3D terrains used in digital animations and videogames are typically created by several collaborators with a single-user application, which constrains them to update the shared terrain from their PCs, using a turn-taking strategy. Moreover, collaborators have to visualize the terrain through 2D views, confusing novice users when conceiving its shape in 3D. In this article, we describe an architecture for collaborative applications, which allow co-located users to sketch a terrain using their mobile devices concurrently. Two interaction modes are supplied: the standard one and an augmented reality-based mode, which helps collaborators understand the 3D terrain shape. Using the painting with brushesparadigm, users can modify the terrain while visualizing its shape evolution through the camera of their devices. Work coordination is promoted by enriching the 3D space with each collaborator’s avatar, which provides awareness information about identity, location, and current action. We implemented a collaborative application from this architecture that was tested by groups of users, who assessed its hedonic and pragmatic qualities in both interaction modes and compared them with the qualities of a similar Web terrain editor. The results showed that the augmented reality mode of our prototype was considered more attractive and usable by the participants.
IEEE Latam Trans
Towards a Set of Heuristics for Evaluating Chatbots
Chatbots are artificial intelligence tools that interact with people in different contexts. A chatbot can be useful to streamline daily processes, serve customers 24 hours a day, provide information about classes, among other things. The appearance of new development technologies has made creating a chatbot an increasingly fast and straightforward process, bringing this kind of applications to people who had never considered using them before. However, this speed in development can lead to specific problems, many of them caused by the lack of usability evaluations. Heuristic usability evaluations are user interface review processes carried out by experts and are an essential part of any assessment process. To date, there are no heuristics to evaluate the usability of chatbots. Therefore, this work proposes five usability heuristics in chatbots that come from the experience developing this type of applications, as well as from a broad review of state of the art. The set of heuristics was tested using a case study with the help of five experts, who evaluated an education-oriented chatbot. The results revealed that, although the proposed heuristics need refinement, they are an excellent first step in broadening the horizon of usability evaluations in chatbots.
2020
App. Sci.
Measuring Anticipated and Episodic UX of Tasks in Social Networks
Today, social networks are crucial commodities that allow people to share different contents and opinions. In addition to participation, the information shared within social networks makes them attractive, but success is also accompanied by a positive User eXperience (UX). Social networks must offer useful and well-designed user-tools, i.e., sets of widgets that allow interaction among users. To satisfy this requirement, Episodic User eXperience (EUX) yields reactions of users after having interacted with an artifact. Anticipated User eXperience (AUX) grants the designers the capacity to recollect users’ aspirations, assumptions, and needs in the initial development phase of an artifact. In this work, we collect UX perceived in both periods to contrast user expectations and experiences offered on social networks, in order to find elements that could improve the design of user-tools. We arrange a test where participants (N=20) designed prototypes on paper to solve tasks and then did the same tasks on online social networks. Both stages are assessed with the help of AttrakDiff, and then we analyze the results through t-tests. The results we obtained suggest that users are inclined towards pragmatic aspects of their user-tools expectations.
2018
Inf Syst Front
Facilitating resource sharing and selection in ubiquitous multi-user environments
García, Kimberly,
Mendoza, Sonia, Decouchant, Dominique, and Brézillon, Patrick
Mobile technologies have increased the interest of industry and academia in providing users with information and services anytime and anywhere. Some services are customized according to the users’ characteristics, attempting to create ubiquitous environments that enable such users to share and discover resources. However, research that addresses the creation of these environments is scant. In this article, we go further than single-user pervasive systems, by developing a support that manages shared resources in ubiquitous multi-user environments. Our contribution is a semantic matchmaking service capable of finding the most suitable resources that satisfy the users’ requirements. This service processes the users’ requests, their context, and the community participating in the resource sharing process, by respecting restrictions, the natural interaction among participants, and the changes that this interaction produces. We model the environment, shared resources, and users as dynamic entities that generate new information, which might affect the availability states of such resources. These states have been defined through the Contextual-Graphs formalism to incorporate new knowledge that can refine, extend, or customize such states, according to the users’ habits. Our matchmaking service has been deployed across the Computer Science Department of CINVESTAV-IPN research center, where it has been validated by means of several test cases.
