This document discusses remote collaboration tools that allow individuals in different locations to work together. These tools facilitate communication, coordination, and collaboration through features like audio/video conferencing, instant messaging, document sharing, and screen sharing. They range from basic webcasts to fully interactive web conferences. Such tools combine functions from communication, collaboration, and coordination software to enable real-time synchronous participation from remote locations. They support both peer-to-peer meetings and webinar formats for presentations. Standards are needed to ensure global interoperability of these remote collaboration tools.
Digital Convergent Design Considerations for Interactive TV di8it
This document discusses considerations for designing interactive television services that converge across digital media. It provides an overview of key concepts for convergent design including affordances, semiotic design, and meta-communication. Empirical research findings are presented on user behaviors and perceptions of interactive television. The research found some users prefer using internet services on separate devices rather than through their televisions. While many perceive interactive TV features as easy to use, fewer are comfortable entering financial details. The document emphasizes the importance of user-centered design and understanding user mental models when designing convergent services.
1. For a positive user experience, the whole system is more important than individual devices, as the intelligence of the platform is greater than any single device.
2. Results come from fragmented interactions across multiple devices and situations, not from a single device.
3. The key design challenge is the system architecture and how the parts can connect, rather than any single device's capabilities. User actions activate relationships between parts.
1. For a positive user experience, the whole system is more important than individual devices, and the intelligence of the platform is more important than single devices which can be replaced.
2. Results come from fragmented interactions across multiple devices and situations, not a single device.
3. The key design challenge is the system architecture - how the parts connect and relate, rather than any single device's capabilities. The roles and uses of devices depend on their relationships within the flexible system.
The document discusses the EXPERIMEDIA project which aims to accelerate research on the Future Media Internet through experimental testbeds. It will create "smart venues" like sports centers and cultural sites to explore new forms of social interaction and experiences that blend the online and real world. The project seeks to engage diverse user communities in its research and development cycle to gain insights. It will issue competitive calls to fund experiments in areas like live spectator sports and collaborative sports training.
This document summarizes research on consumer multi-screening behavior across devices like smartphones, tablets, laptops, and TVs. Some key findings include:
1. Most consumer media time is spent in front of screens, with over 90% of all media interactions occurring on digital screens.
2. The device chosen is often driven by context - where consumers are, what they want to accomplish, and how much time is needed.
3. There are two main modes of multi-screening: sequential screening by moving between devices, and simultaneous screening using multiple devices at once.
The New Multi-screen World: Understanding Cross-platform Consumer Behaviormobiledreams
This document summarizes research into consumer multi-screening behavior across devices like smartphones, computers, tablets, and TVs. Some key findings include:
1) Most consumer media time is spent in front of screens, with people frequently using multiple devices simultaneously or sequentially.
2) The device chosen is often based on context - where one is, the task, and time available. Television is one of the most common secondary devices used with others.
3) Smartphones have the most daily interactions and serve as a starting point for multi-screening activities across devices. Portable screens allow flexible task achievement between locations.
Introducing a simple way of programing robots, hardware in general and various approaches developed by Microsoft Research Cambridge. The talk was held at the MSRC Christmas Lecture 2005.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. Learners are also asked to create a newsletter outlining how digital video technology helps user experience across different delivery platforms. The tasks aim to develop learners' understanding and application of pre-production techniques and principles of digital video technology in interactive media.
Digital Convergent Design Considerations for Interactive TV di8it
This document discusses considerations for designing interactive television services that converge across digital media. It provides an overview of key concepts for convergent design including affordances, semiotic design, and meta-communication. Empirical research findings are presented on user behaviors and perceptions of interactive television. The research found some users prefer using internet services on separate devices rather than through their televisions. While many perceive interactive TV features as easy to use, fewer are comfortable entering financial details. The document emphasizes the importance of user-centered design and understanding user mental models when designing convergent services.
1. For a positive user experience, the whole system is more important than individual devices, as the intelligence of the platform is greater than any single device.
2. Results come from fragmented interactions across multiple devices and situations, not from a single device.
3. The key design challenge is the system architecture and how the parts can connect, rather than any single device's capabilities. User actions activate relationships between parts.
1. For a positive user experience, the whole system is more important than individual devices, and the intelligence of the platform is more important than single devices which can be replaced.
2. Results come from fragmented interactions across multiple devices and situations, not a single device.
3. The key design challenge is the system architecture - how the parts connect and relate, rather than any single device's capabilities. The roles and uses of devices depend on their relationships within the flexible system.
The document discusses the EXPERIMEDIA project which aims to accelerate research on the Future Media Internet through experimental testbeds. It will create "smart venues" like sports centers and cultural sites to explore new forms of social interaction and experiences that blend the online and real world. The project seeks to engage diverse user communities in its research and development cycle to gain insights. It will issue competitive calls to fund experiments in areas like live spectator sports and collaborative sports training.
This document summarizes research on consumer multi-screening behavior across devices like smartphones, tablets, laptops, and TVs. Some key findings include:
1. Most consumer media time is spent in front of screens, with over 90% of all media interactions occurring on digital screens.
2. The device chosen is often driven by context - where consumers are, what they want to accomplish, and how much time is needed.
3. There are two main modes of multi-screening: sequential screening by moving between devices, and simultaneous screening using multiple devices at once.
The New Multi-screen World: Understanding Cross-platform Consumer Behaviormobiledreams
This document summarizes research into consumer multi-screening behavior across devices like smartphones, computers, tablets, and TVs. Some key findings include:
1) Most consumer media time is spent in front of screens, with people frequently using multiple devices simultaneously or sequentially.
2) The device chosen is often based on context - where one is, the task, and time available. Television is one of the most common secondary devices used with others.
3) Smartphones have the most daily interactions and serve as a starting point for multi-screening activities across devices. Portable screens allow flexible task achievement between locations.
Introducing a simple way of programing robots, hardware in general and various approaches developed by Microsoft Research Cambridge. The talk was held at the MSRC Christmas Lecture 2005.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. Learners are also asked to create a newsletter outlining how digital video technology helps user experience across different delivery platforms. The tasks aim to develop learners' understanding and application of pre-production techniques and principles of digital video technology in interactive media.
The document discusses contextual broadcasting using mobile devices. It describes how media has traditionally been "boxed" and isolated, but mobile devices allow inserting context into media through location awareness and other sensors. This allows filtering content by context to only surface relevant information. The document proposes a model for personal mobile context that incorporates activities, social connections, environment, temporal and spatial context, mental state, physiology, and interests to enable highly personalized contextual services and broadcasts.
The document discusses contextual broadcasting using mobile devices. It describes how media has traditionally been "boxed" and isolated, but mobile devices allow inserting context into media through location awareness and other sensors. This allows filtering content based on personal context like activities, social connections, environment, time, and more. The goal is to move from static boxed content to dynamic contextual services by combining a user's personal mobile context data with local sensor networks and global services. This would provide only relevant information to the user based on their unique context in that moment.
Multichannel me - Chasing after the multichannel userfrog
This document discusses the shift from single-channel to multichannel experiences in the digital world. It notes that users now engage with content and services across multiple devices and platforms. It argues that a user-centered approach requires content and services to be distributed across multiple touchpoints to reach mobile and multichannel users. Examples are provided of companies like Google and Twitter that facilitate continuous experiences across devices. The future is predicted to be increasingly mobile, with apps and specialized software replacing general web browsers as the primary means of online access. The document also discusses implications for retail and shopping, with mobile bridging the gap between online and in-store experiences.
A presentation on how we are preparing to step through 'boxed media' into the world of Life Media Covergence.
1. Boxed Media
2. The Mobile Medium
3. Future of Media
This document provides information about Unit 62: Digital Video Production for Interactive Media. The unit aims to introduce learners to producing and using digital video for interactive media products. Learners will examine video technology, plan and create a video sequence, and prepare it for use in an interactive media product. The unit assesses understanding of digital video technology, devising a video sequence, shooting/sourcing assets, and creating a sequence following industry standards. Resources listed include textbooks, websites, and possible work experience.
White Paper Part 2 Interactive Dooh ExperienceStephen Randall
The document discusses building an interactive digital out of home experience using mobile and social media. It outlines three key considerations:
1) Interactivity needs to be in real-time to engage users, with responses within 5-10 seconds for a good user experience.
2) Systems need to support "fly-by texters" who can interact without signing up, while also allowing richer engagement over time.
3) The call to action prompting interaction is important and needs to be clear, compelling, and framed around an enticing topic or question to encourage responses.
This document discusses various digital image watermarking techniques. It begins with an introduction and then discusses applications of watermarking as well as previous related work. It then discusses different watermarking domains, techniques, requirements, attacks, and example use cases. It provides references to 12 research papers on topics like DWT, DCT, and transform domain watermarking techniques that are robust to various attacks while maintaining imperceptibility and other goals.
This document discusses the concept of embodiment as it relates to interactive systems and phenomenology. It argues that tangible and social computing have a common foundation in embodiment, which phenomenology explores as our experiences as embodied actors interacting in and through the world in an absorbed, unreflective manner. Since phenomenology takes embodiment as central, it seems a good place to turn for help in developing an understanding of embodiment's role in interactive systems. The document examines how embodiment can organize embodied interaction in terms of creating, manipulating, and communicating meaning and establishing practices.
