Academic literature on the topic 'Multi-user collaboration'

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Journal articles on the topic "Multi-user collaboration"

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Hong, Seung Wan, Ahmed El Antably, and Yehuda E. Kalay. "Architectural design creativity in Multi-User Virtual Environment: A comparative analysis between remote collaboration media." Environment and Planning B: Urban Analytics and City Science 46, no. 5 (2017): 826–44. http://dx.doi.org/10.1177/2399808317733267.

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Previous studies have argued that a Multi-User Virtual Environment has the potential to foster creative collaboration, but empirical studies that examine this claim are rare. With a focus on architectural design, this study has investigated the affordance of Multi-User Virtual Environment for the production of novel and appropriate solutions in remote collaborative environments. Forty-four participants produced design solutions using Multi-User Virtual Environment and online sketching in remote collaboration. Four expert-judges assessed the novelty and appropriateness of the collaborative results, following the Consensual Assessment Technique. The results analyzed by paired samples T-test indicated that in remote collaboration, Multi-User Virtual Environment’s scores for both novelty and appropriateness were partially higher than those of online sketching. In remote collaboration, the immersion by avatars and co-presence with others in Multi-User Virtual Environment were perhaps more effective due to explicit communication cues used to share spatial information and collaborative procedure, compared to the two-dimensional, static representation of online sketching.
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Dong, Biao. "Multi-User Interactions Using Active Rule." Advanced Materials Research 945-949 (June 2014): 3396–99. http://dx.doi.org/10.4028/www.scientific.net/amr.945-949.3396.

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The main issue in designing the framework for multi-user interaction systems is to provide efficient collaboration mechanisms. The paper discussed characteristics of multi-user interactions, and proposed a hierarchical model for supporting multi-user collaboration. The model included four categories of attributes that defined the form of multi-user interaction - users, interactive task, interactive form and interactive effect. An active rule framework was constructed, including the concepts of the callback event, interactive event and composite event. This paper also described how to map a multi-user interaction model into events and rules.
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Sun, Chengzheng, Steven Xia, David Sun, David Chen, Haifeng Shen, and Wentong Cai. "Transparent adaptation of single-user applications for multi-user real-time collaboration." ACM Transactions on Computer-Human Interaction 13, no. 4 (2006): 531–82. http://dx.doi.org/10.1145/1188816.1188821.

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Li, Huiyu, Shisheng Zhou, Fan Zhang, and Chenglei Yang. "Immersive VR Theater with Multi-device Interaction and Efficient Multi-user Collaboration." Procedia Computer Science 147 (2019): 468–72. http://dx.doi.org/10.1016/j.procs.2019.01.274.

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Tucker, Andrea, Thierry Gidel, and Cédric Fluckiger. "Designing Physical-Digital Workspaces to Support Globally Collaborative Work." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (2019): 109–18. http://dx.doi.org/10.1017/dsi.2019.14.

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AbstractThis paper examines some aspects of physical-digital workspaces, focusing on multi-user, multi-touch technologies and how different workspaces impact collaboration. We introduce the concept of globally collaborative work. We chose to use case studies completed by groups of students in an engineering course to test different workspace modalities: the use of a large multi-touch table top in conjunction with a multi-touch board (vertical), the use of tablets with the multi-touch board, and finally the multi-touch board alone. The evaluation criteria are based on modes of interaction which emerge during globally collaborative work sessions: individual work, communication, coordination, cooperation and collaboration. We hypothesized that the workspaces would influence collaborative activity, expecting to see higher rates of collaboration in the table top environment than in the other two modalities studied. However, results showed less co-building and more cooperative work, as students divided their work and later attempted to negotiate a coherent product built on individual contributions. Lastly, we share a few design recommendations based on these results.
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Nakashima, Kousuke, Takashi Machida, Kiyoshi Kiyokawa, and Haruo Takemura. "A 2D–3D integrated tabletop environment for multi-user collaboration." Computer Animation and Virtual Worlds 18, no. 1 (2007): 39–56. http://dx.doi.org/10.1002/cav.160.

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Kim, Hyemi, Gun A. Lee, Ungyeon Yang, Taejin Kwak, and Ki-Hong Kim. "Dual Autostereoscopic Display Platform for Multi-user Collaboration with Natural Interaction." ETRI Journal 34, no. 3 (2012): 466–69. http://dx.doi.org/10.4218/etrij.12.0211.0331.

