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1.
《Information & Management》1999,36(6):321-328
The development and validation of an instrument to measure meeting success has been described in earlier work. This instrument is now revalidated in organisational meetings where Group Support Systems (GSS) were employed to support meeting processes. In addition, a derived version of the instrument for measurement of longitudinal meetings is introduced.  相似文献   

2.
It is widely accepted that the inspection of software artifacts can find defects early in the development process and gather information on the quality of the evolving product. However, the inspection process is resource-intensive and involves tedious tasks, such as searching, sorting, and checking. Tool support for inspections can help accelerating these tasks and allows inspectors to concentrate on tasks particularly needing human attention. Only few tools are available for inspections. We have thus developed a set of groupware tools for both individual defect detection and inspection meetings to lower the effort of inspections and to increase their efficiency. This paper presents the Groupware-supported Inspection Process (GrIP) and describes tools for inspecting software requirements. As only little empirical work exists that directly compares paper-based and tool-based software inspection, we conducted a family of experiments in an academic environment to empirically investigate the effect of tool support regarding defect detection and inspection meetings. The main results of our family of experiments regarding individual defect detection are promising: The effectiveness of inspectors and teams is comparable to paper-based inspection without tool support; the inspection effort and defect overlap decreases significantly with tool support, while the efficiency of inspection teams increases considerably. Regarding tool support for inspection meetings the main findings of the experiments are that tool support considerably lowers the meeting effort, supports inspectors in identifying false positives, and reduces the number of true defects lost during a meeting. The number of unidentified false positives is still quite high.  相似文献   

3.
This paper reports the results of novel quantitative research on multiple people’s personal note-taking in meetings with the long-term aim of aiding the creation of innovative meeting understanding applications. We present three experiments using a large number of group meetings taken from the Augmented Multi-party Interaction meeting corpus. Statistical techniques were employed for this work. Our findings suggest that temporal note-taking overlap information and the semantic content of the written private notes taken by many meeting participants both point to the majority of the most informative meeting events. Thus, the characteristics of note-taking can be seen as a contributing feature for new automatic meeting summarisation approaches and for the development of future meeting browser environments that better support the needs of individuals and organisations.  相似文献   

4.
Much working time is spent in meetings and, as a consequence, meetings have become the subject of multidisciplinary research. Virtual Meeting Rooms (VMRs) are 3D virtual replicas of meeting rooms, where various modalities such as speech, gaze, distance, gestures and facial expressions can be controlled. This allows VMRs to be used to improve remote meeting participation, to visualize multimedia data and as an instrument for research into social interaction in meetings. This paper describes how these three uses can be realized in a VMR. We describe the process from observation through annotation to simulation and a model that describes the relations between the annotated features of verbal and non-verbal conversational behavior. As an example of social perception research in the VMR, we describe an experiment to assess human observers’ accuracy for head orientation.
Dennis ReidsmaEmail: URL: http://hmi.ewi.utwente.nl/
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5.
In this paper we survey our research on smart meeting rooms and its relevance for augmented reality meeting support and virtual reality generation of meetings in real time or off-line. The research reported here forms part of the European 5th and 6th framework programme projects multi-modal meeting manager (M4) and augmented multi-party interaction (AMI). Both projects aim at building a smart meeting environment that is able to collect multimodal captures of the activities and discussions in a meeting room, with the aim to use this information as input to tools that allow real-time support, browsing, retrieval and summarization of meetings. Our aim is to research (semantic) representations of what takes place during meetings in order to allow generation, e.g. in virtual reality, of meeting activities (discussions, presentations, voting, etc.). Being able to do so also allows us to look at tools that provide support during a meeting and at tools that allow those not able to be physically present during a meeting to take part in a virtual way. This may lead to situations where the differences between real meeting participants, human-controlled virtual participants and (semi-) autonomous virtual participants disappear.
Dirk HeylenEmail:
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6.
Meetings are at the heart of the software development process (SDP) and can be of different types. The present article first proposes an abstract cognitive model for meetings, which represents how different types of meetings are affected by cognitive activities at different stages within the SDP. Second, and based on the analysis of meetings at different stages of SDP, it proposes the removal of such meetings from some of the stages within the program by using a cognitive evaluation model for meetings and their replacement, instead, with information and communication technology tools and techniques by means of a cognitive evaluation model. The abstract cognitive model and the evaluation model are validated empirically through experimentation, carried out through a detailed analysis of a target group composed of information technology professionals. © 2011 Wiley Periodicals, Inc.  相似文献   