This document discusses computer networks and communications. It begins by describing the basic components of a communications system, including sending and receiving devices connected by a communications channel. It then discusses the various uses of computer communications, such as email, instant messaging, wireless messaging, and Internet access. The document outlines different types of networks including LANs, WANs, and wireless networks. It also describes common network topologies and standards used for networking, such as Ethernet, TCP/IP, Wi-Fi, Bluetooth, and RFID.
The annual conference focused on implementing cutting-edge technologies to develop products that improve daily life by making it simpler, safer, and more comfortable. The keynote speaker, Roberto Siagri, discussed Eurotech's vision of ubiquitous computing and their mission to provide sophisticated computer and communication technologies to deliver a competitive advantage for customers. The document also summarized Eurotech's strategy of continuous innovation to drive growth through both incremental and disruptive innovations.
Design Issues and Empirical Study in Mobility Oriented Service DevelopmentﰀTetsuo Yamabe
Tetsuo Yamabe, Kiyotaka Takahashi, and Tatsuo Nakajima. 2008. Design issues and an empirical study in mobility oriented service development. In Proceedings of the 1st Workshop on Mobile Middleware: Embracing the Personal Communication Device (MobMid’08, workshop paper)
The document describes a proposed method for generic lossless visible watermarking that allows lossless recovery of the original image from the watermarked image. It introduces compound mappings that can map pixel values to those of a desired visible watermark in a reversible way. The method is generic and can embed different types of visible watermarks, including opaque monochrome watermarks and translucent full-color watermarks. Experimental results demonstrate the effectiveness of the approach.
International Journal of Engineering Research and Development (IJERD)IJERD Editor
call for paper 2012, hard copy of journal, research paper publishing, where to publish research paper,
journal publishing, how to publish research paper, Call For research paper, international journal, publishing a paper, IJERD, journal of science and technology, how to get a research paper published, publishing a paper, publishing of journal, publishing of research paper, reserach and review articles, IJERD Journal, How to publish your research paper, publish research paper, open access engineering journal, Engineering journal, Mathemetics journal, Physics journal, Chemistry journal, Computer Engineering, Computer Science journal, how to submit your paper, peer reviw journal, indexed journal, reserach and review articles, engineering journal, www.ijerd.com, research journals,
yahoo journals, bing journals, International Journal of Engineering Research and Development, google journals, hard copy of journal
The Municipality of Vrilissia deployed a digital signage network of 5 information points to better communicate with citizens. The network displays multimedia messages and supports interactive polls and information retrieval through wireless access points and a web interface. CyberStream's DSplay software manages the content across Cisco displays and media players. QR codes and mobile apps allow citizens to access online municipal services directly from the digital signs. The network provides an engaging communication channel and facilitates citizen participation in local issues.
The document provides an overview of objectives for Chapter 3 of Discovering Computers 2012, which includes summarizing different types of application software such as business, graphics, multimedia, personal, and communications software. It also discusses how application software works with operating systems and utility programs, as well as learning tools available for application software including online help, web-based help, and web-based training.
The document discusses computers and their role in modern society. It defines what a computer is and describes the basic components that make up a computer system, including hardware such as the central processing unit, storage devices, input/output components, and software programs. The document also discusses networks and how computers connect to each other, including the internet and how it has changed communication, education, commerce and more. It provides an overview of different types of computers and their functions, from personal computers to servers, mainframes and supercomputers.
V Code And V Data Illustrating A New Framework For Supporting The Video Annot...GoogleTecTalks
This paper proposes a new framework called VCode and VData to support the video annotation workflow. The framework is designed to address limitations of existing tools such as poor support for the full annotation process, poor representation of data on a timeline, and poor interaction techniques. VCode and VData were created based on design requirements identified from interviews with experienced coders and researchers. The tools aim to optimize the annotation workflow, synchronize video and annotations, capture different data types, display additional sensor data to aid coding, support multiple playback modes, and make reliability calculations and review of annotations easier.
The document outlines a research project exploring the intersection of the body, mind, and digital world through various technologies. It discusses using a brain wave sensor cap, Microsoft Kinect, webcams, sound sensors, smartphones, and internet data to map and interact with the body in real time. Various art forms like film, music, games, robotics, and dance are mentioned as ways to express and measure the outputs of moving through this "action matrix". The goal is to use these tools to further understand the relationships between physical, mental, and virtual spaces and allow for new forms of creative expression at their intersection.
This document discusses topics related to multimedia, including:
1. Multimedia concepts such as the definition of multimedia, its usage in different fields, characteristics of linear and non-linear multimedia, and the five main multimedia elements - text, graphics, video, audio, and animation.
2. Hardware and software used in multimedia production, including scanners, video cameras, digital cameras, audio devices, and editing software for different multimedia elements.
3. Authoring tools and concepts used in multimedia development, including time frame, icon, and card concepts, as well as definitions of project manager, subject matter expert, and other roles in a development team.
4. The phases of multimedia production such as
Selecting the right tool for virtual meeting - by Better CollaborationMor Sela
This document discusses selecting the right virtual meeting tool. It notes that video conferencing is now preferable to audio-only calls as it allows sharing applications and viewing participants. Choosing a tool depends on factors like the number of participants, whether they are all from the same organization, what type of sharing is needed, devices used, and location. Adopting new technology requires proper planning including training, marketing, and measuring adoption. Management commitment is key to successful implementation of new collaboration tools.
Project Online provides a flexible online solution for project and portfolio management built for the cloud on SharePoint. It allows users to quickly get started with schedule development, maintain organizational standards, and engage stakeholders. When implemented successfully, Project Online can deliver compliance, executive visibility, internal/external collaboration, and line of business integration.
The document discusses collaborative tools for free software development. It covers topics like starting a free software project, maximizing audience, project management concepts like communication plans, and using version control. It also discusses tools for collaboration like GForge, Trac, Subversion, Mailman, Wiki and blogs. The presentation is intended for two days in April 2009 at the University of Oviedo.
The document discusses contextual broadcasting using mobile devices. It describes how media has traditionally been "boxed" and isolated, but mobile devices allow inserting context into media through location awareness and other sensors. This allows filtering content by context to only surface relevant information. The document proposes a model for personal mobile context that incorporates activities, social connections, environment, temporal and spatial context, mental state, physiology, and interests to enable highly personalized contextual services and broadcasts.
The document discusses contextual broadcasting using mobile devices. It describes how media has traditionally been "boxed" and isolated, but mobile devices allow inserting context into media through location awareness and other sensors. This allows filtering content based on personal context like activities, social connections, environment, time, and more. The goal is to move from static boxed content to dynamic contextual services by combining a user's personal mobile context data with local sensor networks and global services. This would provide only relevant information to the user based on their unique context in that moment.
Multichannel me - Chasing after the multichannel userfrog
This document discusses the shift from single-channel to multichannel experiences in the digital world. It notes that users now engage with content and services across multiple devices and platforms. It argues that a user-centered approach requires content and services to be distributed across multiple touchpoints to reach mobile and multichannel users. Examples are provided of companies like Google and Twitter that facilitate continuous experiences across devices. The future is predicted to be increasingly mobile, with apps and specialized software replacing general web browsers as the primary means of online access. The document also discusses implications for retail and shopping, with mobile bridging the gap between online and in-store experiences.
A presentation on how we are preparing to step through 'boxed media' into the world of Life Media Covergence.
1. Boxed Media
2. The Mobile Medium
3. Future of Media
This document provides information about Unit 62: Digital Video Production for Interactive Media. The unit aims to introduce learners to producing and using digital video for interactive media products. Learners will examine video technology, plan and create a video sequence, and prepare it for use in an interactive media product. The unit assesses understanding of digital video technology, devising a video sequence, shooting/sourcing assets, and creating a sequence following industry standards. Resources listed include textbooks, websites, and possible work experience.
White Paper Part 2 Interactive Dooh ExperienceStephen Randall
The document discusses building an interactive digital out of home experience using mobile and social media. It outlines three key considerations:
1) Interactivity needs to be in real-time to engage users, with responses within 5-10 seconds for a good user experience.
2) Systems need to support "fly-by texters" who can interact without signing up, while also allowing richer engagement over time.
3) The call to action prompting interaction is important and needs to be clear, compelling, and framed around an enticing topic or question to encourage responses.
This document discusses various digital image watermarking techniques. It begins with an introduction and then discusses applications of watermarking as well as previous related work. It then discusses different watermarking domains, techniques, requirements, attacks, and example use cases. It provides references to 12 research papers on topics like DWT, DCT, and transform domain watermarking techniques that are robust to various attacks while maintaining imperceptibility and other goals.
This document discusses the concept of embodiment as it relates to interactive systems and phenomenology. It argues that tangible and social computing have a common foundation in embodiment, which phenomenology explores as our experiences as embodied actors interacting in and through the world in an absorbed, unreflective manner. Since phenomenology takes embodiment as central, it seems a good place to turn for help in developing an understanding of embodiment's role in interactive systems. The document examines how embodiment can organize embodied interaction in terms of creating, manipulating, and communicating meaning and establishing practices.
This document discusses computer networks and communications. It begins by describing the basic components of a communications system, including sending and receiving devices connected by a communications channel. It then discusses the various uses of computer communications, such as email, instant messaging, wireless messaging, and Internet access. The document outlines different types of networks including LANs, WANs, and wireless networks. It also describes common network topologies and standards used for networking, such as Ethernet, TCP/IP, Wi-Fi, Bluetooth, and RFID.