Sust Comp
Energy saving strategies in the design of mobile device applications
Meneses-Viveros, Amilcar, Hernández-Rubio, Erika,
Mendoza, Sonia, Rodríguez, José, and Márquez Quintos, Ana Belem
Sustainable Computing: Informatics and Systems Oct 2018
As is well known, the main restriction in mobiles devices is battery duration, so strategies for energy saving in mobile devices should be designed and implemented. In this paper, key considerations in the design of mobile applications are studied from the energy consumption point of view. It has been found that rendering and processing tasks requiring high computational complexity entail increased consumption of energy. Consequently, different techniques, developed at the hardware and operating system levels, have been proposed to improve energy efficiency in mobile devices. On one hand, at the application level, there also exist some approaches, such as Mobile Computation Offloading (MCO) and Graphical User Interface (GUI) design. However, these approaches only consider connectivity and usability problems, putting battery management aspects aside. On the other hand, there are several surveys on saving energy in mobile devices, but many focus on some specific strategies, such as the use of wireless networks or MCO. The main contribution of this work is a literature review, analyzing various strategies for energy saving, emphasizing in those that deal with the development of applications. Unlike other similar articles, we have included several strategies from the literature and those developed and tested by our research group. As shown by our results, the studied strategies prevent energy consumption considerations from affecting other aspects of the application design, such as GUI adaptability and information management.
IEEE Latam Trans
SymmetricHull: A Convex Hull Algorithm Based on 2D Geometry and Symmetry
Thanks to the advances in hardware (sensors and cameras) the number of points that convex hull algorithms must process is now much greater than when these algorithms were developed. This limitation entails focusing current research in convex hull algorithms on finding approaches capable of processing large sets of points. From the many works proposed in this area, the heuristic by Akl-Toussaint deserves a special mention, with outstanding results in execution times. In this article, we take the basic principles of this heuristic to create a convex hull algorithm, called SymmetricHull, that takes advantage of geometric and symmetric properties of the formed quadrants in 2D spaces. The proposed algorithm achieves better exe-cution times than that heuristic, reducing the basic operations to a series of comparisons between consecutive points in an array lexicographically sorted by its y coordinate. SymmetricHull organizes the set of points by quadrants and, instead of using the orientation function as the main operation, it appends the slope s between the analyzed point and its predecessor as a property of the point structure (without causing numerical errors). Point operations can be summarized as follows: 1) a rapid discard of a point, based on its coordinates and the ones of its neighbors; 2) a simple comparison between the property s of the current point and the one of its predecessor in the sorted array, in order to determine whether the current point is a strong candidate to be a part of the convex hull; 3) the addition of a point to a stack of candidates for the convex hull; and 4) the simple elimination of a point from the stack of candidates by comparing the property s of the current point with its predecessors in the stack. Our experiments show that SymmetricHull optimizations achieve good results, in terms of time and number of operations required (multiplications, sums, pushs and pops), being espe-cially efficient with point sets greater than 10^4.
2013
Exp Sys App
Adapting groupware systems to changes in the collaborator’s context of use
Decouchant, Dominique,
Mendoza, Sonia, Sánchez, Gabriela, and Rodríguez, José
Owing to the dynamic nature of collaborative environments, the software intended to support collaborative work should adapt itself to the different situations that may occur. This requirement is related to the concept of “context of use”, which has been considered as an important aspect in the design of interactive systems. Nevertheless, two main problems about this concept have been identified by current research in context-aware computing: (1) most of the studies have mainly focused on the context of a single user, so the context of multiple users involved in a common endeavor remains little explored, and (2) adaptability in context-aware systems generally takes into account a reduced number of contextual variables (mainly the user’s location and platform). In this paper, we firstly re-conceptualize the notion of “context of use”, in order to consider the main characteristics of collaborative environments. Based on this new notion, we then design and implement a framework that allows application developers to specify the adaptability of groupware systems in terms of the state of activities, roles, collaborators’ location, available resources, and other typical variables of working groups. This framework has been generalized from scenarios that highlight dynamic situations presented in real collaborative settings. Finally, we validate our proposal by a set of applications that are able to adapt their user interface and functionality, when significant changes are produced in the environment, the working group, and/or the used devices.