7.
In the last 20 years, several methodologies, models and tools have been developed for the analysis and optimisation of manufacturing systems in order to propose general improvements. Many of these techniques make extensive use of data modelling, simulation, decision-making support, expert systems and reference models. This paper presents the first outcome of a piece of research work to integrate manufacturing process analysis into an integrated modelling framework covering all aspects related to the shop-floor as it really is. The main methodologies and software tools have been identified and evaluated and the results tested on industrial examples. As a result of this evaluation it has been possible to identify the inefficiencies of the techniques. These problems are connected with integrating the different types of data to be analysed—such as quality, time, costs, resource capacity, productivity, flexibility or improvements—into a single analysis environment. The inefficiencies detected enable us to present a general framework for making better use of modelling techniques for manufacturing process analysis. Received July 2005 / Accepted January 2006  相似文献   

8.
Facilitating meetings is not an easy task. To assist the facilitator, we have been designing intelligent support systems, which can help contextual sensemaking, decision making and action. However, these systems are constructed based on behavioral models that provide guidelines to understand participant behaviors. This paper presents an ontology to describe participants’ behaviors in collaborative design meetings and rules that correlate them with the group’s acceptance of the final product. This ontology describes the group dynamics at collocated meetings, using verbal and non-verbal cues of attention shifts and attention maintenance as its basic constructs. The objective of creating this ontology was to better understand face-to-face meetings to eventually help meeting facilitators identify issues that may lead to dissatisfaction with the final product through behavioral cues. The ontology was derived through extensive analysis of a series of engineering design session videos. The design group was composed of experts with similar backgrounds, but working in different divisions of the same company. Different points of view were argued and decisions were made at the end of each meeting. After each meeting, participants were asked to asynchronously commit to the decisions made in the group. Our ontology can be used to identify the factors that lead to an undesired outcome, and now serves as a basis for a new project, which uses rules to support design meetings, improve final artifact acceptance and reduce rework. Our conclusions point out correlations between designers’ behaviors and future artifact acceptance and actions that interrupt or bring back group attention. The ontology was validated through application to other meeting situations. These findings may guide software developers in the creation of tools to support group design, and may be applied by an intelligent system.  相似文献   

9.
Concept learning provides a natural framework in which to place the problems solved by the quantum algorithms of Bernstein-Vazirani and Grover. By combining the tools used in these algorithms—quantum fast transforms and amplitude amplification—with a novel (in this context) tool—a solution method for geometrical optimization problems—we derive a general technique for quantum concept learning. We name this technique “Amplified Impatient Learning” and apply it to construct quantum algorithms solving two new problems: Battleship and Majority, more efficiently than is possible classically.  相似文献   

10.
Many believe that ubiquitous computing will succeed when it has faded into the background of everyday life and work—that is, when it has become mundane. This paper examines the potential for technology to enhance users’ experience of their environments through the improvement of the unremarkable activities that comprise everyday experience. Based on a year-long longitudinal study, we describe how we designed, deployed, and evaluated technology to support and enhance a common but unremarkable practice: the act of connecting a portable computer to a shared display (e.g., VGA projector). We found that new capabilities of our technology introduced subtle but significant changes in the practices surrounding the sharing of information in meetings. However, we also met with substantial challenges in terms of deployment, adoption, and evaluation. We analyze and discuss these challenges in depth, in order to inform the design of future mundane, pervasive applications.  相似文献   

11.
This paper describes our recently developed system which captures pen strokes on physical whiteboards in real time using an off-the-shelf video camera. Unlike many existing tools, our system does not instrument the pens or the whiteboard. It analyzes the sequence of captured video images in real time, classifies the pixels into whiteboard background, pen strokes and foreground objects (e.g., people in front of the whiteboard), extracts newly written pen strokes, and corrects the color to make the whiteboard completely white. This allows us to transmit whiteboard contents using very low bandwidth to remote meeting participants. Combined with other teleconferencing tools such as voice conference and application sharing, our system becomes a powerful tool to share ideas during online meetings  相似文献   