The annual conference focused on implementing cutting-edge technologies to develop products that improve daily life by making it simpler, safer, and more comfortable. The keynote speaker, Roberto Siagri, discussed Eurotech's vision of ubiquitous computing and their mission to provide sophisticated computer and communication technologies to deliver a competitive advantage for customers. The document also summarized Eurotech's strategy of continuous innovation to drive growth through both incremental and disruptive innovations.
Design Issues and Empirical Study in Mobility Oriented Service DevelopmentﰀTetsuo Yamabe
Tetsuo Yamabe, Kiyotaka Takahashi, and Tatsuo Nakajima. 2008. Design issues and an empirical study in mobility oriented service development. In Proceedings of the 1st Workshop on Mobile Middleware: Embracing the Personal Communication Device (MobMid’08, workshop paper)
The document describes a proposed method for generic lossless visible watermarking that allows lossless recovery of the original image from the watermarked image. It introduces compound mappings that can map pixel values to those of a desired visible watermark in a reversible way. The method is generic and can embed different types of visible watermarks, including opaque monochrome watermarks and translucent full-color watermarks. Experimental results demonstrate the effectiveness of the approach.
International Journal of Engineering Research and Development (IJERD)IJERD Editor
call for paper 2012, hard copy of journal, research paper publishing, where to publish research paper,
journal publishing, how to publish research paper, Call For research paper, international journal, publishing a paper, IJERD, journal of science and technology, how to get a research paper published, publishing a paper, publishing of journal, publishing of research paper, reserach and review articles, IJERD Journal, How to publish your research paper, publish research paper, open access engineering journal, Engineering journal, Mathemetics journal, Physics journal, Chemistry journal, Computer Engineering, Computer Science journal, how to submit your paper, peer reviw journal, indexed journal, reserach and review articles, engineering journal, www.ijerd.com, research journals,
yahoo journals, bing journals, International Journal of Engineering Research and Development, google journals, hard copy of journal
The Municipality of Vrilissia deployed a digital signage network of 5 information points to better communicate with citizens. The network displays multimedia messages and supports interactive polls and information retrieval through wireless access points and a web interface. CyberStream's DSplay software manages the content across Cisco displays and media players. QR codes and mobile apps allow citizens to access online municipal services directly from the digital signs. The network provides an engaging communication channel and facilitates citizen participation in local issues.
The document provides an overview of objectives for Chapter 3 of Discovering Computers 2012, which includes summarizing different types of application software such as business, graphics, multimedia, personal, and communications software. It also discusses how application software works with operating systems and utility programs, as well as learning tools available for application software including online help, web-based help, and web-based training.
The document discusses computers and their role in modern society. It defines what a computer is and describes the basic components that make up a computer system, including hardware such as the central processing unit, storage devices, input/output components, and software programs. The document also discusses networks and how computers connect to each other, including the internet and how it has changed communication, education, commerce and more. It provides an overview of different types of computers and their functions, from personal computers to servers, mainframes and supercomputers.
V Code And V Data Illustrating A New Framework For Supporting The Video Annot...GoogleTecTalks
This paper proposes a new framework called VCode and VData to support the video annotation workflow. The framework is designed to address limitations of existing tools such as poor support for the full annotation process, poor representation of data on a timeline, and poor interaction techniques. VCode and VData were created based on design requirements identified from interviews with experienced coders and researchers. The tools aim to optimize the annotation workflow, synchronize video and annotations, capture different data types, display additional sensor data to aid coding, support multiple playback modes, and make reliability calculations and review of annotations easier.
The document outlines a research project exploring the intersection of the body, mind, and digital world through various technologies. It discusses using a brain wave sensor cap, Microsoft Kinect, webcams, sound sensors, smartphones, and internet data to map and interact with the body in real time. Various art forms like film, music, games, robotics, and dance are mentioned as ways to express and measure the outputs of moving through this "action matrix". The goal is to use these tools to further understand the relationships between physical, mental, and virtual spaces and allow for new forms of creative expression at their intersection.
This document discusses topics related to multimedia, including:
1. Multimedia concepts such as the definition of multimedia, its usage in different fields, characteristics of linear and non-linear multimedia, and the five main multimedia elements - text, graphics, video, audio, and animation.
2. Hardware and software used in multimedia production, including scanners, video cameras, digital cameras, audio devices, and editing software for different multimedia elements.
3. Authoring tools and concepts used in multimedia development, including time frame, icon, and card concepts, as well as definitions of project manager, subject matter expert, and other roles in a development team.
4. The phases of multimedia production such as
Selecting the right tool for virtual meeting - by Better CollaborationMor Sela
This document discusses selecting the right virtual meeting tool. It notes that video conferencing is now preferable to audio-only calls as it allows sharing applications and viewing participants. Choosing a tool depends on factors like the number of participants, whether they are all from the same organization, what type of sharing is needed, devices used, and location. Adopting new technology requires proper planning including training, marketing, and measuring adoption. Management commitment is key to successful implementation of new collaboration tools.
Project Online provides a flexible online solution for project and portfolio management built for the cloud on SharePoint. It allows users to quickly get started with schedule development, maintain organizational standards, and engage stakeholders. When implemented successfully, Project Online can deliver compliance, executive visibility, internal/external collaboration, and line of business integration.
The document discusses collaborative tools for free software development. It covers topics like starting a free software project, maximizing audience, project management concepts like communication plans, and using version control. It also discusses tools for collaboration like GForge, Trac, Subversion, Mailman, Wiki and blogs. The presentation is intended for two days in April 2009 at the University of Oviedo.
Enterprise CADENCE - Sustaining Agility within your organizationIlio Krumins-Beens
This document discusses enterprise agile coaching and development. It covers evaluation of agile practices, collaboration across teams, networking within the agile community, engagement of employees, and assistance/coaching for development. The goal is to continuously learn and improve, while adjusting practices based on evaluations.
A study by Forrester Research, Inc. estimates the typical PPM software implementation can achieve an ROI of over 250% with a payback period of less than 12 months (“The ROI of Project Portfolio Management Tools,” May, 2009). Yet achieving such impressive results depends on more than just choosing the application with the right list of features.
View this slide excerpt from the webinar which explores common PPM implementation challenges and reveals proven strategies for circumventing them. You will learn:
-The primary drivers of PPM software ROI
-The most critical mistakes of PPM implementations & how to avoid them
-Ways to improve top-down support for your PMO or PPM practices
-The keys to accelerating user adoption
-Strategies for managing the PPM vision, the resulting change, & your PPM vendor
The document summarizes the author's experience with adopting Agile practices within her team. Initially, the team struggled with a partially ad-hoc Agile implementation that resulted in slow, poor quality work and budget overruns. Over time, as the team recomposed their practices to more closely align with Agile principles such as short stand-up meetings, estimating in story points, and continuous flow, they saw improvements in quality, time to market, and flexibility. Business stakeholders also reported benefits like increased visibility into work being done and opportunities to provide feedback. The author concludes by reflecting on further refinements to Agile practices in her current role, supported by a dedicated Agile center of excellence, external coaching, and executive sponsorship.
Fast Track PMO Success with Project OnlineDux Raymond Sy
The document discusses how Project Online can help fast track a project management office (PMO) by allowing users to create enterprise projects in Microsoft Project 2013, manage resources across projects, and facilitate collaboration using SharePoint, Lync and Office 2013. It outlines how Project Online provides real-time project information on mobile devices and dashboards/reports for monitoring and analyzing project performance.
ACTFL08 Presentation: Online mapping tools build on the popularity of sites such as MapQuest, allowing users to create customizable online maps connecting real-world topography with the history, culture, economy and literature of specific locales.
The document discusses lessons learned from coaching over 50 Kanban teams. It describes how to introduce the Kanban method through a one day workshop and follow-up sessions. Kanban helps teams visualize their work, limit work-in-progress, and identify continuous improvement opportunities. For organizations to fully adopt Kanban at scale, managers must become engaged with coaching their teams to drive real improvements, rather than just obvious changes.
Collaborative tools can enhance student learning by allowing students to work together on tasks, share knowledge and ideas, and communicate with each other and instructors flexibly. Common tools discussed include mind maps for organizing information, electronic calendars for time management, Google Docs for simultaneous editing, RefWorks for citations, wikis for group assignments, Dropbox for file sharing, and blogs for self-expression. Using these tools teaches students important job skills like communication, teamwork, time management, critical thinking, and productivity. The document recommends universities teach students how to use collaborative tools and social media as part of the curriculum.
This document discusses various collaborative tools for learning, including social media platforms, blogging, microblogging, networking, and wikis. It explores how these tools can be used to form personal learning networks and notes both opportunities and challenges to using these tools for teaching and learning. While these technologies provide many abilities to create, comment on, and tag content, educators are advised to thoughtfully consider how to leverage these tools to recognize students' control over their own learning outside the classroom.
Introduces Google Docs and Google Sites as tools for congregations - and small groups and committees within congregations - to accomplish goals and maintain momentum between meetings by working together online. By maintaining momentum, we can be that much more effective in building the beloved community.
Overview Web2.0 Tools For Collaborative LearningDavid Brooks
A presentation given at the EuroCALL 2009 Conference at the UPV Gandia Campus of the Universidad Polytechnica Valencia, Spain, held on Sept 9-12, 2009, session by David L. Brooks, Associate Professor, English as a Foreign Language, Kitasato University, Sagamihara, Japan
1) The document describes an agile workshop where participants introduced themselves and played a ball passing game to warm up.