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GHINEA, GHEORGHITA, GEORGE D. MAGOULAS, and ANDREW O. FRANK. "INTELLIGENT PROTOCOL ADAPTATION IN A MEDICAL E-COLLABORATION ENVIRONMENT." International Journal on Artificial Intelligence Tools 13, no. 01 (2004): 199–218. http://dx.doi.org/10.1142/s021821300400148x.

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Distributed multimedia e-health applications have a set of specific requirements which must be taken into account if effective use is to be made of the limited resources provided by public telecommunication networks. Moreover, there is an architectural gap between the provision of network-level Quality of Service (QoS) and user requirements of e-health applications. In this paper, we address the problem of bridging this gap from a multi-criteria decision-making perspective in the context of a remote collaborative environment for back pain treatment. We propose adaptable data transport mechanisms, capable of responding to evolving networking, application and user requirements. To this end we present a framework which allows for not only construction of tailored multimedia communication protocols, but also for the inclusion of user requirements in such protocols. This is achieved by equipping our protocol adaptation mechanism with multi-criteria decision making based techniques that can be used to allocate resources according to their ratio-scale priorities in response to detection of system degradation or evolving user preferences. The applicability of our approach is illustrated in three usage scenarios.
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Punt, E., A. Afrooz, and C. Pettit. "PRECINCT SCALE LIVING LABORATORIES: CASE STUDY OF RANDWICK LIVING LAB." ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences VI-4/W2-2020 (September 15, 2020): 127–34. http://dx.doi.org/10.5194/isprs-annals-vi-4-w2-2020-127-2020.

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Abstract. The concept of Living Laboratory (LL) provides a novel grass-roots data-driven approach for collaborative design of place involving multiple stakeholders. In this paper we focused on reviewing the most common approaches utilised in the construct of user-centric LL. This is done by systematically reviewing methodologies and engagement techniques as well as presenting one LL milieu as a case study – Randwick Precinct Living Laboratory – and its key outcomes. In the case study we aimed to understand the design of a user-centric precinct scale LL where stakeholders were involved in the design of a precinct using a sketch planning approach. The novelty of the Randwick Precinct LL was the use of multi-table technologies and other digital planning tools such as a dashboard to support collaboration. The results suggest a sketch planning approach to facilitate and encourage both user-to-user and user-to-technology interaction and make the LL concept operate at precinct level. Moreover, this paper distils the lessons learned from Randwick Precinct Living Lab and explained how LL can contribute to inclusiveness, user contribution, high innovation, collaboration and consensus building.
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Pichiliani, Mauro C., and Celso Massaki Hirata. "Adaptation of Single-user Multi-touch Components to Support Synchronous Mobile Collaboration." Mobile Networks and Applications 19, no. 5 (2014): 660–79. http://dx.doi.org/10.1007/s11036-014-0512-0.

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Dissertations / Theses on the topic "Multi-user collaboration"

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Xia, Qian, and n/a. "Leveraging Single-User Applications for Multi-User Collaboration." Griffith University. School of Information and Communication Technology, 2006. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20070216.093300.

