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DR. GEO II: Adding Interactivity Planes in Interactive Dynamic Geometry DR. GEO II:在交互式动态几何中添加交互平面
Hilaire Fernandes, Stéphane Ducasse, T. Carron
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.
交互式几何环境支持交互式几何草图的创建和利用。然而,这样的环境通常以严格的方式驱动,遵循良好指定的构建路径。这种刚性并不总是与:1 .学习者对几何域的内在认知表征;在纸笔环境中使用几何草图的方式。因此,这种刚性是学习者内部紧张的来源,它可以降低交互式几何环境的教学附加值。我们认为额外的互动平面以不同的方式操作几何草图可以帮助学习者。我们开发了DR. Geo II,这是一个交互式几何框架,能够接收额外的交互式平面,如自由素描和基于命令的平面。我们已经在一个初中班级进行了实验,我们在这里报告我们的第一个结果。
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引用次数: 7
Distributive Generation Algorithm of Long Range Contact for Remote Spatial-data Access on P2P Delaunay Network P2P Delaunay网络远程空间数据访问的远程接触分布生成算法
M. Ohnishi, Shinji Tsuboi, Masao Hirayama, Takayuki Eguchi, S. Ueshima
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.
P2P Delaunay网络是利用一种众所周知的几何结构,即计算地理几何中的Delaunay三角剖分,在二维平面上连接节点的网络。该结构具有两个相邻节点连接的特性。给出了该算法在任意两个节点间具有贪心路由的P2P环境下的自治生成算法,并证明了网络的可扩展性。通过将Voronoi区域设置为节点管辖区域,将P2P Delaunay网络作为空间数据库,并在网络上轻松嵌入范围查询机制,实现P2P环境下可扩展的空间数据库。我们的目标是在地理信息系统(GIS)、虚拟协作系统、位置感知服务等方面的各种应用。但是,当P2P Delaunay网络由大量节点组成时,其直径和节点之间的跳数以O(N1/2)的速度增加,这会导致远程数据访问的通信延迟严重。因此,我们在此提出了P2P Delaunay网络的远程接触(LRC)及其分布式生成算法。我们的LRC是一组桥,它们以O(logN)跳数连接两个节点,节点度为O(logN)。我们提出了一种自主节点协作下的水平/垂直组合生成算法,以及一种利用LRC的路由方法。我们还评估了LRC生成中的CPU和通信负载,以及LRC的路由效率。最后,讨论了基于LRC的P2P Delaunay网络的应用领域。
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引用次数: 4
TinLizzieWysiWiki andWikiPhone: Alternative approaches to asynchronous and synchronous collaboration on the Web TinLizzieWysiWiki和wikiphone: Web上异步和同步协作的替代方法
Y. Ohshima, T. Yamamiya, Scott Wallace, Andreas Raab
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.
本文介绍了TinLizzie WysiWiki和WikiPhone,这两个系统探索了在万维网上实现富媒体终端用户协作的新方法。TinLizzie WysiWiki支持在Web上创作交互式的富媒体文档,其中包含带有用户定义脚本的图形对象。在TinLizzie WysiWiki中,用户以类似于Squeak eToys的方式在所见即所得图形编辑器中操作文本和活动对象。TinLizzie WysiWiki的一个值得注意的方面是它允许多个用户之间的同步和异步协作。在异步协作中,用户内容以通用格式保存并发布在Web上。稍后,另一个用户可以访问并更新服务器上的文档。在同步协作中,多个用户可以共享文档并同时实时地进行协作编辑。第二个系统被称为WikiPhone。WikiPhone是一个极简的IP语音(VoIP)系统,它只使用HTTP。WikiPhone允许多个用户使用网络浏览器相互交谈。WikiPhone的优势在于它在用户体验和实现方面的简单性。用户只需将web浏览器指向一个URL,然后直接参与对话,或者收听其他人之间正在进行的对话。在实现中,它寻求最简单的方法,但提供了一个可用的VoIP系统。这两个系统仍然需要一个小型的、可移植的Web浏览器插件,但除此之外,它们仍然处于当今万维网的人为限制之内。作者认为他们展示了未来网络协作的可能方向。
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引用次数: 6
Syncing Croquet with the Real World 同步槌球与现实世界
G. Schuster, C. Strothotte, Carola Zwick
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.
像槌球这样的3D虚拟环境需要具有吸引力才能被访问和使用。它们的吸引力取决于用户能够体验到的活力水平。活力只能通过不断的变化来识别,就像我们从自然中知道的呼吸一样。本文介绍了虚拟环境的两种生命力:主动生命力和被动生命力。被动活力概括了环境中发生的所有不断变化,而主动活力则包括用户可以表现出的所有个人表情。为了在虚拟环境中创造这两种类型的活力,这个虚拟环境必须与现实同步。通过同步,我们绝对不是要模仿现实的视觉外观,而是要创建与现实世界现象相对应的属性和行为。通过传感器和微控制器,我们建立了一个技术桥梁,以动态同步现实世界的数据及其在槌球中的抽象表示。两个示例应用程序演示了这种同步方法的潜力。与现实同步的程度和程度影响着吸引力的程度,因为用户认为虚拟环境是充满活力和生动的。这种同步方法提供了超越模拟的真实信息。
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引用次数: 2
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Fifth International Conference on Creating, Connecting and Collaborating through Computing (C5 '07)
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