2) They discussed an article about how slow IT can slow business innovation, and how reducing delays between ideas and results provides better returns than just getting better at individual tasks.
3) In relation to agile, the group discussed how practices like reducing handoffs, co-located teams, continuous improvement through retrospectives, and embracing experimentation can help speed up delivery of working software.
The document discusses various collaborative tools that libraries can use including blogs, wikis, document creation tools, planning tools, and tagging. It provides examples of libraries using group blogs on Drupal, wikis for subject guides and staff knowledge sharing, Google Docs for document creation. Planning tools mentioned include Twiddla, Bubbl.us, and Basecamp. Tagging tools like Delicious allow collaborative bookmarking with tags.
"Agile coaching is dead" by Mariya BreyterMariya Breyter
The document discusses how agile coaching as a profession is becoming commoditized due to increasing demand and more people having practical agile experience. To avoid commoditization, the author argues that future agile coaches will need skills beyond just agile practices, including the ability to influence without authority, motivate distributed teams, and add practical value. The document provides tips for agile coaches to stand out such as developing professional coaching abilities, practical agile skills, and experience working with distributed teams with empathy.
Open-source and no-cost tools for collaborationFour Kitchens
This document discusses open-source and no-cost tools for collaboration. It summarizes suites like Google Apps, Zimbra, and Atlassian which provide tools for email, document sharing, project management and more. It also covers chat options like Openfire, Skype and IRC, as well as telephony with Asterisk. The document concludes with how Four Kitchens uses tools like Atlassian, Zimbra, Openfire and Google Apps for internal and client collaboration, minimizing maintenance where possible.
As presented at Mile High Agile 2012 in Denver.
Review and discuss the basic agile practices in the context of two games. The first game will illustrate why small batches are important and how they can help you address project risks sooner. The second game will illustrate how small batches can help give you better information about your project sooner and will demonstrate some of the basic agile practices at work like iterations, continuous flow, manage to done, velocity, retrospectives, etc.
This document recommends free web tools that can help students collaborate and problem solve with peers worldwide. It notes that today's students are growing up in a different world and need skills to communicate across cultures and time zones. Some challenges of cross-cultural collaboration include inflexibility, lack of communication, and cultural misunderstandings. The document suggests tools like Google Docs, Slides, and Drive to help students work together internationally on projects and assignments.
User Story Mapping: Konsten att dela upp kravbilden på "rätt" sättChristophe Achouiantz
Att bryta ner kravbilden på rätt sätt är nyckeln till att leverera rätt sak snabbt. Andra faktorer som utvecklingsmetoden eller kapacitet hos medarbetaren spelar roll, men utan en meningsfull uppdelning av kraven är det svårt att lyckas.
Tillsammans tittar vi på en metod för att enkelt dela upp en föränderlig kravbild i små, meningsfulla och kompletta byggstenar (inkrement). Inspirerad av Jeff Patton’s ”User Story Mapping”, metoden syftar att - så snabbt som möjligt - ta fram en fungerande, grov, version av systemet och bygga vidare på den. Med andra ord, att tillämpa ett iterativ och inkrementellt arbetssätt. Nyckeln att dela upp kraven på “rätt” sätt är att låta utvecklingens begränsningar (key contraints) guida uppdelningen. Tillsammans tittar vi - på ett konkret sätt - hur metoden fungerar med verkligt exempel där metoden har använts med framgång.
The document discusses how telepresence technology can enable virtual participation in international conferences like COP15 on climate change. It explains that Cisco is providing telepresence conferencing rooms connected to locations around the world for delegates to meet virtually from the conference site in Copenhagen. The priority policy for the rooms follows UN guidelines, with ministers and government delegates first in line, followed by non-governmental organizations and media. The global telepresence network includes UN sites and over 75 rooms worldwide, allowing more people to engage without travel.
TPEX is a video collaboration solutions provider that offers telepresence products, services, and integrated solutions. Its vision is to deliver a global video collaboration platform and services. TPEX designs market solutions to optimize efficiency, agility, and reduce carbon footprints by implementing telepresence technology. It delivers a "full service" telepresence solution, including all technology, systems, and services offered as an integrated solution with a fixed subscription fee per month plus cost of usage.
Controlling Computer using Hand GesturesIRJET Journal
This document describes a research project on controlling a computer using hand gestures. The researchers created a real-time gesture recognition system using convolutional neural networks (CNNs). They developed a dataset of 3000 training images of 10 different hand gestures for tasks like opening apps. A CNN model was trained to detect hands in images and recognize gestures. The model achieved 80.4% validation accuracy and was able to successfully perform operations like opening WhatsApp, PowerPoint and other apps based on detected gestures in real-time. The system provides a cost-effective and contactless way of interacting with computers using hand gestures only.
A Survey Paper on Controlling Computer using Hand GesturesIRJET Journal
This document summarizes a survey paper on controlling computers using hand gestures. It discusses various techniques that have been used for hand gesture recognition in previous research papers. The paper reviews literature on hand gesture recognition methods based on sensor technology and computer vision. It describes applications of hand gesture recognition such as controlling media playback, scrolling web pages, and presenting slides. Common challenges with hand gesture recognition are also mentioned, such as dealing with complex backgrounds and lighting conditions. The goal of the paper is to perform a literature review on prominent techniques, applications, and difficulties in controlling computers using hand gestures.
This document discusses the development of a video conferencing system using WebRTC. WebRTC allows real-time audio and video transmission between connected devices in a web browser without plugins. The system was created using Node.js as the web server and for signaling. The system allows users to create conference rooms and have real-time voice and video calls between multiple users. WebRTC provides APIs that allow applications to exchange video and audio streams in real-time directly in the browser. The system provides a platform for users to share their screens, chat, and record video conferences in a browser-based system that is platform and device agnostic.
Smarcos centers its research on developing new interface designs and increasing usability for interconnected technology users encounter daily. It explores using embedded devices through contextual collaboration and natural human-computer interaction. The document outlines four pilots evaluating these concepts: aviation, monitoring, assistance for disabled people, and vehicle systems. The work iterates through design, implementation, and testing to enhance human-human and human-device interaction employing ubiquitous computing.
Presentation at the Serious Games Institute October 27, 2009 by Ron Edwards on the nature of work, drivers of collaboration and need for better tools, and how virtual worlds are an optimum fit for enterprise collaboration. Ron is the CEO of Ambient Performance in London.
The document discusses Videoassembly, a solution that allows governments to live stream and archive assembly sessions over the internet. It enables public bodies to promote transparency by allowing citizens to access legislative proceedings. Key features include live streaming and on-demand access across devices, indexing and searching video content, and integration with voting systems to automatically tag proceedings. The system aims to improve governance and civic participation through multimedia sharing of government activities.
This document discusses outcomes and opportunities for collaboration from the GUIDE project, which developed tools and guidelines for improving connected TV interfaces for elderly users. It produced:
(1) A knowledge web portal sharing guidelines, software, documentation and links.
(2) A user model standardizing profiles of user capabilities and preferences.
(3) Design support tools including a virtual user simulator.
(4) An open-source software framework integrating multi-modal interfaces and personalization. The framework will be available for evaluation and use in connected TV and web applications.
DIGIPARTY – A DECENTRALIZED MULTI-PARTY VIDEO CONFERENCING SYSTEMVideoguy
DigiParty is a fully distributed multi-party video conferencing system that employs a full mesh conferencing architecture and a loosely coupled conferencing mode. It uses a novel conference control protocol designed specifically for the system. The protocol uses only four message types and includes mechanisms to address concurrency issues that can occur with concurrent joining and leaving of members. The system is designed to be integrated with instant messaging services for easy invitation and access while also including security features to prevent unauthorized access to conferences.
DIGIPARTY – A DECENTRALIZED MULTI-PARTY VIDEO CONFERENCING SYSTEMVideoguy
1) DigiParty is a fully distributed multi-party video conferencing system that employs a full mesh conferencing architecture and a loosely coupled conferencing mode.
2) It uses a novel conference control protocol and can be integrated with existing instant messaging services like MSN Messenger.
3) The system allows users to start video conferences by sending invitations through instant messages that include the inviter's IP address and a unique conference ID, allowing recipients to join easily.
A Framework To Generate 3D Learning ExperienceNathan Mathis
The document discusses a framework called OpenWebTalk (OWT) that was created to generate configurable 3D learning experiences. OWT is a declarative 3D component framework based on XML documents that describe both the formal structure of the virtual world and the complex set of interaction rules that govern user interactions. This framework aims to help fast prototyping and easy building of collaborative applications. It decouples all phases of authoring, allows easy definition and composition of virtual sessions in a component-oriented fashion, and can drive and control interactions to stimulate collaboration. The framework also provides a high-performance 3D rendering engine configurable through XML.
This document analyzes and compares free virtual classroom software. It establishes desirable criteria for the software, including common performance features like integrated text chat, audio/visual presentation sharing, and webcam video. Extra desirable features mentioned are desktop sharing, private chat, and participant lists. The document then evaluates several free software solutions against these criteria.
