Online Communities/Technical Collaboration
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The International Conference on Robotics and Automation (ICRA) is the IEEE Robotics and Automation Society’s biggest conference and one of the leading international forums for robotics researchers to present their work.
The Frontiers in Education (FIE) Conference is a major international conference focusing on educational innovations and research in engineering and computing education. FIE 2019 continues a long tradition of disseminating results in engineering and computing education. It is an ideal forum for sharing ideas, learning about developments and interacting with colleagues inthese fields.
The conference program will consist of plenary lectures, symposia, workshops and invitedsessions of the latest significant findings and developments in all the major fields of biomedical engineering.Submitted papers will be peer reviewed. Accepted high quality papers will be presented in oral and postersessions, will appear in the Conference Proceedings and will be indexed in PubMed/MEDLINE
To promote awareness, understanding, advancement and application of ocean engineering and marine technology. This includes all aspects of science, engineering, and technology that address research, development, and operations pertaining to all bodies of water. This includes the creation of new capabilities and technologies from concept design through prototypes, testing, and operational systems to sense, explore, understand, develop, use, and responsibly manage natural resources.
All fields of satellite, airborne and ground remote sensing.
Contains articles on the applications and other relevant technology. Electronic applications include analog and digital circuits employing thin films and active devices such as Josephson junctions. Power applications include magnet design as well asmotors, generators, and power transmission
Part I will now contain regular papers focusing on all matters related to fundamental theory, applications, analog and digital signal processing. Part II will report on the latest significant results across all of these topic areas.
Computer, the flagship publication of the IEEE Computer Society, publishes peer-reviewed technical content that covers all aspects of computer science, computer engineering, technology, and applications. Computer is a resource that practitioners, researchers, and managers can rely on to provide timely information about current research developments, trends, best practices, and changes in the profession.
Methods, algorithms, and human-machine interfaces for physical and logical design, including: planning, synthesis, partitioning, modeling, simulation, layout, verification, testing, and documentation of integrated-circuit and systems designs of all complexities. Practical applications of aids resulting in producible analog, digital, optical, or microwave integrated circuits are emphasized.
Physics, medicine, astronomy—these and other hard sciences share a common need for efficient algorithms, system software, and computer architecture to address large computational problems. And yet, useful advances in computational techniques that could benefit many researchers are rarely shared. To meet that need, Computing in Science & Engineering (CiSE) presents scientific and computational contributions in a clear and accessible format. ...
IEEE Internet Computing, 2000
Imagine a common scene: a small group of people from different organizations meets and decides to engage in a cooperative project. These might be people working on a business deal, people sharing technical information, or a social group planning a future function. They decide to use the Internet to facilitate their interaction. What technology are they likely to use? E-mail ...
2009 3rd European Conference on Antennas and Propagation, 2009
The growing use of unmanned air vehicle systems (UAVS) is drawing increased interest in their radar signature to search and track radars. Because it is not always possible to transport UAVS to radar cross section (RCS) measurement facilities, a portable RCS measurement system has been developed and demonstrated in non-cooperative field environments. This paper presents the portable RCS measurement system ...
Seventh IEEE International Conference on Advanced Learning Technologies (ICALT 2007), 2007
Peer assessment (or peer review) is a popular form of reciprocal assessment where students produce feedback, or grades, for each others work. Peer assessment activities can be extremely varied with participants taking different roles at different stages of the process and materials passing between roles in sophisticated patterns. This variety makes designing peer assessment systems very challenging. In this paper ...
2004 IEEE Symposium on Visual Languages - Human Centric Computing, 2004
As video games are growing in popularity among a wider audience, new challenges and opportunities are arising for game-oriented research. For example, one characteristic of many modern games is an infrastructure for collaboration - game environments often involve multiple players who either compete or collaborate to accomplish individual or shared objectives. Support for collaboration makes certain game activities possible, but ...
