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Title: Tools for collaborative eactivities


1
Tools for collaborative e-activities
  • G. Adorni, F. Bergenti, D. Bianchi, A. Poggi, M.
    Somacher

G. Adorni Università di Genova e-mail
adorni_at_dist.unige.it F.Bergenti, D. Bianchi, A.
Poggi, M.Somacher, Università di Parma, e-mail
bergenti,bianchi,poggi,somacher_at_ce.unipr.it
2
Tools for collaborative e-activities This paper
discusses a system to facilitate activities
through the network (e-activities) offering tools
for collaborative work, video conferencing and
video on demand. The architecture of the system
is composed by two levels. The first level,
called collaborative level, allows remote users
to take part to a meeting where they can interact
with each other via a chatting line and by
sharing the use of different applications. A
second level, called multimedia level, allows a
multimedia interaction between the members of the
meeting. Each user must own a microphone, a CCD
camera and an internet connection with a
sufficient bandwidth to support the exchange of
audio and video data. We present some results
obtained during research activities (project
meetings, software design and debugging, document
writing) involving people connected from
different towns of Italy. The system was also
used in e-learning activities distributed through
a campus local network.
3
  • The Web in collaborative e-activities.
  • The Web is assuming a central role in the way
    people share information.
  • Web browsers are available everywhere and they
    provide an environment to integrate different
    services into a common, easily accessible,
    platform-independent user interface.
  • The Web has already been adopted as one of the
    principal media capable of supporting the
    collaboration between people.
  • Nevertheless, the basic communication facilities
    that the Web offers are not sufficient to support
    an interactive approach to collaboration.
  • The communication needs for which the Web was
    designed was about consulting structured
    documents and was not about supporting an
    interactive discussion in a virtual group.
  • The available Web technologies are not yet
    sufficient to implement the virtual-workgroup or
    the virtual-classroom metaphor.

4
  • The System Architecture
  • Our system relies on a multi-level architecture.
  • We define three levels that differ for (i)
    interactivity and (ii) requirements on the users
    multimedia equipment and on the available
    bandwidth.
  • The higher is the level, the higher is the
    interactivity that the system offers and the
    higher are the requirements on the users
    equipment.
  • The multi-level approach allows the system
    adapting to the capabilities of the user.
  • We propose a solution that is completely based on
    off-the-shelf technology that also domestic users
    can access with small investments.

5
Coarse-grained architecture of the system
  • Users accessing the system through a domestic
    narrowband connection can still use the services
    of the collaborative level.
  • Users with a wide band connection (eg. a campus
    local network) can also access the highest level
    and take part to an interactive multimedial
    virtual meeting.

6
  • Supporting collaborative activity
  • In general terms, a collaborative activity is
    supported by group communication, i.e., by an
    exchange of information among a group of
    participants, the collaborators, in a session.
  • Collaborators may play different roles in a
    session and the roles can change dynamically.
  • Collaborators may also join and leave a running
    session.
  • A collaborative platform is required to provide
    all the facilities needed to support the dynamic
    nature of the collaboration.
  • A collaborative platform should guarantee the
    availability of suitable media for information
    exchange.

7
  • Synchronous vs. asynchronous collaboration
  • A collaborative activity can be roughly
    classified into two categories, depending on the
    information exchange dynamism synchronous or
    asynchronous 
  • Synchronous collaboration is characterized by a
    high level of interaction within the group all
    the collaborators share a single view of the
    discussion and the information is exchanged when
    it becomes available.
  • Conversely, in an asynchronous collaboration, the
    information is transferred only on demand, thus
    lowering the degree of interaction in the group.
  • The classic Web communication facility support
    only an asynchronous collaboration, mainly
    because HTTP protocol rely on a communication
    model in which the browser needs to request the
    information, as HTML pages, from the server.

8
  • The Basic Level I
  • Our system supports synchronous collaboration in
    the middle and the high level. Nevertheless an
    asynchronous collaboration was added, as a basic
    level, to give access to HTML pages and to e-mail
    or news services.
  • This basic level was introduced mainly to support
    e-learning activities.
  • The system presents to the student a course
    module and its related tutorials through a Web
    browser.
  • The theoretical part of the subject matter is
    presented through HTML pages.
  • Linked to the main topics of the key chapters
    there is a series of tutorials (guided training
    exercises), presenting questions and problems
    that students are invited to solve offering
    software tools and simulating instruments for
    laboratory activities.