This document summarizes an approach for preserving JavaScript state when migrating web applications across multiple devices. The key challenges addressed are maintaining the JavaScript state, including values of variables, function references, timers and dates. The solution uses a migration server to capture the current page state, including the DOM and JavaScript variables, and generate a new version of the page optimized for the target device while maintaining the same interactive state. Special techniques are required to handle JavaScript object references and circular references during state serialization and restoration.
The document discusses webinars, which are online seminars, presentations, or workshops transmitted over the web. It defines what a webinar is, explores common features like screen sharing and video conferencing, and reviews software providers and services. The purpose is to educate students about webinars and encourage them to attend online conferences to continue learning from others' experiences on the internet.
The presentation outlines Alleantia jorney for achieving pervasive IOT deployment leveraging open architectures, communities, OTS and recycled Hardware.
Starting from small-scale industrial systems control products for B2B (delivered in 2012), accelerating through porting to ARM/low cost OTS hardware (eg. Rapsberrypi) and through SDK for opening developers' community (2013), and creating IOT application market, developers and 'technology assistants' social communities for extensive IOT adoption, leveraging the young and creative crowd of Nations (2015+)
Project number: 247765
Project acronym: VERITAS
Project full title: Virtual and Augmented Environments and Realistic User Interactions To achieve Embedded Accessibility DesignS
Starting date: 1 January 2010
Duration: 48 Months
VERITAS is an Integrated Project (IP) within the 7th Framework Programme, Theme FP7-ICT-2009.7.2, Accessible and Assistive ICT
http://veritas-project.eu/
Teletouch is a new Telepresence device that allows natural collaboration between geographically separated people, enabling direct eye contact and gaze awareness among the conferees as well as a shared digital workspace. Think of it as a two-way digital whiteboard.
VIDEOCONFERENCING WEB APPLICATION FOR CARDIOLOGY DOMAIN USING FLEX/J2EE TECHN...cscpconf
This document describes a videoconferencing system designed for cardiologists using open source technologies. The system was developed using Flex and J2EE frameworks and the Red5 media server. It allows cardiologists at different remote hospitals to hold video conferences to consult experts on patient treatments. Key features included live audio/video streaming, text chat, video recording, and user/room management. The system architecture integrates Flex for the user interface with J2EE for the business logic via AMF remoting. This provides a rich internet application that can support real-time videoconferencing through a web browser.
This document describes a videoconferencing system designed for cardiologists using open source technologies. The system was developed using Flex and J2EE frameworks and the Red5 media server. It allows cardiologists at different remote hospitals to hold video conferences to consult experts on patient treatments. Key features include live audio/video streaming, text chat, video recording, and user/room management. The system architecture integrates Flex for the user interface with J2EE for the business logic via AMF remoting. This provides a rich internet application that can support real-time multimedia communication between multiple users through a standard web browser.
This paper proposes an adaptive energy management policy for wireless video streaming between a battery-powered client and server. It models the energy consumption of the server and client based on factors like CPU frequency, transmission power, and channel bandwidth. The paper formulates an optimization problem to assign optimal energy to each video frame. This maximizes system lifetime while meeting a minimum video quality requirement. Experimental results show the proposed policy increases overall system lifetime by 20% on average.
Microsoft PowerPoint - WirelessCluster_PresVideoguy
This document analyzes delays in unicast video streaming over IEEE 802.11 WLAN networks. It describes conducting an experiment using a testbed with a Darwin Streaming Server and WLAN probe to capture packets. The analysis found that video bitrate variations, packetization scheme, bandwidth load, and frame-based nature of video all impacted mean delay. Bursts of packets from video frames caused per-packet delay to increase in a sawtooth pattern. Increasing uplink load was also found to affect delay variations.
Proxy Cache Management for Fine-Grained Scalable Video StreamingVideoguy
This document proposes a novel video caching framework that uses MPEG-4 Fine-Grained Scalable (FGS) video with post-encoding rate control to achieve low-cost and fine-grained rate adaptation. The framework allows clients to have heterogeneous bandwidths and enables adaptive control of backbone bandwidth consumption. It examines issues in caching FGS videos, such as determining the optimal portion to cache (in terms of length and rate) and optimal streaming rate to clients. Simulation results show it significantly reduces transmission costs compared to non-adaptive caching while providing flexible utility to heterogeneous clients with low computational overhead.
The document compares Microsoft Windows Media and the Adobe Flash Platform for streaming media. It discusses key differences like user experience, workflows, and playback reach. Flash offers more flexibility in creative expression, richer interactions, and wider device playback than Windows Media. It also has a 98% install base, making it easier for viewers to watch streams without extra software. The document outlines workflows for experience design, programming, broadcasting, production, and more using Flash tools versus Microsoft alternatives.
Free-riding Resilient Video Streaming in Peer-to-Peer NetworksVideoguy
This document summarizes a PhD thesis about free-riding resilient video streaming in peer-to-peer networks. The thesis contains research on two approaches: tree-based live streaming and swarm-based video-on-demand. For tree-based live streaming, the thesis presents the Orchard algorithm for constructing and maintaining trees to distribute video in a peer-to-peer network. It analyzes attacks on Orchard like free-riding and evaluates Orchard's performance under different conditions through experiments. For swarm-based video-on-demand, the thesis introduces the Give-to-Get approach for distributing video files and compares it to other peer-to-peer protocols. It evaluates Give-to-Get's performance in experiments
BT has developed Fastnets technology to improve video streaming. It avoids start-up delays and picture freezing during congestion. Fastnets streams multiple encoded versions of the video at different data rates and seamlessly switches between them based on available bandwidth to maintain quality without pausing. This allows for near-instant start times and reduces bandwidth usage by up to 30%. Fastnets provides a high-quality video streaming solution for both mobile and IPTV applications.
This document summarizes recent research on video streaming over Bluetooth networks. It discusses three key areas: intermediate protocols, quality of service (QoS) control, and media compression. For intermediate protocols, it evaluates streaming via HCI, L2CAP, and IP layers and their tradeoffs. For QoS control, it describes how error control mechanisms like link layer FEC, retransmission, and error concealment can improve video quality over Bluetooth. It also discusses congestion control. For media compression, it notes the importance of compression to achieve efficiency over limited Bluetooth bandwidths.
The document discusses video streaming, including definitions and concepts. It covers topics such as the difference between streaming and downloading, common streaming categories like live and on-demand, protocols used for streaming like RTSP and RTP, and the development process for creating streaming video including content planning, capturing, editing, encoding, and integrating with servers.
Inlet Technologies offers a live video streaming solution called Spinnaker that uses Intel Xeon processors with quad-core technology. Spinnaker can encode live video streams into multiple formats and resolutions simultaneously. This allows content to be delivered optimally to various devices. Spinnaker is a flexible, scalable solution that can increase broadcast capacity cost-effectively while maintaining high video quality.
Considerations for Creating Streamed Video Content over 3G ...Videoguy
The document discusses considerations for creating video content that can be streamed over mobile networks with restricted bandwidth like 3G-324M. It covers topics like video basics, codecs, profiles and levels, video streaming techniques, guidelines for authoring mobile-friendly content, and tools for analyzing video streams. The goal is to help content creators optimize video quality for low-bandwidth mobile viewing.
ADVANCES IN CHANNEL-ADAPTIVE VIDEO STREAMINGVideoguy
This document summarizes recent advances in channel-adaptive video streaming. It reviews adaptive media playout at the client to reduce latency, rate-distortion optimized packet scheduling to determine the best packet to send, and channel-adaptive packet dependency control to improve error robustness and reduce latency. It also discusses challenges for wireless video streaming and different wireless streaming architectures.
Impact of FEC Overhead on Scalable Video StreamingVideoguy
The document discusses the impact of forward error correction (FEC) overhead on scalable video streaming. It aims to address uncertainty about the benefits of FEC and provide insight into how FEC overhead affects scalable video performance. The motivation section explains that FEC is often used for streaming to overcome packet loss without retransmission. However, previous studies have reported conflicting results on the benefits of FEC. The background section provides details on media-independent FEC schemes.
The document proposes a cost-effective solution for video streaming and rich media applications using Vela's RapidAccess video server combined with iQstor's iQ1200 SATA storage system. The integrated encoding, decoding and video serving capabilities of RapidAccess are paired with the scalable storage and virtualization features of the iQ1200 SATA storage array to provide a robust yet affordable infrastructure for applications such as video on demand, corporate training and distance learning.
This document provides information on streaming video into Second Life, including:
- The basic prerequisites for streaming video include being the landowner, using QuickTime format videos, and having the video hosted on a web server.
- There are three main ways to stream video: establishing movie playback, streaming live video, and broadcasting from Second Life.
- Streaming live video or broadcasting involves using software like QuickTime Broadcaster or Windows Media Encoder to capture the video stream and send it to a hosting server, then entering that URL in Second Life.
XStream Live 2 is a live video encoding and streaming software that allows users to broadcast high quality HD video at low bitrates. It supports various video formats and streaming servers. The software provides high quality H.264 encoding with proprietary technology. It is designed for live event streaming, IPTV, and other video distribution uses.
The document provides instructions for setting up a homemade videoconference streaming solution using Windows Media software. The solution involves installing Windows Media Encoder and Administrator on a server and configuring the software to receive a video stream from a videoconferencing terminal. The streaming server then broadcasts the stream in real-time to clients who can view it using media player software. The solution provides a low-cost way to stream videoconferences but has limitations such as only supporting one conference stream at a time.