2009 31st International Conference on Software Engineering - Companion Volume, 2009
Awareness of fellow developers' activities has been widely recognized as essential in facilitating collaboration in a software developing team. However, as reported in several field studies on software development, awareness information on software artifact and coworker is difficult to acquire. To help software developers maintain group awareness and enhance their collaboration, we developed a prototype workspace awareness tool called SecondWATCH ...
Synthetic Biology: Gene Editing’s Role in Diagnostics - Andrew Ellington - IEEE EMBS at NIH, 2019
Building Your Technical Community in IEEE Collabratec - Fred Mintzer - Ignite: Sections Congress 2017
5G Summits: Expanding Technical Communities - Susan Brooks - Ignite: Sections Congress 2017
Wanda Reder: Building Local Technical Communities in Chapters — A View from IEEE Power and Energy Society — Studio Tech Talks: Sections Congress 2017
Wish You Were Here: IEEE Women In Engineering ILC 2018
Lead Beyond: Women in Engineering International Leadership Conference 2014
Why is COLLABORATION better with IEEE Collabratec?
Day One Wrap Up - Internet Inclusion: Global Connect Stakeholders Advancing Solutions, Washington DC, 2016
2020 Intro and Use Cases: IEEE Collabratec
IEEE Collabratec: Joining a Community
Ignite! Session: Rakesh Kumar
IEEE Expert Now
Why Conferences Matter: The Global Technical Community
Network. Collaborate. Create.
Brain Fuel: Visualizing the Technical Communities of Tomorrow
IMS 2011 Microapps - Online Design
Welcoming Remarks from Marina Ruggieri - Global Connect Stakeholders: Advancing Solutions
Why is NETWORKING better with IEEE Collabratec?
Vincenzo Piuri - Moving Our Ideas Forward - Closing Ceremony: Sections Congress 2017
Imagine a common scene: a small group of people from different organizations meets and decides to engage in a cooperative project. These might be people working on a business deal, people sharing technical information, or a social group planning a future function. They decide to use the Internet to facilitate their interaction. What technology are they likely to use? E-mail is certainly available, but there is currently little else. The only other widely used collaboration technologies are AIM (AOL's Instant Messenger service) and ICQ, which are quite useful but primarily for short interactions. They provide no tools for recording the interaction or connecting the communication with the users' other files. Fortunately, coming developments will trigger dramatic changes in collaboration technology and systems. As 1999 ends, the author sees five technical developments that are laying the foundation for a radically different future for Internet based collaboration: security; bandwidth; voice and IP convergence; appliances and handheld devices; and wireless connections. Group interactions will take many forms. Within the next decade, the author expects to see widespread sharing of documents, sharing of real-time drawings on whiteboards, voice conferencing, and perhaps videoconferencing.
The growing use of unmanned air vehicle systems (UAVS) is drawing increased interest in their radar signature to search and track radars. Because it is not always possible to transport UAVS to radar cross section (RCS) measurement facilities, a portable RCS measurement system has been developed and demonstrated in non-cooperative field environments. This paper presents the portable RCS measurement system design and results of RCS tests on UAVS conducted in three countries. The paper discusses methods used to overcome challenges of RCS measurements in non-ideal environments. The technical staff of the radar reflectivity laboratory (RRL), located at NAVAIR's Naval Air Warfare Center Weapons Division (NAWCWD), Point Mugu, California, developed the portable wideband RCS measurement system, and conducted the tests in the United States, United Kingdom, and Australia under The Technical Cooperation Program (TTCP) for UAVS and aerial targets collaborative technology development program.
Peer assessment (or peer review) is a popular form of reciprocal assessment where students produce feedback, or grades, for each others work. Peer assessment activities can be extremely varied with participants taking different roles at different stages of the process and materials passing between roles in sophisticated patterns. This variety makes designing peer assessment systems very challenging. In this paper we present a number of peer assessment case studies and show how a simple review cycle can be used as a building block to achieve the more complex cases. We then propose a canonical use case for peer assessment, in which a review plan is used to describe how review cycles can be combined to achieve the required complexity.