9
  • The Basic Level II
  • At the end of each tutorial there is a
    self-assessment test composed of (i)
    multiple-choice, (ii) true/false, (iii)
    fill-the-blank and (iv) essay questions.
  • While multiple-choice, true/false and
    fill-the-blank questions are corrected
    automatically, the essay questions need to be
    graded by the teacher therefore, if the student
    can access to an internet connection, the system
    automatically sends an e-mail to the teacher with
    all the information needed to evaluate the
    results of the test.
  • At the same time, the student can take advantage
    of the e-mail connection to write her/his
    comments and to send questions to the teacher.
  • A news group is used for general discussion.

10
  • Collaborative Level I
  • Any collaboration support needs to provide
    consistency-guarantee mechanisms to correctly
    manage the shared information.
  • In synchronous collaborative environment, where
    the collaborators share a single view of the
    shared information, consistency is typically
    managed by a floor-control policy.
  • The explicit floor control policy enables only
    one group member at a time to modify the shared
    document. This modifying privilege is commonly
    described in terms of possessing the modification
    token.
  • The distribution of the token to group members is
    performed by means of an intelligent policy
    supported by the voting mechanism.
  • The modification-token holder can decide to
    submit a document change to members voting
    before committing it to a document-session
    revision.

11
  • Collaborative Level II
  • The collaborative level is based on a
    collaborative implementation of Java AWT package
    that we called CollAWT.
  • As the collaborative components do not extend the
    AWT component services, except for the
    collaboration support, the application is not
    aware of the presence of the discussion group
    thus providing collaboration transparency.
  • This package is implemented by means of the
    event-broadcasting mechanism whenever a
    collaborative AWT component generates an event in
    reaction to an user interaction, this event is
    broadcasted to all group application instances in
    order to deal with it as if it was generated by
    the local user interface.
  • Only the token-holders components are active,
    meaning that they can interact with the user,
    while all others components are passive.

12
Collaborative Level III
  • Events broadcasting is implemented by the events
    channel service which acts as an events broker.
  • After an event is fired by the user interface,
    the generated object of class AWTEvent is
    serialized and pushed into the events channel.
  • The events channel then broadcast the received
    data to all group applications.
  • Once received by an instance of the collaborative
    application, the AWT event is treated as if it
    was generated locally meaning that it is passed
    to the application.

13
  • Collaborative Level IV
  • A user can join or leave a group at any time.
  • At login the new member receives an instance of
    the shared application while all group members
    are informed of this event.
  • The system supports unanticipated sharing of the
    application and latecomers can decide to enter
    into the discussion in a synchronous or
    deferred-synchronous way.
  • In the synchronous way, the latecomer is
    immediately accommodated in the group with a view
    of the shared document.
  • Conversely, in the asynchronous login procedure,
    the latecomer is shown all the changes occurred
    to the document since its last leaving.
  • The shared-application instances are synchronised
    starting from a common state and evolving by
    means of user-interface generated events.
  • The deferred synchronous policy is performed by
    the latecomers application asking the
    transaction-logging service to play back all
    events occurred since its last group leaving.

14
  • Multimedia Level
  • The multimedia level integrates audiovisual
    components in our system to improve its
    effectiveness from the point of view of the
    communication among the meeting participants or
    in the learning process.
  • Two different tools
  • A videoconferencing tool.
  • A tool for consulting audiovisual documents
    stored in digital format.
  • Are realized using Java Media Framework and
    implements the floor control mechanism.

15
  • Virtual Teams I
  • We have used the described e-activities
    collaboration and communication facilities to
    manage a virtual team. We are experimenting this
    tool in research activities. Examples are
    project meetings, software design and debugging,
    document writing.
  • To support these activities we have tailored a
    collaborative platform, named JWebTop, that
    supports sharing of documents and of Java
    applications for collaborative work.
  • The platform gives to the participant to the
    virtual meeting the use of a shared textual and
    graphical editor, and a web browser.
  • The editor allows participants to work to a
    shared document while the meeting is in progress,
    the web browser allows to display HTML text, or
    to present slides during a talk.
  • We are using this platform for scientific
    meetings with people distributed at home/office
    of many towns in Italy.