Exp Sys App
F2FMI: A toolkit for facilitating face-to-face mobile interaction
Saucedo-Tejada, Genaro,
Mendoza, Sonia, and Decouchant, Dominique
The importance of mobile groupware systems resides in the specific tasks that they can perform and other systems cannot. On the one hand, groupware systems allow groups of users to work together providing facilities that single-user systems are unable to offer. On the other hand, unlike stationary systems, mobile systems allow users to work on the move. The intersection of these two technologies offers a new support for activities, such as spontaneous collaboration, that could be facilitated neither by stationary groupware systems nor by mobile single-user systems. However, implementations of this new support are uncommon, probably because of the high development effort required and the seemingly little benefit obtained. In this paper, we aim to reduce this effort by facilitating the development of mobile groupware applications that support such activities. Our proposal to achieve this objective involves the design and implementation of the Face-to-Face Mobile Interaction (F2FMI) toolkit, whose goal is to provide generic and reusable software components required in most cases. We expect this strategy to yield a higher variety of successfully deployed applications, which in turn will demonstrate the benefits of supporting this kind of interactions through mobile devices.
Exp Sys App
Determining and locating the closest available resources to mobile collaborators
Nowadays, organizations include a large number of physical resources (e.g., meeting rooms, classrooms, and auditoriums) and computing ones (e.g., scanners, plotters, and handheld devices) distributed among different offices and buildings. Typically, these resources have to be shared among colleagues, because it is impossible for each collaborator to own private instances of all the different resources present in the organization. In this way, resource sharing gives collaborators the opportunity of not just lending their resources to other collaborators but also benefitting from the usage of resources they do not own. However, finding shared resources in a huge organization, without a proper technological support, can be a challenge for a member of staff and obviously really hard or even impossible for an external person. The main contribution of this paper is a service-oriented architecture called Resource Availability Management Services (RAMS), which is intended to facilitate the development of groupware applications that manage the availability and suitability of human, physical and computing resources. In the case of physical resources, the RAMS architecture allows determining the available resources closest to the requesting collaborator that satisfy his/her requirements and provides information about their physical location and the shortest path to reach them. To accomplish these goals, the proposed architecture relies on the services provided by three main components: (1) a Human Face Recognizer that allows identifying and locating collaborators in an organization, (2) an Ontology-based Matchmaker, which is able to determine a set of available and accessible resources that can satisfy a collaborator’s request, and (3) a Physical Resource Locator that relies on building topologies and the walking distance method to calculate high precision relative distances between collaborators and resources.
2012
Sensors
FunBlocks. A Modular Framework for AmI System Development
The last decade has seen explosive growth in the technologies required to implement Ambient Intelligence (AmI) systems. Technologies such as facial and speech recognition, home networks, household cleaning robots, to name a few, have become commonplace. However, due to the multidisciplinary nature of AmI systems and the distinct requirements of different user groups, integrating these developments into full-scale systems is not an easy task. In this paper we propose FunBlocks, a minimalist modular framework for the development of AmI systems based on the function module abstraction used in the IEC 61499 standard for distributed control systems. FunBlocks provides a framework for the development of AmI systems through the integration of modules loosely joined by means of an event-driven middleware and a module and sensor/actuator catalog. The modular design of the FunBlocks framework allows the development of AmI systems which can be customized to a wide variety of usage scenarios.
2009
Exp Sys App
Contextual awareness based communication and coauthoring proximity in the internet
Decouchant, Dominique, Escalada-Imaz, Gonzalo, Martinez Enriquez, Ana Maria,
Mendoza, Sonia, and Muhammad, Aslam
Taking into account the number of works and studies developed, without any doubt, group awareness constitutes one of the keystones for designing and implementing a groupware application. This research focuses on the design and the development of a Group Awareness Knowledge based System (GAKS) whose aim is to provide elaborated and innovative awareness functions to enhance coauthoring of documents on the World Wide Web. The developed advanced awareness functionalities follow and take advantages of the knowledge based system principles to provide: (1) a synchronous/asynchronous contextual communication tool (related to coauthors’ productions and interests), and (2) a detector of physical/logical work proximity that allows users to efficiently produce and coordinate their actions.
