designers are some of the groups working to create and implement inclusive, constructivist, and rich multi-media instructional design (McLoughlin, 2001) that will accommodate a wide range of learner needs.
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Conference papers on the topic "Groupware (Computer software) Mobile communication systems"

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Bouanaka, Chafia, Faiza Belala, and Kamel Barkaoui. "A Tile Logic Based Semantics for Mobile Software Architectures." In Fourth International Workshop on Verification and Evaluation of Computer and Communication Systems (VECoS 2010). BCS Learning & Development, 2010. http://dx.doi.org/10.14236/ewic/vecos2010.6.

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Franceschini, Fiorenzo, Maurizio Galetto, Domenico Maisano, and Luca Mastrogiacomo. "The Problem of Distributed Wireless Sensors Positioning in the Mobile Spatial Coordinate Measuring System (MSCMS)." In ASME 2008 9th Biennial Conference on Engineering Systems Design and Analysis. ASMEDC, 2008. http://dx.doi.org/10.1115/esda2008-59296.

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Mobile Spatial coordinate Measuring System (MScMS) is a wireless-sensor-network based system developed at the Industrial Metrology and Quality Engineering Laboratory of DISPEA – Politecnico di Torino. It has been designed to perform simple and rapid indoor dimensional measurements of medium-large size objects (large scale metrology). It is made up of three basic parts: a “constellation” of wireless devices (Crickets), a mobile probe, and a PC to store and elaborate data. Crickets and mobile probe use ultrasound (US) transceivers in order to evaluate mutual distances. Each US device has a communication range limited by a cone of transmission within a nominal opening angle of about 170° and a maximum distance of no more than 8 m. The mobile probe location in the working volume is obtained by a trilateration, consequently it should communicate with at least 4 constellation devices at once. The system makes it possible to calculate the position — in terms of spatial coordinates — of the object points “touched” by the probe. Acquired data are then available for different types of elaboration (determination of distances, curves or surfaces of measured objects). During the system set-up, the constellation Crickets (beacons) are manually placed in the working volume (we define this operation as “positioning”). After that, their coordinates are determined as much precisely as possible (this operation is said “location”). The positioning of constellation devices is one of the most critical aspects in the system set-up. In principle, Crickets can be arranged without restrictions all around the measured object. However, the number and position of network devices are strongly related to the dimensions and shape of both the measuring volume and the measured object. The accuracy in the location of constellation devices is fundamental for the accuracy of the coordinates of the touched points during measurement operation. It is important to assure a full coverage of the space served by network devices by a proper alignment of US transmitters. For that reason, an ad hoc software “pre-processor” has been developed in order to help the operator in positioning and locating constellation devices in the working volume, according to the measuring space and the measured object dimensional characteristics. The aim of the paper is to introduce and describe this computer-assisted approach. Some preliminary results of experimental tests carried out on the system prototype are also presented and discussed.
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Horva´th, Imre, Zolta´n Rusa´k, Eliab Z. Opiyo, and Adrie Kooijman. "Towards Ubiquitous Design Support." In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-87573.

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Efficient computer support of product innovation processes has become an important issue of industrial competitiveness in the last forty years. As a consequence, there has been a growing demand for new computer-based tools and system. Various hardware, software and knowledge technologies have been used over the years as the basis of design support systems. With the appearance of network technologies, the conventional standalone workstation paradigm has been replaced by the paradigm of web-interconnected collaborative environments. Currently, the emerging and rapidly proliferating mobile and ubiquitous computing technologies create a technological push again. These technologies force us to reconsider not only the digital information processing devices and their interconnection, but also the way of obtaining, processing and communicating product design information. Many researches and laboratories are engaged with the development of novel concepts, architectures, tools and methods for next-generation design support environments. They will integrate many resources of the current collaborative design environments with pervasive computing functionality and large-scale mobility in a volatile manner. Part of the design support tools will have fixed location, but will be remotely accessible through wireless networks. Other part of the tools will be moving with the designers as portable, embedded, wearable and transferable devices, and will feature ad hoc connectivity. These not only offer new ways for aggregation, processing and presentation of design information, but also enable alternative ways of completing design activities. Our current research concentrates on three interrelated main issues: (i) studying workflow scenarios for future design support environment, (ii) investigation and integration of multiple technologies into an ad hoc interconnected heterogeneous infrastructure, and (iii) exploring efficient methods for utilizing new affordances in supporting product innovation. In this paper we report on the results of our recent technology study that analyzed the current results and trends of ubiquitous technology development, and tried to form a vision about the possible manifestation of future ubiquitous design support environments. Essentially, they have been conceptualized as ad hoc and volatile networks of fixed and mobile information collection, processing and communication units. This network functions as a complex service provider system, with special attention to the on-demand information management in the fuzzy front end of design projects.
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