16
  • Virtual Teams II
  • The collaborative level provides as a
    communication tool a chatting line. But the
    exchange of written messages is very slow and
    annoying. To facilitate people communication an
    audio-conferencing or video-conferencing tool is
    also provided.
  • While a video conference requires a wide-band
    communication channel, the audioconference
    requires a narrow-band, but it is usually
    sufficient to guarantee an adequate level of
    communication amongst the people involved in a
    meeting.
  • In the user interface of the client application a
    person can require or release the floor. The
    floor request are managed by a FIFO policy. Only
    the user holding the floor can use the editor or
    the web browser.
  • On the contrary in the audio conference each user
    broadcast an audio stream to all the
    participants. Voices from different users can be
    mixed. It depends on the politeness of
    participants to regulate the dialog turns.

17
  • E-Learning Basic Teaching/Learning Scenarios I
  • the transmission scenario related to the empty
    vessel metaphor (old-fashioned prevailing
    classroom teaching and lecturing). This scenario
    is characterized by a closed domain, well-defined
    learning goal, fixed learning route, instruction
    and practice, diagnosis of errors and
    remediation. The expected outcomes are domain
    knowledge and skills
  • the studio scenario related to the constructive
    agent metaphor (current study-house). It is
    characterized by open or closed domain,
    well-defined learning goal, flexible learning
    route, project-based learning, interaction with
    different agents (human or otherwise) The
    expected outcomes are domain knowledge as well as
    social and practical skills
  • the negotiation scenario related to the
    situated/distributed cognition metaphor
    (post-modern). Characterized by open domain,
    ill-defined learning goal, open learning route,
    argumentation, negotiation and reflection. The
    expected outcome regards conceptual changes.

18
  • E-Learning Basic Teaching/Learning Scenarios II
  • A prevailing transmission scenario is mainly
    reflected in classroom teaching, lecturing, drill
    and practice while there is little room for
    discussion/reflection and for complex problem
    solving. It is mainly used to teach and learn
    domain facts and rules transmission. Most of the
    classical intelligent tutoring systems, mainly
    interested in domain and student modeling, fit in
    this class.
  • The studio scenario has more emphasis on complex
    problem solving, on student initiative and
    responsibility on problem analysis and solving
    method selection, more emphasis on open tasks
    (writing an essay, conducting a debate, giving a
    talk). Main aim is to teach and learn procedures
    and problem solving strategies. The modeling
    issue moves away from representing the cognitive
    states of the individual students to support
    interactions between users in a situation in
    which students have to confront with multiple
    tasks and multiple source of information. Our
    work may be considered as an example of this
    scenario.
  • The negotiation scenario, is based on student
    directed learning, student defined problems and
    solutions, student sharing of knowledge and
    evolving ideas. It is devoted to teach and learn
    meta-cognitive skills, to create new knowledge
    and to reflect on ones understanding. May be
    promoted by the use of e-activities tools.

19
  • E-learning an example of courseware
  • A campus network was used to give access to a
    courseware case study. The system that we
    realized integrates the Web with the classic
    e-learning process to offer students and teachers
    services with different degrees of interactivity
    ranging from off-line document consultation, to
    web based document browsing and e-mail
    communication, to virtual classrooms.
  • The collaborative level offers an
    application-sharing service to allow integrating
    the lesson with experiences on, e.g., simulated
    instruments and tools for laboratory activities.
  • The multimedia level allows the integration of
    course materials with audiovisual documents to be
    used individually or in the virtual classroom.