This document describes iStream Live 2 software for live streaming video to iPhones and iPads. It allows streaming of SD or HD video over HTTP from a variety of video sources. Key features include support for all major CDNs, encoding of H.264 video and AAC audio for high quality at low bitrates, and integration with existing Windows streaming systems. It provides better quality streaming than other encoders at lower bandwidth requirements.
Glow: Video streaming training guide - FirefoxVideoguy
This document provides a guide to using Glow video streaming. It includes tutorials on setting up video streaming by adding the Video Streaming Management web part, uploading video clips, viewing clips, editing clip information, and deleting clips. The guide also discusses how video streaming can be used to support learning and teaching, such as adding videos to lessons.
1. Remote Collaboration Tools
ITUT Technology Watch Briefing Report Series, No. 5 (March 2008)
1. It’s good to collaborate
“Increase productivity, save time and money while ITU Technology Watch Briefing Reports are intended
to evaluate the potential of emerging technologies, in a
reducing your company’s carbon footprint”; this is
manner that is accessible to nonexperts, with a view to:
the ambitious sales pitch for a new family of tools · Identifying candidate technologies for standardization
that promise to offer the 3Cs—communication, work within ITU.
collaboration and coordination—without the · Assessing their implications for ITU Membership,
requirement for physical travel. For ITUT, whose especially developing countries.
basic mission is to encourage collaborative work Other reports in the series include:
among a global membership on the development and #1 Intelligent Transport System and CALM
adoption of international standards, remote #2 Telepresence: Highperformance video conferencing
collaboration is a daily necessity. ITUT could #3 ICTs and climate change
therefore be expected to be an early user of such #4 Ubiquitous Sensor Networks
systems (see Annex), but it must also rise to the See: http://www.itu.int/ITUT/techwatch
standardsmaking challenge of making them
globally interoperable and effective.
Remote collaboration tools are one species of “groupware” collaborative software that enables Computer
1
Supported Cooperative Work (CSCW). Like many emerging markets, this set of tools has acquired many
2
different names , some of them proprietary, as well as unclear boundaries between applications. But, for the
purposes of this report, the term “remote collaboration” is used to describe those ICTbased tools and services
that enable collaborative work to take place between individuals in multiple locations.
As shown in Figure 1 left chart, it is possible to segment the market for groupware tools according to whether or
not the collaboration is in realtime, and whether in the same or different locations. This report, the fifth in the
series of ITUT Technology Watch Briefing Reports, deals with remote collaboration tools (bottom left
quadrant), their features, applications, relevant standards and the impact they may have.
The market can be further segmented by price and bandwidth requirements, which tend to rise in proportion to
each other (see Figure 1, right chart). At the bottom end of the market are lowbandwidth tools which are
effectively free of charge to the user, and/or advertisingfunded (e.g., email, instant messaging). At the high end
of the market are highperformance video conferencing tools, such as telepresence (the topic of Briefing
Figure 1: Placing remote collaboration in the continuum of groupware tools
Segmented by time and place (left chart) and by bandwidth / cost (right chart)
Same time Different time Telepresence
synchronous asynchronous
Portable
videoconferencing
Same place
colocated
Facetoface meetings Ongoing collaboration
meeting rooms, projection project management tools, Remote meeting with Studiobased
Increasing costs
systems, tabletop ecalendars, wall charts, shared screen and audio videoconferencing
computer, flip charts etc shiftwork groupware etc
Webcast/Webinar Web conference with
(oneway) full interaction (twoway)
Different place
Phone calls Virtual Worlds
Remote meetings Timeshift remote
remote
Audio
remote collaboration tools, collaboration Email conference
audio/video conferencing, websites, forums, email, e
IM/chat, telepresence, calendars, sharepoints, wikis, Instant Subject of this report
webcasts, virtual worlds etc version control etc messaging
Subject of this report Increasing bandwidth requirements
Source: Left chart, adapted from Wikipedia (http://en.wikipedia.org/wiki/Image:Cscwmatrix.jpg). Right chart, ITU.
1
2. 3
Report #2), which offer the experience of “Being there, without going there”. The subject of this report, on the
use of remote collaboration tools, lies between these two extremes and encompasses a range of technologies
from simple webcasts of meetings to fullyinteractive web conferences, but without the requirement for a
dedicated leased line or a purposebuilt studio. Although the focus of this report is on business use, the market is
increasingly being influenced by developments in the entertainment sphere, especially the development of virtual
worlds such as Second Life (see Box 1) and massively multiplayer online roleplaying games (MMORPGs).
2. The three Cs
Remote collaboration is not only about technology but rather is an interdisciplinary field covering also
psychology, artificial intelligence, sociology, organizational theory, anthropology, and other factors that
4
influence the design of products. The so called 3Cclassification model describes how three main functionalities
are represented in groupware:
1. Communication. Ability to exchange information between collaborating group members.
2. Coordination. Ability to coordinate tasks among a team.
3. Collaboration. Ability to accomplish team goals.
Remote collaboration tools are designed to help two or more participants involved in a common task to achieve
their goals. To do this, they combine many different applications, facilitating the 3Cs for remote interaction in a
single application: audio and video conferencing, instant messaging and chats, multiuser editors, white boards,
revision control, etc (See Box 2). Collaborators remotely share access to local devices for presentation and
interaction (such as a desktop, keyboard and mouse) and software (office applications, web applications, in
house software etc) to view, annotate and edit content in realtime, through synchronous participation from
different locations.
Communication is enriched by chat, multipoint video and audio conferencing (Figure 2 shows a typical
interface for remote collaboration tools). Some of the basic functionality may be provided by existing office
automation tools (such as MS Outlook or IBM Lotus Notes) but additional functions may be added, for instance
allowing the organizer of a meeting to schedule a remote collaboration session, and to invite participants by
Box 1: Collaboration in virtual worlds
Virtual worlds provide a novel form of online collaboration
and are quickly moving from the entertainment world of
MMORPGs to the business world of meetings and
presentations. A good example is provided by Second Life –
an Internetbased threedimensional virtual world which
claims some 12 million users, or “residents” – which permits
interaction through moving avatars, instant messaging and
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VoIP. Residents can explore, socialize, participate in
individual and group activities, create and trade items (virtual
property) and services with one another. The rapidly
increasing “population” of Second Life represents an
important audience for marketing, businesstobusiness
communication, and even diplomacy.
The Maldives was the first country to open a Second Life
embassy, allowing visitors to talk with a computeranimated
6
ambassador about visas, trade, or sustainable development in the Maldives on Diplomacy Island, established by
DiploFoundation. The World Economic Forum has also used Second Life as a way of bringing its annual Davos Forum to a
7
wider audience . Not surprisingly, an increasing number of realworld companies, ranging from media outlets like Reuters
and MTV, car manufacturers like Mazda and Pontiac, and technologycompanies, such as Cisco, Dell and IBM have opened
8
their virtual news channels and offices in Second Life. Applications include presenting and selling products, providing
customer training, and interacting with customers and business partners. Will we see a future ITU conference taking place
in Second Life? Why not.
Note: Adapted from various sources. Image source: http://newsroom.cisco.com/images/CES_second_life_KoolAid_003.jpg.
2
3. Box 2: Remote collaboration tools – a combination of groupware email with a few mouse clicks.
Remote collaboration tools combine the functions of software for Meeting sessions may be recorded
communication, collaboration and coordination in one solution. Some and archived for future reference,
examples, and related standards, are shown below: 9
evaluation, or for training purposes.
Type of Audio and Instant Multiuser While a meeting is in progress, the
groupware >> video messaging editors,
organizer and participants may
conferencing whiteboards,
version control decide which windows, applications,
Examples · Wengo · IRC · Google Docs or parts of the screen they want to
· Skype · ICQ · Zoho share with others. Remote desktop
· Gizmo · AIM · MediaWiki control allows participants to
· Sipgate · Jabber · ACE manipulate the presenters’ screen
· SVN and to edit documents remotely. Text
Standards and H.320, H.323, XMPP, HTTP, ODF, chat may be used for live question
protocols SIP, H.264, SIMPLE, XML, WebDAV, and answer sessions or to ask for the
involved others others others floor.
Remote collaboration tools usually
Remote collaboration tools (vendor)
allow two main modes of operation
Examples Acrobat Connect (Adobe)
with variations on each according to
GoToMeeting (Citrix)
Lotus Sametime (IBM) the size of the meeting:
Office Live Meeting (Microsoft)
one2meet (Netviewer) In peertopeer meetings, the
§
OpenMeetings (Open Source project) organizer and participants may
Marratech (acquired by Google) interact (twoway
WebEx Meeting Center (Cisco) communication) by following an
etc. agenda, communicating with the
Standards and H.323, T.120, SIP, SIMPLE, XML, XMPP, SSL, help of audio, video and text,
protocols TLS, AES, HTTP, LDAP, etc. and jointly editing documents.
involved
§ Webinars (web seminars), often
used for product presentations or
Note: Please find annexed to this report a glossary of abbreviations and
acronyms. the transmission of conferences,
tend to involve mostly oneway
communication, from speaker to audience. Compared to meetings, audience interaction is limited. However,
this onetomany format may include survey and feedback sessions following the speaker’s presentation, and
is particularly appropriate for archiving material.