12.
It becomes more and more recognized that children should be involved in a product’s design and evaluation process. Many findings report on the methodology for usability research with children. However, there has been relatively little analysis of likeability research with children. In this paper, we propose the laddering method—traditionally a marketing method among adults—for likeability research in the domain of child–computer interaction. Three exploratory cases will be described. The cases report on the use of the laddering method with children aged between 7 and 16 to evaluate the likeability of two games. The lessons learnt about the use of the laddering method will be discussed in great detail. In order to adapt the laddering method to work with children, we recommend a variation of this method and call it the ‘contextual laddering method’.  相似文献   

13.
The focus of this article is on the creation of a collection of sentences manually annotated with respect to their sentence structure. We show that the concept of linear segments—linguistically motivated units, which may be easily detected automatically—serves as a good basis for the identification of clauses in Czech. The segment annotation captures such relationships as subordination, coordination, apposition and parenthesis; based on segmentation charts, individual clauses forming a complex sentence are identified. The annotation of a sentence structure enriches a dependency-based framework with explicit syntactic information on relations among complex units like clauses. We have gathered a collection of 3,444 sentences from the Prague Dependency Treebank, which were annotated with respect to their sentence structure (these sentences comprise 10,746 segments forming 6,341 clauses). The main purpose of the project is to gain a development data—promising results for Czech NLP tools (as a dependency parser or a machine translation system for related languages) that adopt an idea of clause segmentation have been already reported. The collection of sentences with annotated sentence structure provides the possibility of further improvement of such tools.  相似文献   

14.
In the multiagent meeting scheduling problem, agents negotiate with each other on behalf of their users to schedule meetings. While a number of negotiation approaches have been proposed for scheduling meetings, it is not well understood how agents can negotiate strategically in order to maximize their users’ utility. To negotiate strategically, agents need to learn to pick good strategies for negotiating with other agents. In this paper, we show how agents can learn online to negotiate strategically in order to better satisfy their users’ preferences. We outline the applicability of experts algorithms to the problem of learning to select negotiation strategies. In particular, we show how two different experts approaches, plays [3] and Exploration–Exploitation Experts (EEE) [10] can be adapted to the task. We show experimentally the effectiveness of our approach for learning to negotiate strategically.  相似文献   

15.
With increasing interest by the software development community in software process improvement (SPI), it is vital that SPI programs are evaluated and the reports of lessons learned disseminated. This paper presents an evaluation of a program in which low-rigour, one-day SPI assessments were offered at no cost to 22 small Australian software development firms. The assessment model was based on ISO/IEC 15504 (SPICE). About 12 months after the assessment, the firms were contacted to arrange a follow-up meeting to determine the extent to which they had implemented the recommendations from the assessment.Comparison of the process capability levels at the time of assessment and the follow-up meetings revealed that the process improvement program was effective in improving the process capability of 15 of these small software development firms. Analysis of the assessment and follow-up reports explored important issues relating to SPI: elapsed time from assessment to follow-up meeting, the need for mentoring, the readiness of firms for SPI, the role of the owner/manager, the advice provided by the assessors, and the need to record costs and benefits. Based on an analysis of the program and its outcomes, firms are warned not to undertake SPI if their operation is likely to be disrupted by events internal to the firm or in the external environment. Firms are urged to draw on the expertise of assessors and consultants as mentors, and to ensure the action plan from the assessment is feasible in terms of the timeframe for evaluation. The RAPID method can be improved by fostering a closer relationship between the assessor and the firm sponsor; by making more extensive use of feedback questionnaires after the assessment and follow-up meeting; by facilitating the collection and reporting of cost benefit metrics; and by providing more detailed guidance for the follow-up meeting.As well as providing an evaluation of the assessment model and method, the outcomes from this research have the potential to better equip practitioners and consultants to undertake software process improvement, hence increasing the success of small software development firms in domestic and global markets.  相似文献   

16.
Relevance-based abstraction identification: technique and evaluation   总被引:1,自引:1,他引:0  
When first approaching an unfamiliar domain or requirements document, it is often useful to get a quick grasp of what the essential concepts and entities in the domain are. This process is called abstraction identification, where the word abstraction refers to an entity or concept that has a particular significance in the domain. Abstraction identification has been proposed and evaluated as a useful technique in requirements engineering (RE). In this paper, we propose a new technique for automated abstraction identification called relevance-based abstraction identification (RAI), and evaluate its performance—in multiple configurations and through two refinements—compared to other tools and techniques proposed in the literature, where we find that RAI significantly outperforms previous techniques. We present an experiment measuring the effectiveness of RAI compared to human judgement, and discuss how RAI could be used to good effect in requirements engineering.  相似文献   