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People rely on off-the-shelf commercial single-user software systems in their daily lives and work to perform single-user tasks. People also need groupware systems to perform collaborative or group tasks. The goal of this thesis work is to develop innovative techniques for building computer applications that combine conventional single-user functionalities with advanced collaboration capabilities to effectively support people's individual and group work. This thesis work contributes an innovative Transparent Adaptation (TA) approach and associated supporting techniques that can be used to convert existing or new single-user applications into real-time multi-user collaborative versions without changing their source code. The transparently adapted collaborative systems not only support unconstrained collaboration and other collaboration features that were previously seen only in advanced groupware research prototypes, but also maintain the conventional functionalities and interface features that were previously seen only in commercial off-the-shelf single-user applications. Major technical contributions of the TA approach include techniques for adapting the single-user application programming interface to the data and operation models of the underlying generic collaboration technique and a generic system architecture for collaborative systems. The Operation Transformation (OT) technique has been chosen as the underlying collaboration technique for the TA approach due to its capability of supporting unconstrained collaboration and application independence. This thesis work has also made important contributions to OT by extending OT from supporting only collaborative plain text editing to supporting collaboration on complex data structures and comprehensive functionalities. To support the adaptation of complex data and operation models in a range of applications, this thesis work has contributed a package of advanced adaptation techniques for collaborative table editing and graphic object grouping. These techniques have not only increased the capability of TA, but have also advanced the state-of-the-art of collaborative editing techniques. To facilitate natural and smooth collaboration, this thesis work has contributed a multi-functional workspace awareness framework which is able to reduce the effort for developing workspace awareness features, and to be extended to support new workspace awareness features. Most importantly, this framework is able to deliver correct and precise workspace awareness information in the face of dynamic content and view changes in TA-based systems, which is an innovative feature unavailable in existing techniques. The TA approach and supporting techniques were developed and tested in the process of transparently converting two commercial off-the-shelf single-user applications - Microsoft Word and PowerPoint - into real-time collaborative applications, called CoWord and CoPowerPoint, respectively. CoWord and CoPowerPoint not only retain the functionalities and the 'look-and-feel' of their single-user counterparts, but also provide advanced multi-user collaboration capabilities for supporting multiple interaction paradigms, ranging from concurrent and free interaction to sequential and synchronized interaction, and for supporting detailed workspace awareness, including multi-user tele-pointers and radar views. The TA-based collaborative system architecture and the generic collaboration engine software component developed from this work can be reused in adapting a wide range of single-user applications.
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Chen, Weiya. "Collaboration in Multi-user Immersive Virtual Environment." Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS248/document.

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Les Environnements Virtuels Immersifs (EVI) peuvent être utilisés pour amener des utilisateurs, répartis géographiquement ou co-localisés, à partager un même monde virtuel pour collaborer. Si l’on compare aux situations distantes, les utilisateurs d’une immersion co-localisée collaborent aussi dans le monde virtuel, mais a contrario, partagent physiquement un même espace de travail. Cette co-localisation facilite le travail collaboratif en permettant des communications directes et des interactions sans médiation informatique entre les utilisateurs.Avec le développement de l'affichage multi-utilisateur et de la technologie de tracking, les dispositifs immersifs classiques basés sur la rétroprojection (ex. CAVE) peuvent offrir maintenant l'immersion pour plusieurs utilisateurs co-localisés en affichant différentes vues stéréoscopiques sans distorsion visuelle pour chacun d’eux. Dans ce contexte, la coexistence de l'information du monde virtuel et réel, en particulier lorsque les utilisateurs ne partagent pas un référentiel spatial commun, offre aux utilisateurs une nouvelle expérience perceptive et cognitive. Dans cette thèse nous nous sommes intéressés à la façon dont les utilisateurs se perçoivent et communiquent entre eux pour atteindre un contexte commun pour la collaboration, et aux moyens permettant d’élargir des scénarios collaboratifs déjà pris en charge dans ce type de dispositifs, basés sur des techniques de contrôle plus flexible des points de vue des utilisateurs. Cette thèse de doctorat traite donc principalement des problèmes perceptifs et de cohabitation que nous avons identifiés dans l’objectif d’assurer la sécurité et l’efficacité des collaborations co-localisées dans les environnements virtuels immersifs. Tout d'abord, nous avons mené une étude de cas pour examiner comment les conflits perceptifs modifieraient la communication entre les utilisateurs et leur performance. Deuxièmement, nous avons conçu et évalué des paradigmes de navigation appropriés pour permettre la navigation virtuelle individuelle tout en résolvant les problèmes de la cohabitation dans un espace de travail partagé physiquement limité. Enfin, sur la base des résultats de ces travaux, nous avons proposé un modèle dynamique générique qui intègre des contraintes de l'espace de travail physique et aussi ceux du monde virtuel pour gérer la collaboration co-localisée dans les systèmes immersifs multi-utilisateurs
Immersive virtual environment can be used to bring both geographically distributed and co-located users to the same virtual place for collaboration. Compared to remote situations, co-located users collaborate in the same virtual world on top of a shared physical workspace. This collocation allows direct user communication and interaction without computer mediation which facilitates collaborative work. With the development of multi-user display and tracking technology, classical projection-based immersive setups (e.g. CAVE) can now support group immersion for co-located users by offering individual stereoscopic views without visual distortion. In this context, the coexistence of information from the virtual and real world, especially when users do not share a common spatial reference frame, provides users with a new kind of perceptual and cognitive experience. We are interested in how users perceive and communicate with each other to achieve a shared context for collaboration, and how we can broaden supported collaborative scenarios with more flexible viewpoint control.This PhD thesis mainly addresses perceptual and cohabitation issues that we identified in the aim of supporting safe and efficient co-located collaboration in immersive virtual environment. First, we conducted a case study to examine how perceptual conflicts would alter user communication and task performance. Second, we concentrated on the design and evaluation of appropriate navigation paradigms to allow individual virtual navigation while solving cohabitation problems in a shared limited physical workspace. At last, based on the results of previous studies, we designed a generic dynamic navigation model which integrates constrains from the physical workspace and also the virtual world to enable co-located collaboration in multi-user immersive systems
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Johannesson, Daniel, and Christopher Doane. "Extending a model-based IDE : Implementing multi-user collaboration." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-140018.