As video games are growing in popularity among a wider audience, new challenges and opportunities are arising for game-oriented research. For example, one characteristic of many modern games is an infrastructure for collaboration - game environments often involve multiple players who either compete or collaborate to accomplish individual or shared objectives. Support for collaboration makes certain game activities possible, but also has initiated a number of virtual communities, i.e. the players who regularly plan ahead to meet within a gaming environment (such as the large groups of Everquest players or the new and extremely popular Warcraft game). Our research begins with the premise that online communities of this sort might have other benefits, such as supporting collaboration and community in other online activities. Currently, we are initiating a project that will explore the relationship of identity establishment in online gaming environments with students' willingness and desire to participate in other online activities (e.g. group projects)
Awareness of fellow developers' activities has been widely recognized as essential in facilitating collaboration in a software developing team. However, as reported in several field studies on software development, awareness information on software artifact and coworker is difficult to acquire. To help software developers maintain group awareness and enhance their collaboration, we developed a prototype workspace awareness tool called SecondWATCH based on Second Life, a 3D online virtual world. SecondWATCH informs developers of real-time and history artifact and coworker information by monitoring team members' activities on their local workspaces, version control repository, and bug tracking system. It then extracts, analyzes, and visualizes the information in SL as a common view shared by the whole team using a 3-D city metaphor. We have successfully used SecondWATCH to visualize history information of three open-source Java projects, Free-Mind, JEdit, and GUJ, and also using it as our workspace awareness tool when we are developing it.
Instant messaging is a powerful tool for real-time communication and online collaboration. IM's early focus was text communication, but with the ubiquity of multimedia-enabled devices, there has been great interest in extending IM to support multimedia interactions. Jabber is an open-standards-based approach for IM. The article describes the development of new enhancements to Jabber that provide a set of multimedia extensions called Jingle
The rapid spread and accessibility of the Internet since the beginning of this decade has baffled most technology forecasters. A telling comparison shows that it took 40 years for radio technology to reach 50 million users in the U.S., and it took TV 13 years, while it took only 4 years for the World Wide Web to reach the same number of users. While the growth in employment of all occupations in the U.S. information technology (IT) industry between 1996-2006 is projected at 88.25%, the growth of college/university IT faculty is only projected at 18.3% (http://www.ed.gov). These findings motivated us to propose the NSF-CCLI-EMD project to create a basis for several IT online degree programs in the US colleges and universities. A design and development of the online object-oriented programming (OOP) curriculum is a vital part of this project.
This paper reports preliminary results from a study of physical and virtual dissection activities. Nine universities are developing virtual dissection tools to supplement and/or replace physical dissections. Student engagement was measured using the Situational Intrinsic Motivational Scale (SIMS). We describe the assessment methodology and preliminary findings. The results highlight the role virtual dissection can play in engaging students in engineering.
Summary form only given as follows. In strategic management, an extensive literature exists on make or buy decisions, which represent a choice between markets and hierarchies as coordinating mechanisms. Much less research exists on the mechanisms by which different functions in the value chain are coordinated within an organization. Meanwhile, the developing resource based view of the firm suggests that interfirm differences are crucially important in the understanding of strategy. The main stream of thought on the issue of how organizations do, in fact, manage this internal coordination follows William Ouchi's distinction between "bureaucratic" and "clan" (or cultural) controls. The current study uses a grounded theory model to examine the use of bureaucratic and clan controls among technical specialists who must coordinate their work across boundaries, both organizational and disciplinary. Results of the first stage of the study, obtained through personal interviews, suggest that this dichotomy between bureaucratic and dan controls, in many cases, may not reflect actual coordination processes. It was expected that some respondents would focus on interpersonal mechanisms, while others would concentrate on more bureaucratic or rule dependent techniques. This expectation was not met. Of the 12 individuals interviewed, only one mentioned ever using a coordination mechanism that could be considered bureaucratic, and that was an incentive system rather than a control mechanism. The other responses were exclusively descriptions of interpersonal techniques.
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