{"title":"DR. GEO II: Adding Interactivity Planes in Interactive Dynamic Geometry","authors":"Hilaire Fernandes, Stéphane Ducasse, T. Carron","doi":"10.1109/C5.2007.12","DOIUrl":"https://doi.org/10.1109/C5.2007.12","url":null,"abstract":"Interactive geometry environments support the creation and exploitation of interactive geometric sketches. However, such environments are often driven in a rigid manner, following a well specified construction path. This rigidity is not always compatible with: i. the internal cognitive representation of the learner about the geometric domain and ii. the way a geometric sketch is used in a paper-pen environment. This rigidity is therefore a source of internal tension for the learner and it can reduce the pedagogical added value of the interactive geometry environments. We think additional interactive planes to manipulate a geometric sketch differently can help the learner. We have developed DR. Geo II, an interactive geometry framework that is able to receive additional interactive planes such as a free sketching and a command-based one. We have experimented it in a junior high school class and we report here our first results.","PeriodicalId":355191,"journal":{"name":"Fifth International Conference on Creating, Connecting and Collaborating through Computing (C5 '07)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-01-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130692997","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Ohnishi, Shinji Tsuboi, Masao Hirayama, Takayuki Eguchi, S. Ueshima
{"title":"Distributive Generation Algorithm of Long Range Contact for Remote Spatial-data Access on P2P Delaunay Network","authors":"M. Ohnishi, Shinji Tsuboi, Masao Hirayama, Takayuki Eguchi, S. Ueshima","doi":"10.1109/C5.2007.10","DOIUrl":"https://doi.org/10.1109/C5.2007.10","url":null,"abstract":"A P2P Delaunay network is a network that connects nodes over 2-dimensional plane by utilizing a well-known geometric structure, a Delaunay triangulation in computational geographically geometry. This structure possesses the property that two adjacent nodes are connected. We have shown its autonomous generation algorithm in P2P settings with a greedy routing among two arbitrary nodes, and also shown the extensibility of the network. By setting Voronoi regions as a node's governing a area, a P2P Delaunay network works as a spatial database, and we can easily embed a range query mechanism over the network, realizing a extensible spatial database in P2P contexts. We aim at the diverse applications in geographical information systems (GIS), virtual collaboration systems, location-aware services, and so on. However, in case a P2P Delaunay network consists of a large number of nodes, its diameter and hop counts between two nodes increase in O(N1/2), which causes a serious communication delay in remote data accesses. Hence, we here propose long range contact(LRC) for a P2P Delaunay network and its distributive generation algorithm. Our LRC is a set of bridges that connect two nodes in O(logN) hops with O(logN) node degree. We present a combination of horizontal/vertical generation algorithm in a collaboration of autonomous nodes, as well as a routing methods that utilizes LRC. We also evaluate both CPU and communication loads in our LRC generation, as well as routing efficiencies of LRC numerically. Finally, we discuss application fields of a P2P Delaunay network with LRC.","PeriodicalId":355191,"journal":{"name":"Fifth International Conference on Creating, Connecting and Collaborating through Computing (C5 '07)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-01-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130888359","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Y. Ohshima, T. Yamamiya, Scott Wallace, Andreas Raab
{"title":"TinLizzieWysiWiki andWikiPhone: Alternative approaches to asynchronous and synchronous collaboration on the Web","authors":"Y. Ohshima, T. Yamamiya, Scott Wallace, Andreas Raab","doi":"10.1109/C5.2007.30","DOIUrl":"https://doi.org/10.1109/C5.2007.30","url":null,"abstract":"This paper presents TinLizzie WysiWiki and WikiPhone, two systems which explore new approaches to media-rich end-user collaboration on the World Wide Web. TinLizzie WysiWiki enables authoring of interactive, media-rich documents, containing graphical objects bearing user-defined scripts, on the Web. In TinLizzie WysiWiki, a user manipulates text and active objects in a WYSIWYG graphical editor in a manner similar to Squeak eToys. A notable aspect of TinLizzie WysiWiki is that it allows both synchronous and asynchronous collaboration among multiple users. In asynchronous collaboration, the user content is saved in a common format and posted on the Web. Later, another user can visit and update the document on the server. In synchronous collaboration, more than one user can share a document and edit it simultaneously and collaboratively in real-time. The second system presented is called WikiPhone. WikiPhone is a minimalist voice over IP (VoIP) system which uses only HTTP. WikiPhone allows multiple users to talk to each other using a web browser. WikiPhone's strength is its simplicity in terms both of the user experience and of its implementation. The user simply points a Web-browser to a URL, and then directly participates in a conversation, or listens to ongoing conversations among others. In the implementation, it seeks the simplest possible approach, yet provides a usable VoIP system. Both systems still require a small, portable Web browser plugin, but otherwise they stay within the artificial limitations of today's World Wide Web. The authors think that they exhibit possible future directions for collaboration on the Web.","PeriodicalId":355191,"journal":{"name":"Fifth International Conference on Creating, Connecting and Collaborating through Computing (C5 '07)","volume":"83 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-01-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115626692","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Syncing Croquet with the Real World","authors":"G. Schuster, C. Strothotte, Carola Zwick","doi":"10.1109/C5.2007.29","DOIUrl":"https://doi.org/10.1109/C5.2007.29","url":null,"abstract":"3D virtual environments like Croquet need to be attractive in order to be visited and used. Their attractiveness depends on the level of vitality that the user is able to experience. Vitality can only be recognized by constant changes, similar to phenomena we know from nature like breathing. We introduce two sorts of vitality by which a virtual environment can be judged: active and passive vitality. By passive vitality we summarize all constant changes happening within the environment, while active vitality includes all personal expressions the user can perform. For creating both types of vitality within a virtual environment this virtual environment has to be synced with reality. With syncing we definitely do not mean to mimic the visual appearance of reality, but to create properties and behaviours corresponding to phenomena of the real world. By means of sensors and microcontrollers we build a technological bridge to dynamically sync data of the real world with their abstract representations within Croquet. Two example applications demonstrate the potential of this syncing method. The degree and extent of syncing reality affects the degree of attractiveness because the user recognizes the virtual environment as vital and lively. This syncing method provides authentic information beyond simulation.","PeriodicalId":355191,"journal":{"name":"Fifth International Conference on Creating, Connecting and Collaborating through Computing (C5 '07)","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-01-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114471273","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}