Book Chapters
2010
EWI
Suited Support for Distributed Web Intelligence Cooperative Work
Decouchant, Dominique,
Mendoza, Sonia, and Rodríguez, José
Researches and efforts currently being developed within the World Wide Web environment, whose aim is to provide cooperative supports, are mainly performed in the field of the “Semantic Web”. These efforts are based on technological components such as the XML, RDF, and OWL languages that allow the cooperative definition of distributed ontologies. From these components, it is possible to develop “reasoning” programs that are able a) to infer information from data described with these languages and b) to exploit the defined ontologies. Moreover, programs may also be defined to provide supports to collaborators to cooperatively exploit the defined ontologies. However, all theses efforts remain developed at the application level. Thus, no suited distributed support for Web cooperative work had been investigated that deals with the unreliability of such a distributed environment.
Conferences
2020
HCII 2020
Supporting Student-Teacher Interaction Through a Chatbot
Nowadays, an important part of academic education comes from online information, such as class topics, homework, and practices. In this sector, chatbots can be a valuable tool in the teaching/learning process by providing information about courses, procedures, and school services. Thus, the deployment of chatbots in schools and universities starts having a high priority for the academic staff. Nevertheless, most chatbots lack mechanisms to adequately integrate into the educational activities, since they should be useful for teachers, students, and educative assistant personnel (e.g., social workers, psychologists, pedagogues, and prefects). In this article, we propose a chatbot whose primary objective is to serve as an extra-school tool and as an intermediary between teachers and students. In this way, students could express themselves more freely, since the chatbot acts as a bridge with their teachers and other involved personnel. Our prototype was developed as a Web application that provides a text-based user interface and defines several interaction profiles to encompass the specific functions of the different actors in the teaching/learning process. We evaluated the proposed chatbot with the participation of third-year middle school students and teachers. In particular, we measured the workload perceived by our participants after performing a series of tasks. According to our results, our chatbot mostly obtained positive impressions from the test participants.
HCII 2020
The Man in the Besieged Castle: Heuristic Evaluation of Home Security Systems
Home security systems are increasingly popular and affordable. Whether DIY solutions with various accessories or simpler proposals, they are a tool that many consider essential for their home. However, these systems are not without problems. An important one is the anxiety and the sensation of siege that can cause, i.e., that users feel insecure inside their own homes. We propose five design guides focused on consistency, through these and with the help of five experts we perform a heuristic evaluation of three popular solutions in the market to try to find the causes that lead to the harmful effects of security systems. Our results reveal that the leading cause of the false siege is the excess of notifications.
2019
HCII 2019
Towards a Set of Design Guidelines for Multi-device Experience
Thanks to the hyperconnected world in which we live, we are surrounded by devices. Many of these devices can communicate with each other, and even they can support the same application so that the user can have multiple forms of interaction. However, developers should be careful when considering the control level left to users, since the applications may become unusable. Whether the system or user decides the distribution of the available devices, Graphical User Interface (GUI) consistency must always be preserved. Consistency not only provides users with a robust framework in similar contexts but is an essential learning element and a lever to ensure the GUI efficient usage. This paper proposes a set of consistency guidelines that serve as a means for the construction of multi-device applications. As a case study, DistroPaint was evaluated by experts who identified consistency violations and assessed their severity.
CompCom 2019
Consistency in Multi-device Environments: A Case Study
The development of interactive environments has led to the creation of useful tools for controlling them. However, developers should be careful when considering the control level left to users, since the applications may become unusable. Whether the system or user decides the distribution of the available devices, Graphical User Interface (GUI) consistency must always be maintained. Consistency not only provides users with a stable framework in similar contexts but is an essential learning element and a lever to ensure the GUI efficient usage. Nevertheless, maintaining GUI consistency in an interactive environment is an open issue. Therefore, this paper proposes a set of consistency guidelines that serve as a tool for the construction of multi-device applications. As a case study, Spotify was evaluated by experts who identified consistency violations and assessed their severity.