Client software is, in many cases, programmed in Java language, which makes it interoperable on most
operatingsystem platforms. Other products may be implemented with Flash technology, a popular method for
adding animation and interactivity to web pages, and integrating Voice over IP (VoIP). Thus, these programmes
only require a web browser to hold a meeting, and the client software can be downloaded at the point of entering
an online meeting. Alternatively, for a higher quality and fewer transmission delays, it is possible to use the
public switched telephone network (PSTN) for audioconferencing equipment and use the online tools for the
visual portion of the meeting. This hybrid arrangement is currently the most common for peertopeer meetings
with today’s networks, requiring no special reservation of additional bandwidth or guaranteed service quality.
3. Standards Watch
A traditional form of remote collaboration – video conferencing – became popular in the early 1990s as a result
of the acceptance of ITUT Recommendation H.320 by equipment manufacturers. This resulted in
interoperability between different brands and lower prices on equipment, both of which resulted in increasing
use. H.320 is an international standard for video conferencing on ISDN (Integrated Services Digital Network)
which is still in wide use despite the fact that ISDN bandwidth is costly compared to IP (Internet Protocol)
bandwidth. The main advantage of ISDN is that it offers quality of service (QoS), since it is a circuit switched
3
4. technology. Today's IP networks, on the other hand, offer a much greater bandwidth at a much lower cost.
Consequently, most of today’s remote collaboration tools are based on IP networks and use standards developed
by the Internet Engineering Task Force (IETF) and the World Wide Web Consortium (W3C). Nevertheless,
ITUT contributes with a series of Recommendations describing protocols for realtime, multipoint audiovisual
communication on any packetbased network (e.g., ITUT Recommendations T.120 and H.323). Most products
leave the choice to the organizer of a meeting whether to use H.323 or IETF’s Session Initiation Protocol (SIP).
The Technology Watch report on Telepresence discusses the advantages and drawbacks of both protocols and
reports on efforts to develop a new Recommendation (H.325 or Advanced Multimedia System).
ITUT’s Next Generation Network Global Standards Initiative (NGNGSI) focuses on developing the detailed
standards necessary for NGN deployment to give service providers the means to offer the wide range of services
expected in NGN. One of these services, remote collaboration, will become more reliable with NGN, which will
provide endtoend QoS.
To allow IT staff and software developers to extend their remote collaboration applications to fit individual
needs (e.g. integration of inhouse software), producers of remote collaboration tools typically offer Software
Development Kits (SDKs) and Application Programming Interfaces (APIs) that implement extensible formats
and protocols, such as OpenDocument Format (ODF) or eXtensible Markup Language (XML).
Besides interoperability, extensibility and flexibility, in terms of audio transmission, security may also be of key
importance. At the time of joining the online meeting, users need to know the meeting ID and password to
access the remote meeting. At the system level, confidentiality may be assured, for instance, by SSL (Secure
Sockets Layer) or AES (Advanced Encryption Standard) endtoend encryption between participants.
4. Market Watch
Security and performance characteristics should apply irrespective of the number of meeting participants and the
nature of their different networks, computer operating systems and terminal devices. Thus, remote collaboration
poses quite a challenge for standards developers. As discussed in section 2, the range of remote collaboration
tools includes online meetings of only two people, as well as Webinars of one organizer and a thousand or more
attendees. Scalability and high demands of availability often require hosting the tools on multiple servers.
Service providers seek to meet those demands by offering their “software as a service” (SaaS). SaaS is a
software application delivery model whereby a software vendor develops a webnative software application and
hosts and operates the application for use by its customers over the Internet. Customers do not pay for “owning”
the software itself but rather for using it, either on a flatrate or payasyougo basis. This is a particularly
appropriate model in the early part of a product lifecycle, because it allows potential users to experiment with the
service without having to commit large sums in upfront purchases.
According to estimates from the IT research company Gartner, the market for SaaS applications reached
US$5.1 billion in 2007, and is forecast to grow to US$11.5 billion by 2011, at which date it will account for
10
more than a quarter of software sold to companies. Today, between 70 and 80 per cent of remote collaboration
applications are run on external SaaS deployments. The market may be segmented between:
· companies that are primarily specialized in remote collaboration (e.g., Citrix, Netviewer; see Box 2);
· companies that have added the remote component to their existing office application packages (e.g.,
Adobe, IBM, Microsoft); and
· market entrants that have identified remote collaboration as a promising business area and therefore
have acquired companies from the first group (e.g., Cisco which acquired WebEx, and Google
which acquired Marratech).
The increasing number of competitors, new flexible pricing and licensing models, and the continuous
development of new features will increase competitive pressure on providers of remote collaboration tools. The
market is arguably ripe for its “Google moment”, when some new entrant, or existing player, brings out a
product with sufficient momentum to build market share rapidly at the expense of its rivals, as Google did in the
search market. It is also possible that one market player may decide to offer remote collaboration tools free of
4
5. charge, perhaps incorporated into a different product, in order to build market share and perhaps gain revenue
through a different model from SaaS (e.g., advertising, mobile usage time).
Figure 2: Remote collaboration for ITU Symposia on ICTs and Climate Change
Participants in Bangkok, Geneva, London and Tokyo, Bangkok use GoToMeeting to prepare the ITU Symposia on ICTs
and Climate Change. The figure shows a remote participant’s screen, the attendee list, and the chat box.
5. Applications
Remote collaboration tools support people in overcoming geographical limitations in their everyday work with
colleagues, and in sharing information amongst business partners and clients. They can accelerate an
organization’s decisionmaking processes and increase productivity by enabling its employees to work on
several remote projects simultaneously, while limiting travel costs. Crucially, they can assist individuals
companies in reducing their carbon footprint by reducing the need for travel, and thereby contributing to the
global combat against climate change. Although they cannot overcome time differences between countries,
remote collaboration tools can bring more flexibility into the workplace (for instance, by enabling workers in a
different time zone to join a meeting from home if it is held outside normal working hours).
Originally employed to support only specific purposes and user groups (such as students in elearning, engineers
in online product development, or contractors in outsourced projects) remote collaboration tools are now gaining
influence in office environments across all sectors. They work alongside email, instant messaging and document
versioning as an enabler of collaboration, communication and coordination. Using online meetings, collaboration
that might not have occurred otherwise (as a consequence of tight schedules, long distances, or the high cost of
business travel) may now take place.
For developing countries, remote collaboration tools can thus be seen as a helpful instrument in overcoming the
digital divide and for “Bridging the Standardization Gap”, which is addressed in ITU Plenipotentiary Conference
2006 Resolution 123 (PP06, Antalya) and World Telecommunication Standardization Assembly 2004
Resolution 44 (WTSA04, Florianópolis). The tools make it easier for representatives from developing countries,
11
with a limited travel budget or facing visa restrictions, to participate actively in the standardization process.
5
7. employees in the EU worked from home. The savings result from less workrelated travel and a reduced need for
office space, which generates a smaller requirement for heating, lighting and airconditioning. The resulting CO2
savings could be even greater in the megacities of the developing world, where poor public transport and high
levels of road congestion make commuting especially wasteful. A similar study, entitled “Towards a high
15
bandwidth, low carbon future” , commissioned by Australian public telecommunication operator Telstra, and
conducted by Climate Risk pty, concluded that a “decentralized business district”, which facilitated remote
collaboration and teleworking, could save some 3.1 million tonnes of CO2 per year in Australia alone.
In 2007, ITUT organized and provided logistical and secretarial support for some 85 meetings/workshops,
representing a total of 339 meeting days, as well as numerous smaller informal meetings, such as rapporteur
groups and steering committees. Holding even a small number of those meetings online would have a significant
impact on ITUT’s carbon footprint (See Box 3).
There are a number of ways in which remote collaboration tools could be used to both increase and facilitate
participation in ITU meetings, especially from developing countries, while also reducing travel requirements:
· The simplest solution is to provide tools that facilitate remote participation. Already, all ITUT’s working
documents are posted online and most published Recommendations have been free of charge online since
the start of 2007. An increasing number of meetings are broadcast live over the Internet (usually audioonly,
but sometimes also with live video). Seven ITUT meetings were broadcast live in 2007, including the
16
meetings of Study Groups 2 and 3.
· The live audio stream can be enhanced in a number of ways. For instance, using a tool like GoToMeeting,
the presentation of slides, or of a screen where editing of a text is taking place, can be broadcast live. Control
of the screen can also be given to external presenters. Other visual enhancements include realtime
17
captioning, which is particularly useful for nonnative speakers of the meeting language , or recording of a
18
presentation for archiving.
· A third option, appropriate for smaller, shorter meetings such as a rapporteur’s group or a steering
committee, is to hold the whole meeting using an online remote collaboration tool. ITUT Study Group 15
has been experimenting with these tools for a number of activities, including the preparation of the energy
19
saving checklist , and reports that some 13 “eartoear meetings” (typically of 12 hours duration) replaced
approximately two “facetoface meetings” (typically of 12 days duration), resulting in a saving of 200400
tonnes of CO2 per meeting. Details of how to use these services is provided in the Annex.
· A fourth option would be to further decentralize a meeting by using ITU‘s existing high performance
network linking its regional offices to establish remote collaboration links between the Geneva HQ and
ITU’s regional offices in Addis Ababa, Bangkok, Brasília, Cairo and Moscow. Participants from
neighboring countries of the regional offices could travel there rather than flying long haul to Geneva.