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This report proposes an implementation of multi-user support to an existing model-based IDE called Arctic Studio which is created and maintained by ARCCORE AB. Arctic Studio is a  single-user embedded software development environment for developers utilizing the AUTOSAR standard. It is based on the Eclipse IDE and the Eclipse Modelling Framework (EMF). The  implementation takes the form of an Eclipse plugin using EMFStore.    Users face a challenge to maintain consistency between several versions of a model instance. This is currently solved with the use of version control systems like GIT or SVN or by using tools such as EMF Compare to manually merge models. These traditional version control systems are not well-suited for the structure of model files used in Arctic Studio. By having model-supported  version control, developers can synchronize changes in model representation and easily perform merges. To select an appropriate solution, the state of the art in version control techniques for model artifacts was presented. In this case, model artifacts are xml files that define model  instances. The version control system called EMFStore was selected as it can be integrated into the Arctic Studio product. The company ARCCORE also expressed a preference for EMFStore over other solutions and named that the ability to integrate the solution with Arctic Studio was desirable. Different methods for integrating EMFStore in Arctic Studio were explored and a  prototype was constructed to test the viability of using EMFStore for AUTOSAR models.  Limitations of the EMFStore implementation were documented and some of them addressed in the prototype implementation. This study concludes that EMFStore can, with some integration modifications, be setup to handle version control of AUTOSAR EMF model instances in Arctic Studio
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Webster, Kasey Johnson. "Using STAR-CCM+ to Evaluate Multi-User Collaboration in CFD." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/6094.

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The client-server architecture of STAR-CCM+ allows multiple users to collaborate on a simulation set-up. The effectiveness of collaboration with this architecture is tested and evaluated on five models. The testing of these models is a start to finish set-up of an entire simulation excluding computational time for generating mesh and solving the solution. The different models have distinct differences which test every operation that would be used in a general CFD simulation. These tests focus on reducing the time spent preparing the geometry to be meshed, including setting up for a conformal mesh between multiple regions in conjugate heat transfer models. Results from these five tests show a maximum speed up of 36%.
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Weerakoon, Prasad. "Multi-User Methods for FEA Pre-Processing." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/3255.

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Collaboration in engineering product development leads to shorter product development times and better products. In product development, considerable time is spent preparing the CAD model or assembly for Finite Element Analysis (FEA). In general Computer-Aided Applications (CAx) such as FEA deter collaboration because they allow only a single user to check out and make changes to the model at a given time. Though most of these software applications come with some collaborative tools, they are limited to simple tasks such as screen sharing and instant messaging. This thesis discusses methods to convert a current commercial FEA pre-processing program into a multi-user program, where multiple people are allowed to work on a single FEA model simultaneously. This thesis discusses a method for creating a multi-user FEA pre-processor and a robust, stable multi-user FEA program with full functionality has been developed using CUBIT. A generalized method for creating a networking architecture for a multi-user FEA pre-processor is discussed and the chosen client-server architecture is demonstrated. Furthermore, a method for decomposing a model/assembly using geometry identification tags is discussed. A working prototype which consists of workspace management Graphical User Interfaces (GUI) is demonstrated. A method for handling time-consuming tasks in an asynchronous multi-user environment is presented using Central Processing Unit (CPU) time as a time indicator. Due to architectural limitations of CUBIT, this is not demonstrated. Moreover, a method for handling undo sequences in a multi-user environment is discussed. Since commercial FEA pre-processors do not allow mesh related actions to be undone using an undo option, this undo handling method is not demonstrated.
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Ma, Wenjun. "AMMP-EXTN a user privacy and collaboration control framework for a multi-user collaboratory virtual reality system /." unrestricted, 2007. http://etd.gsu.edu/theses/available/etd-09142007-204819/.