17.
Electronic calendars are important tools that are used by consumers on a daily basis. However, scheduling a meeting that involves persons with different commitments and preferences remains a difficult task. Meeting scheduling is difficult because current calendaring applications cannot handle the responsibility of automatically and autonomously managing time slots. This paper presents a distributed multi-agent system architecture in which each person is represented by an agent. These agents automatically and autonomously work together to assist different users to book meetings on their behalf. Each agent has the capability to manage, negotiate and schedule tasks, meetings, events, appointments for its assigned user. In this multi-agent system, the agents coordinate their activities and negotiate on behalf of their associated users to find a solution that satisfies the users' meeting requirements and preferences. A prototype of this system is implemented to demonstrate how the agents can automatically book meetings.  相似文献   

18.
Reachability analysis asks whether a system can evolve from legitimate initial states to unsafe states. It is thus a fundamental tool in the validation of computational systems—be they software, hardware, or a combination thereof. We recall a standard approach for reachability analysis, which captures the system in a transition system, forms another transition system as an over-approximation, and performs an incremental fixed-point computation on that over-approximation to determine whether unsafe states can be reached. We show this method to be sound for proving the absence of errors, and discuss its limitations for proving the presence of errors, as well as some means of addressing this limitation. We then sketch how program annotations for data integrity constraints and interface specifications—as in Bertrand Meyer’s paradigm of Design by Contract—can facilitate the validation of modular programs, e.g., by obtaining more precise verification conditions for software verification supported by automated theorem proving. Then we recap how the decision problem of satisfiability for formulae of logics with theories—e.g., bit-vector arithmetic—can be used to construct an over-approximating transition system for a program. Programs with data types comprised of bit-vectors of finite width require bespoke decision procedures for satisfiability. Finite-width data types challenge the reduction of that decision problem to one that off-the-shelf tools can solve effectively, e.g., SAT solvers for propositional logic. In that context, we recall the Tseitin encoding which converts formulae from that logic into conjunctive normal form—the standard format for most SAT solvers—with only linear blow-up in the size of the formula, but linear increase in the number of variables. Finally, we discuss the contributions that the three papers in this special section make in the areas that we sketched above.  相似文献   

19.
Olfaction—or smell—is one of the last challenges which multimedia and multimodal applications have to conquer. Enhancing such applications with olfactory stimuli has the potential to create a more complex—and richer—user multimedia experience, by heightening the sense of reality and diversifying user interaction modalities. Nonetheless, olfaction-enhanced multimedia still remains a challenging research area. More recently, however, there have been initial signs of olfactory-enhanced applications in multimedia, with olfaction being used towards a variety of goals, including notification alerts, enhancing the sense of reality in immersive applications, and branding, to name but a few. However, as the goal of a multimedia application is to inform and/or entertain users, achieving quality olfaction-enhanced multimedia applications from the users’ perspective is vital to the success and continuity of these applications. Accordingly, in this paper we have focused on investigating the user perceived experience of olfaction-enhanced multimedia applications, with the aim of discovering the quality evaluation factors that are important from a user’s perspective of these applications, and consequently ensure the continued advancement and success of olfaction-enhanced multimedia applications.  相似文献   

20.
Multimodal support for social dynamics in co-located meetings   总被引:1,自引:0,他引:1  
In this paper, we present a system that employs perceptual technologies (i.e. technologies that perceive the context through sensors such as cameras and microphone) to provide feedback about people’s behaviour in small group meetings. The system measures aspects of behaviour that are relevant to the social dynamics of the meeting, speaking time and gaze behaviour, and provides visual feedback about these aspects to the meeting participants through a peripheral display. We describe the system properties and the perceptual components. Also, we present a study aimed at evaluating the effect of such a system on meeting behaviour. Groups of participants, amounting to 82 participants in all, discussed topics of general interest. Analysis of the data of 58 participants showed that feedback influenced the behaviour of the participants in such a way that it made over-participators speak less and under-participators speak more. Analysis of the micro-patterns of six participants indicated that feedback on gaze behaviour had little effect on the interaction dynamics. We conclude that perceptual technologies can be used to build services that may help people to improve their meeting skills and we consider some ways in which such systems may be deployed in meetings.  相似文献   

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