HCC 2018
Indoor Location and Tracking System Using Computer Vision
In ubiquitous computing systems, determining the location of objects in the environment can provide basic information about the context of such objects. In closed environments an Interior Positioning System (IPS) helps to determine the location of people or robots through the use of a point-based reference system placed in the environment. Several mechanisms can be used to locate references, for example: light sensing, radio frequencies, sound, or images. In this paper, it is presented an image-based IPS that finds the location of a robot in a zone and provides functions to generate paths for the robot. The zones are identified through reference markers, which are analyzed in a server using image processing and Cloud Robotics, in order to minimize processing load in the robot. Once the marker is analyzed, a route is sent to the robot.
2018
WI 2018
AUX and UX Evaluation of User Tools in Social Networks
Online social networks provide technological support for making up virtual groups of any size, whose members share common interests and interact through the Internet. A person joins a social network not only owing to its popularity and the quality of its contents, but also thanks to the User Experience (UX) that the platform offers. A crucial factor in the growth and survival of any virtual social group is participation, which should be facilitated by suitable user tools supplied by the platform. However, this is not always the case. Anticipated User eXperience (AUX) allows knowing the idealisations, hopes, and desires of the users in a very early stage of any development. In this paper, we propose an AUX and UX evaluation method for user tools of social networks, whose goal is to improve their design, and through it, the participation of people. We tested our method by an experimental design that included the construction of paper prototypes and execution of tasks in actual platforms. The AUX and UX of the participants were measured with AttrakDiff. As shown by our results, based on their previous experience, participants have fixed ideas on the behaviour of user tools, having a visible impact when their expectations are not met.
CCE 2018
UX Evaluation Over Time: User Tools in Social Networks
Social networks are a meeting point on the Internet; people use them to exchange opinions, help each other, or have fun. The growth and success of a social network are multifactorial phenomena but can be generalised into two factors: the quality of the content, and the User eXperience (UX) that the platform offers. Thus, the design of the GUI of a social network must come from the needs of its users. It is necessary to study the UX over time, before and after the development of the platform. Before, the Anticipated User eXperience (AUX) allows knowing the idealisations and desires of users. After, the UX is the measure of the actual system. We propose a UX over time evaluation method for user tools in social networks to have a way to contrast both results, improve the design of user tools, and finally increase participation. To test our evaluation method, we designed an experiment in which users had to devise on paper different user tools. Then, they had to evaluate similar elements but this time in actual social networks. The AUX and UX of the participants were measured with AttrakDiff. Our results show that, based on their previous experience, participants had established ideas on the behaviour of user tools, having a visible impact when their expectations were not met.
CRIWG 2018
Towards an AUX Evaluation Framework for User Tools in Virtual Communities
A virtual community is a social group of any size that shares common interests and communicates through the Internet. A user joins a virtual community not only because of its popularity or the quality of its contents, but also owing to the user experience that the platform offers. Anticipated User eXperience (AUX) allows knowing the idealisations, hopes, and desires of the users in a very early stage of any development. Participation is a crucial component in the growth and survival of any virtual community. An essential element for people to participate in a virtual community is that the platform should provide suitable user tools, which are widgets that allow users to interact with their peers. We propose an AUX evaluation framework for user tools, whose intention is to improve their design, and through it, the participation of users.
Advances in sensors and cameras allow current research in convex hull algorithms to focus on defining methods capable of processing a big set of points. Typically, in most of these algorithms, the orientation function needs around five sums and two multiplications. In this paper, we propose SymmetricHull, a novel algorithm that, unlike the related ones, only performs two comparisons per point, discarding points with a low probability of belonging to the convex hull. Our algorithm takes advantage of the symmetric geometry of convex hulls in 2D spaces and relies on the convexity principle to get convex hulls, without needing further calculations. Our experiments show that SymmetricHull achieves good results, in terms of time and number of necessary operations, resulting especially efficient with sets of points between }}10^4}}104and }}10^7}}107. Given that our datasets are organized by quadrants, the features of our algorithm can be summarized as follows: (1) a fast point discard based on known points with a good chance to be part of the convex hull, (2) a lexicographic sort of points with a high probability of belonging to the convex hull, and (3) a simple slope analysis to verify whether a point is within the convex hull or not.