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Thesis (M.S.)--Georgia State University, 2007.
Title from file title page. Ying Zhu, committee chair; G.Scott Owen, Robert W. Harrison, committee members. Electronic text (87 p. : ill. (some col.)) : digital, PDF file. Description based on contents viewed Feb. 7, 2008. Includes bibliographical references (p. 84-87).
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Hepworth, Ammon Ikaika. "Conflict Management and Model Consistency in Multi-user CAD." BYU ScholarsArchive, 2014. https://scholarsarchive.byu.edu/etd/5586.

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The NSF Center for e-Design, Brigham Young University (BYU) site has re-architected Computer Aided Design (CAD) tools, enabling multiple users to concurrently create, modify and view the same CAD part or assembly. This technology allows engineers, designers and manufacturing personnel to simultaneously contribute to the design of a part or assembly in real time,enabling parallel work environments within the CAD system. Multi-user systems are only as robust and efficient as their methods for managing conflicts and preserving model consistency. Conflicts occur in multi-user CAD when multiple users interoperate with the same or dependent geometry. Some conflicts can lead to model inconsistencies which means that each user's instance of the model are not identical. Other conflicts cause redundant work or waste in the design process. This dissertation presents methods to avoid and resolve conflicts which lead to model inconsistency and waste in the design process. The automated feature reservation method is presented which prevents multiple users from simultaneously editing the same feature, thus avoiding conflicts. In addition, a method is also presented which ensures that copies of the model stay consistent between distributed CAD clients by enforcing modeling operations to occur in the same order on all the clients. In cases of conflict, the conflicting operations are preserved locally for manual resolution by the user. An efficient model consistency method is presented which provides consistent references to the topological entities in a CAD model, ensuring operations are applied consistently on all models. An integrated task management system is also presented which avoids conflicts related to varying user design intent. Implementations and results of each method are presented. Results show that the methods effectively manage conflicts and ensure model consistency, thus providing a solution for a robust multi-user CAD system.
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French, David James. "Understanding and Addressing Collaboration Challenges for the Effective Use of Multi-User CAD." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/6229.

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Multi-user computer-aided design (CAD) is an emerging technology that promises to facilitate collaboration, enhance product quality, and reduce product development lead times by allowing multiple engineers to work on the same design at the same time. The BYU site of the NSF Center for e-Design has developed advanced multi-user CAD prototypes that have demonstrated the feasibility and value of this technology. Despite the possibilities that this software opens up for enhanced collaboration, there are now a new variety of challenges and opportunities to understand and address. For multi-user CAD to be used effectively in a modern engineering environment, it is necessary to understand and address both human and technical collaboration challenges. The purpose of this dissertation is to understand and address these challenges. Two studies were performed to better understand the human side of engineering collaboration: (1) engineers from multiple companies were interviewed to assess the collaboration challenges they experience, and (2) players of the multi-player game Minecraft were surveyed and studied to understand how a multi-user environment affects design collaboration. Methods were also developed to address two important technical challenges in multi-user CAD: (1) a method for detecting undo conflicts, and (2) additional methods for administering data access. This research addresses some of the important human and technical collaboration challenges in multi-user CAD. It enhances our understanding of collaboration challenges in engineering industry and how multi-user CAD will help address some of those challenges. It also enhances our understanding of how a multi-user design environment will affect design collaboration. The method developed for detecting conflicts that occur during local undo in multi-user CAD can be used to block conflicts from occurring and provide the user with some information about the cause of the conflict so they can collaborate to resolve it. The methods developed for administering data access in multi-user CAD will help protect against unauthorized access to sensitive data.
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Liu, Zhangbo. "Lacome: a cross-platform multi-user collaboration system for a shared large display." Thesis, University of British Columbia, 2007. http://hdl.handle.net/2429/378.