20
The campus network We have two different
networks. The first is the TCP/IP intranet of the
Campus. This network is normally used for all the
activities of the basic and collaborative levels,
i.e., access to the Web server, to the mail and
news services, to the chatting line and tools for
collaborative work. The Campus network can
support those services that do not require a
fixed bandwidth allocation. On the contrary,
multimedia service needs a guaranteed wide band
connection to transmit video or audio data. So, a
second network based on ATM technology connects
the video server with the classrooms and labs.
21
The campus network The ATM network connects the
video server with classrooms and laboratories. It
is supported by a PON (Passive Optical Network)
with a bandwidth of 622 Mbit/sec download and 155
Mbit/sec upload. The fiber optical network is
connected with the user equipment using an ADSL
switch which is also connected to Campus Intranet
(Fast Ethernet).
22
  • An Example of Courseware Hyperprolog I
  • The campus network was used to give access to a
    courseware case study in which the different
    levels can be implemented and tested. The subject
    matter of the module is Mathematical Logic,
    Logic Programming and Prolog.
  • The theoretical part of the subject matter is
    presented through hypermedia (which are made of
    hypertext and other kind of materials as
    audiovisual documents, animations).
  • The course contains also a number of topics
    related to artificial intelligence natural
    language processing, knowledge representation,
    fuzzy logic, learning, temporal logic.
  • Linked to the main topics of the key chapters
    there is a series of tutorials (guided training
    exercises) with questions and problems that the
    students are invited to solve.

23
  • An Example of Courseware Hyperprolog II
  • Students can actually try out their answers and
    solutions by using, within the browser, an
    available Prolog interpreter on the server
    together with a number of files related to the
    examples presented in the tutorials. These sample
    files can be directly loaded and tried out in
    this environment which we called PrologLab.
  • Also for the AI topics there are a number of
    working examples that the students can try in the
    PrologLab environment.
  • Students can easily switch from the hypertext to
    the PrologLab or use both concurrently.
  • At the end of each tutorial there is a
    self-assessment test which the students can take.

24
  • Collaborative PrologLab
  • In order to allow a direct distance interaction
    between teachers and students, a collaborative
    environment has been developed.
  • The aim is to realize a virtual classroom in
    which the teacher can demonstrate the use of the
    PrologLab, develop programs interacting with the
    students, test the program with the Prolog
    Interpreter.
  • All participants in the classroom have to see the
    same information on their screens. Moreover each
    participant can, in an ordered fashion, gain
    control of the collaborative resources end use
    them. For example can edit a file, consult a
    program in the Prolog database, execute a Prolog
    query and so on.
  • The collaborative PrologLab may also be used by
    group of students working to a common project
    over the network.

25
The Collaborative PrologLab Interface Participant
s can edit and test programs, use a chat line,
enter or exit session, request or release the
floor.
26
  • Collaborative PrologLab Floor Management
  • Different floor management policies can be
    adopted.
  • Because our aim, with the collaborative tools, is
    to reproduce a lesson, we can assume that the
    teacher may decide, on the basis of a request
    list, which student has the floor and so have an
    exclusive control of the application resources.
  • At any time, the teacher can also gain the
    control of the floor previously given to a
    student.
  • On the other hand, if the collaborative tools are
    used by a group of students working to a common
    project a more democratic policy of floor
    management should be adopted.
  • A voter list is maintained to allow collective
    decisions and the members of the group can vote
    to accept or reject a proposed change to the
    current program.

27
  • System evaluation I
  • Analysis of the students patterns of activity by
    means of system logs. This analysis will give
    information about students use of the system,
    which pages of the text they looked at most,
    which facilities they used the most (tutorials,
    self test, PrologLab, e-mail, conference area) or
    which ones they overlooked.
  • Effectiveness of the system in terms of the
    students learning outcomes. This evaluation is
    based on the results of the final test.
  • Students attitudes toward the resource. A
    questionnaire was administered to the students to
    assess how much they liked this resource in
    comparison with more traditional courses. They
    were asked which part of the system they used
    most and which ones least, which ones they felt
    as difficult to use and why.
  • The result of the questionnaires were integrated
    with the information gathered during focused
    group discussions on the topic.

28
  • System evaluation II
  • Analysis of chat recording in the collaborative
    PrologLab can be used to study the interaction
    between students in working groups.
  • Questionnaires can be used to test the
    satisfaction of the participants to a virtual
    meeting.
  • We can obtain information about the easiness of
    use of the tools, the effectiveness of the
    communication with the chat line or the audio
    conference or the video conference, the
    usability at work/home with different
    communication bandwidth available.
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