Considering the high costs for business travel (transport and accommodation) and flight time, this approach
would also have positive impacts on both the time and money budgets of participants as well as resulting in
20
savings of approximately 55 tonnes of CO2 emissions.
ITUT is currently carrying out an evaluation of twospecific web conferencing tools—WebEx and
GoToMeeting—under the auspices of Working Party 3 of TSAG and has issued a liaison statement to all Study
21
Groups on their availability.
6. Conclusion
Remote collaboration tools are wellsuited to increase an organization’s productivity, by increasing collaboration
and reducing costs. The substitution of business travel by meeting online saves both money and time and reduces
CO2 emissions related to travel. Four factors suggest that this is a technology whose time has come:
· The tools themselves are becoming easier to use, are Internetbased, require little modification of
working practices, and are now being offered with cheaper and more flexible pricing models. Remote
collaboration tools basically require little more than a standard PC with access to the Internet and a
telephone or mobile phone.
7
8. · Broadband access networks are improving all the time, offering much quicker responses times and faster
download times. Thus, it is no longer necessary to use dedicated networks for online collaboration or
video conferencing.
· A new generation of users is leaving schools and universities that have grown up using multiplayer
games and virtual worlds and are now ready to use similar skills in their work lives.
· Finally, the increasing urgency of concerted international action against global warming is encouraging
more companies and individuals to reduce their travel wherever possible, and adopt more flexible work
practices, as part of overall corporate social responsibility programmes.
Nevertheless, there will always be certain factors that cannot be replaced by remote collaboration: agreements
and contracts often need to be signed in person, informal discussions during meeting breaks often play an
important role in making deals, not to mention social events and receptions after long meeting days, etc. But
while remote collaboration will never replace facetoface meetings, they can help to make those meetings that
still take place in the real world much more efficient.
This report in the ITUT Technology Watch Briefing Report series has been prepared for information
and discussion. For more information, or to comment or make additional inputs to the report, please
respond by email to tsbtechwatch@itu.int.
ITU has launched a major initiative to better understand
the relationship between information and communications
technologies (ICTs) and climate change, with two global
symposia being held in the first half of 2008.
See http://www.itu.int/ITUT/climatechange.
8
10. Glossary of abbreviations and acronyms used in the document
3C Communication, coordination, collaboration
ACE “A collaborative editor”
AES Advanced Encryption Standard
AIM AOL Instant Messenger
AOL America Online
API Application Programming Interface
CSCW ComputerSupported Cooperative Work
ETNO European Telecommunications Network Operators' Association
HTTP Hypertext Transfer Protocol
ICQ “I seek you”
ICTs Information and Communication Technologies
IETF Internet Engineering Task Force
IP Internet Protocol
IRC Internet Relay Chat
ISDN Integrated Services Digital Network
ITU International Telecommunication Union
ITUT ITU Telecommunication standardization sector
LDAP Lightweight Directory Access Protocol
NGN Next Generation Network
NGNGSI Next Generation Network Global Standards Initiative
NSP Network Service Provider
ODF OpenDocument Format
PC Personal Computer
PP Plenipotentiary Conference
PSTN Public switched telephone network
QoS Quality of Service
SaaS Software as a Service
SDK Software Development Kit
SG Study Group
SIMPLE Session Initiation Protocol for Instant Messaging and Presence Leveraging Extensions
SIP Session Initiation Protocol
SSL Secure Sockets Layer
SVN Subversion
TLS Transport Layer Security
TSAG Telecommunication Standardization Advisory Group
VoIP Voice over IP
W3C World Wide Web Consortium
WebDAV Webbased Distributed Authoring and Versioning
Webinar Web seminar
WTSA World Telecommunication Standardization Assembly
WWF World Wide Fund for Nature
XML Extensible Markup Language
XMPP Extensible Messaging and Presence Protocol
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11. Notes, sources and further reading
1
The background of the term CSCW is described in Irene Greif’s book “ComputerSupported Cooperative Work: A Book
of Readings”, see http://books.google.com/books?id=4oVMJ1vi8lkC.
2
Different terms for similar concepts include telecommuting, teleconferencing, telelearning, telepresence, distance
education, remote assistance, remote engineering, remote publishing, remote surgery, remote training, etc.
3
As an example of highperformance video conferencing, the Prince of Wales appeared recently as a lifesize hologram,
speaking to the audience at an alternative energy summit, avoiding longdistance travel and thereby reducing his carbon
footprint: see “Hologram prince hails new money for alternative energy”, Guardian Unlimited, 21 January 2008. See
http://www.guardian.co.uk/environment/2008/jan/21/energy.renewableenergy/print.
4
The 3Cclassification model was first introduced by Teufel et al. in 1995. See S. Teufel, C. Sauter, T. Mühlherr, K.
Bauknecht (1995). Computerunterstützung für die Gruppenarbeit, AddisonWesley, Bonn.
5
Economic Statistics from Second Life include population, the currency Linden Dollars (L$) and its exchange rate,
Monthly Linden Dollar Flow, total land use and average land price, etc. See
http://secondlife.com/whatis/economy_stats.php.
6
See http://www.diplomacy.edu/DiplomacyIsland/Embassies/display.asp?Topic=Maldives.
7
See http://secondlife.reuters.com/stories/category/secondlife/davos/.
8
A frequently updated list of businesses and organizations in Second Life gives an overview of inworld business and user
groups founded specifically for Second Life, some of which have become legal entities in their own right, as well as
preexisting companies and organizations that have involved themselves in the virtual world. See
http://en.wikipedia.org/wiki/Businesses_and_organizations_in_Second_Life.
9
As an example, see the tutorial sessions held by ITUT Study Group 15 from 1315 February 2008 on energy saving,
which were facilitated using the “GoToMeeting” remote collaboration tool. The proceedings (including audio track and
slide presentations) are available online at: http://www.itu.int/ITUT/studygroups/com15/tutorials/power.html.
10
The term SaaS has become the industry preferred term, generally replacing the earlier terms Application Service Provider
(ASP) and OnDemand. The article “A question of demand”, published in The Economist, 3 January 2008, describes this
aspiring software delivery model. See http://www.economist.com/displaystory.cfm?story_id=10431816.
11
A list of current “emeetings” being held by ITUT, some of which are by invitation only, is available online at:
http://www.itu.int/ITUT/events/icalendaremeetings.html.
12
GHG Protocol Initiative is a partnership of businesses, NGOs, governments, and others convened by the World Resources
Institute (WRI), and the World Business Council for Sustainable Development (WBCSD). Its mission is to “Develop
internationally accepted greenhouse gas (GHG) accounting and reporting standards for business and to promote their broad
adoption”. See http://www.ghgprotocol.org/.
13
Calculations are based on GHG Protocol Initiative Calculation Tools for Business Travel (Version 2.0, June 2006). We
used the distance traveled approach (Distance x CO2 emission factor = CO2 emissions) with CO2 emission factors from
UK DEFRA (2005). See http://www.ghgprotocol.org/ and
http://www.defra.gov.uk/environment/business/envrp/pdf/conversionfactors.pdf. Distances between ITU headquarters
Geneva and regional offices and airports were estimated with webflyer and atmosfair.
14
See WWFETNO roadmap for reduced CO2 emissions in EU and beyond,
http://www.etno.be/Portals/34/ETNO%20Documents/Sustainability/Climate%20Change%20Road%20Map.pdf.
15
See Climate Risk (2007) “Towards a highbandwidth, low carbon future: Telecommunication opportunities to reduce
greenhouse gases”, available at: http://www.climaterisk.com.au/2007/12/12/climateriskpresenttowardsahighbandwidth
lowcarbonfutureatcop13unfcccbali/.
16
Many ITU workshops are available as webcast. Archives and live feeds can be found at: http://www.itu.int/ibs/.
17
The meetings of the Internet Governance Forum typically offer the facility of realtime captioning. A workshop,
organized by ITU as part of the Internet Governance Forum 2007 in Rio de Janeiro, brought together experts from around
the world to examine how best to take into account accessibility needs in emerging technologies. The captioning transcript
of the workshop is available at: http://www.itu.int/dms_pub/itut/oth/06/0E/T060E0070030002MSWE.doc.
18
The public digital library of the ITUD eLearning centre includes a number of archived presentations; see:
http://www.itu.int/ITUD/hrd/elearning/index.asp. A good example is the module on “Learning about numbers” which
offers a number of download options such as text only, slides only, audio with slides, video with slides etc; see:
http://www.itu.int/ITUD/hrd/elearning/virlib/asp/numbering/index.html.
19
See “Checklist on energysaving for standardization activities”, adopted as an ITUT Technical Paper at the February
2008 meeting of ITUT Study Group 15, available as: http://www.itu.int/md/T05SG15080211TDGEN0288/en.
20
This based on the assumption that 40 participants from countries close to ITU’s regional offices collaborate remotely with
ITU headquarters from these regional offices. When multiplied by the full range of ITUT meetings, this would amount to a
saving of over 4’600 tonnes of CO2 per year
11
12. 21
See Annex C to the report of WP/3 to the December 2007 meeting of TSAG, available at: http://www.itu.int/md/T05
TSAGR0025/en (Document restricted to TIES users).
22
See “Five tips for a better Web conference” by Christopher Elliott at:
http://www.microsoft.com/smallbusiness/resources/technology/communications/5tipsforabetterWebconference.aspx.
12