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Lacome is a multi-user cross-platform system that supports collaboration in a shared large screen display environment. Lacome allows users to share their desktops or application windows using any standard VNC server. It supports multi-user concurrent interaction on the public shared display as well as input redirection so users can control each other's applications. La-come supports separate types of interaction through a Lacome client for window management tasks on the shared display(move, resize, iconify, de-iconify) and for application interactions through the VNC servers. The system architecture provides for Publishers that share information and Navigators that access information. A Lacome client can have either or both, and can initiate additional Publishers on other VNC servers that may not be Lacome clients. Explicit access control policies on both the server side the client side provide a flexible framework for sharing. The architecture builds on standard cross-platform components such as VNC and JRE. Interaction techniques used in the window manager ensure simple and transparent multi-user interactions for managing the shared display space. We illustrate the design and implementation of Lacome and provide insights from initial user experience with the system.
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Briggs, Jared Calvin. "Developing an Architecture Framework for Cloud-Based, Multi-User, Finite Element Pre-Processing." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3813.

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This research proposes an architecture for a cloud-based, multi-user FEA pre-processing system, where multiple engineers can access and operate on the same model in a parallel environment. A prototype is discussed and tested, the results of which show that a multi-user preprocessor, where all computing is done on a central server that is hosted on a high performance system, provides significant benefits to the analysis team. These benefits include a shortened preprocessing time, and potentially higher-quality models.
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Book chapters on the topic "Multi-user collaboration"

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Rauterberg, Matthias. "Determinantes for Collaboration in Networked Multi-User Games." In Entertainment Computing. Springer US, 2003. http://dx.doi.org/10.1007/978-0-387-35660-0_38.

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Hoppe, Adrian H., Kai Westerkamp, Sebastian Maier, Florian van de Camp, and Rainer Stiefelhagen. "Multi-user Collaboration on Complex Data in Virtual and Augmented Reality." In HCI International 2018 – Posters' Extended Abstracts. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92279-9_35.

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Bohak, Ciril, Byeong Hak Kim, and Min Young Kim. "Web-Based Real-Time LADAR Data Visualization with Multi-user Collaboration Support." In Lecture Notes in Computer Science. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95270-3_17.

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Rhee, Seon-Min, Jiyoung Park, and Myoung-Hee Kim. "Multi-user Live Video in a Shared Virtual World for Enhanced Group Collaboration." In Technologies for E-Learning and Digital Entertainment. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11736639_143.

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Akatsu, Hiroko, Naotsune Hosono, Yasuyoshi Onoue, Sachika Hitomi, and Hiroyuki Miki. "Relationship Between Users’ Operational Characteristics and User Interfaces: Study of the Multi-function Printer." In Human Interface and the Management of Information: Supporting Learning, Decision-Making and Collaboration. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58524-6_44.

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Weber, Jens. "A Multi-user-collaboration Platform Concept for Managing Simulation-Based Optimization of Virtual Tooling as Big Data Exchange Service." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58967-1_17.

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Woo, Sungho, Eunjoo Lee, and Tsuyoshi Sasada. "The Multi-User Workspace for Collaborative Design." In CAAD futures 1997. Springer Netherlands, 1997. http://dx.doi.org/10.1007/978-94-011-5576-2_33.

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Bridge, P. "Collaborative Coding for Optical Fibre Multi-User Channels." In Performance Limits in Communication Theory and Practice. Springer Netherlands, 1988. http://dx.doi.org/10.1007/978-94-009-2794-0_6.

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Isabwe, Ghislain Maurice N., Renée Schulz, Frank Reichert, and Morgan Konnestad. "Using Multi-touch Multi-user Interactive Walls for Collaborative Active Learning." In HCI International 2019 – Late Breaking Posters. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-30712-7_26.

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Ismail, Ajune Wanis, and Mohd Shahrizal Sunar. "Collaborative Augmented Reality: Multi-user Interaction in Urban Simulation." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-05036-7_36.

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Conference papers on the topic "Multi-user collaboration"

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Xia, Steven, David Sun, Chengzheng Sun, David Chen, and Haifeng Shen. "Leveraging single-user applications for multi-user collaboration." In the 2004 ACM conference. ACM Press, 2004. http://dx.doi.org/10.1145/1031607.1031635.

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Nysetvold, Tom, and Chia-Chi Teng. "Collaboration tools for multi-user CAD." In 2013 IEEE 17th International Conference on Computer Supported Cooperative Work in Design (CSCWD). IEEE, 2013. http://dx.doi.org/10.1109/cscwd.2013.6580969.

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Osman, Hussein Al, Mohamad Eid, and Abdulmotaleb El Saddik. "Evaluating ALPHAN with Multi-user Collaboration." In 2008 12th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT). IEEE, 2008. http://dx.doi.org/10.1109/ds-rt.2008.23.

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Li, Kexin, Dou Sun, Yongwang Zha та Dianfu Ma. "Workflow Modeling Tool for Multi-User Collaboration". У Annual International Conference on Advances in Distributed and Parallel Computing ADPC 2010. Global Science and Technology Forum, 2010. http://dx.doi.org/10.5176/978-981-08-7656-2_a-36.

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Foster, Cheryl V., Yuri Shapirstein, Christopher D. Cera, and William C. Regli. "Multi-User Modeling of NURBS-Based Objects." In ASME 2001 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2001. http://dx.doi.org/10.1115/detc2001/cie-21256.

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Abstract This paper presents MUG, a multi-user environment for collaborative conceptual shape design. The majority of current research prototypes and commercial systems for collaborative modeling emphasize data sharing and markup. Collaborative 3D environments and virtual worlds usually restrict themselves to models with display representations (e.g., VRML) and asynchronous sharing of distinct objects. Our MUG prototype enables collaborative modeling of individual shapes: multiple users, operating at a distance, working on the same design. In our current work, we have focused on collaborative shape modeling of NURBS — allowing users to select control points and concurrently manipulate the same entity. To achieve this functionality, we have developed a protocol for synchronous mathematical construction of NURBS forms. We have adopted a multi-client/single server architecture in which changes are synchronized at a collaboration server and propagated to the clients. Our implementation uses Sun Microsystems’ Java, along with the Java3D and JavaSpaces extensions. In addition, as part of this work, we have developed a Java-based NURBS library, as well as faceting and rendering routines specifically suited for a light-weight collaborative environment. We believe that as network connectivity continues to radically reshape the design process, we need to enable new design techniques based on intimately shared design spaces. We believe that our approach illustrates one channel in which collaborative engineering systems can be better integrated with collaborative work environments.
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Hill, J. Logan, and John L. Salmon. "Feasibility Study of Multi-User Collaboration Awareness Concepts in Computer-Aided Design Applications." In ASME 2016 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/imece2016-67127.

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New, experimental, synchronous, multi-user CAD systems, such as BYU’s NXConnect, allow users to work together simultaneously in the same CAD model. Although multi-user CAD comes close to approximating the old collaborative drafting table experience, NXConnect still falls short in a few key areas, most notably of which is in collaboration awareness. This results in redundant work and lost time. Investigation was done with other multi-user software to see what features help each user to be aware of what is being worked on. This resulted in a proposed plugin for NXConnect consisting of two elements: a preview-based real-time feature update and a temporary plane indicating where a user is creating a sketch. Teams using NXConnect with and without the plugin were studied. Teams using the plugin found a small improvement in working collaboratively.
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Hayashi, Yuji, Ilmiawan Shubhi, and Hidekazu Murata. "User Collaboration for Interference Cancellation on Multi-User MIMO Communication Systems." In 2015 IEEE 82nd Vehicular Technology Conference (VTC Fall). IEEE, 2015. http://dx.doi.org/10.1109/vtcfall.2015.7391186.

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Cao, Dongxing. "Real-time multi-user spatial collaboration using ARCore." In MOBILESoft '20: IEEE/ACM 7th International Conference on Mobile Software Engineering and Systems. ACM, 2020. http://dx.doi.org/10.1145/3387905.3388601.

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Neogy, Rupayan, Jonathan Zong, and Arvind Satyanarayan. "Representing Real-Time Multi-User Collaboration in Visualizations." In 2020 IEEE Visualization Conference (VIS). IEEE, 2020. http://dx.doi.org/10.1109/vis47514.2020.00036.

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Steinert, Bastian, Michael Grünewald, Stefan Richter, Jens Lincke, and Robert Hirschfeld. "Multi-user multi-account interaction in groupware supporting single-display collaboration." In 5th International ICST Conference on Collaborative Computing: Networking, Applications, Worksharing. IEEE, 2009. http://dx.doi.org/10.4108/icst.collaboratecom2009.8290.

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