2016
WI 2016
Collaborative Web Authoring of 3D Surfaces Using Augmented Reality on Mobile Devices
Cortés-Dávalos, Andrés, and Mendoza, Sonia
In 2016 IEEE/WIC/ACM International Conference on Web Intelligence (WI) Sep 2016
3D Surfaces are widely employed to model geometric assets (e.g., mountains on a landscape), which are used in digital animations and video games. A single surface commonly needs to be created and modified by a group of collaborators, but most of the 3D content creation applications are essentially single-user. In addition, such surfaces are visualized in 2D projections, causing confusion to new users, when imagining their shape in 3D. In this paper, we propose a novel approach based on Augmented Reality (AR) to the task of collaboratively authoring surfaces on the Web using mobile devices. We rely on AR technology to help collaborators to easily understand the shape of the surface’s 3D representation, and we provide them with the basic authoring tools to intuitively modify its shape. To support real time face-to-face interaction, we implement an object sharing scheme, which according to our results is enough in practice. In this way, our approach is able to create a new online collaborative setting in which a group of collocated participants, each one using a mobile device, or connected to the Web, can concurrently modify a surface, while visualizing it in their own real environment through AR.
CCE 2016
Layout planning for academic exhibits using Augmented Reality
Cortés-Dávalos, Andrés, and Mendoza, Sonia
In 2016 13th International Conference on Electrical Engineering, Computing Science and Automatic Control (CCE) Sep 2016
We present a mobile application that helps a group of collocated collaborators to design, pre-visualize and modify the furniture layout plan for academic exhibits, using Augmented Reality (AR). The users can define the dimensions of a virtual exhibition room and populate it with different types of suitable furniture for an exhibit. They can concurrently move around the virtual furniture and evaluate several layouts, in order to choose one that fits their needs and the available space. The application was created using our AR-based collaborative authoring framework, currently under development.
CTS 2016
Augmented Reality-Based Groupware for Editing 3D Surfaces on Mobile Devices
Cortés-Dávalos, Andrés, and Mendoza, Sonia
In 2016 International Conference on Collaboration Technologies and Systems (CTS) Sep 2016
In this paper, we propose a novel groupware that uses Augmented Reality (AR) technology to facilitate the task of collaboratively editing 3D surfaces on mobile devices. In digital animations and video games, 3D surfaces are widely employed to model geometric assets, e.g., mountains on a landscape. However, even if a single surface commonly needs to be created and modified by a group of collaborators, most of the 3D content creation applications are essentially single-user. In addition, 3D surfaces are visualized in 2D projections, causing confusion to new users when imagining their shape in 3D. In our proposal, we use AR technology to help collaborators to easily understand the shape of the surface’s 3D representation, and we provide them with the basic editing tools to intuitively modify its shape. In this way, the proposed groupware is able to support a new collaborative setting in which a group of collocated participants, each one using a mobile device, can concurrently modify a surface, while visualizing it in their own real environment by means of AR. In order to support synchronous face-to-face collaboration, we implement an object sharing scheme, which is enough in practice according to the results obtained from tests conducted with groups of collaborators.
2014
WI 2014
A Matchmaking Algorithm for Resource Discovery in Multi-user Settings
García, Kimberly, Velasco, Salma,
Mendoza, Sonia, and Decouchant, Dominique
In 2014 IEEE/WIC/ACM International Joint Conferences on Web Intelligence (WI) and Intelligent Agent Technologies (IAT) Sep 2014
Dynamic collaborative environments enabled with multiple computational devices, software and files have always had difficulty sharing these resources in a practical way. Traditionally, people involved in environments like those are forced to waste time and energy trying to locate a resource they do not even know if it exists inside the organization. Those resources can be devices, which make collaborators running around buildings, or software, which have to be looked for in huge repositories. Thus, a proper computational support capable of facilitating the task of discovering the most suitable and available resource for a user request is a clear need that remains unsatisfied. Although several works have been developed for resource sharing, the way they find the best match for a request can be highly upgraded, since most of them compare types of resources or minimal technical characteristics in the best case. In this paper, we propose a matchmaking algorithm, whose main goal is to find the best resources available for a request, by considering explicitly stated collaborators’ preferences as well as information automatically inferred from the environment and the organization structure.
CCE 2014
A user restrictions-based semantic matchmaking service for resource discovery
Velasco, Salma,
Mendoza, Sonia, García, Kimberly, and Decouchant, Dominique
In 2014 11th International Conference on Electrical Engineering, Computing Science and Automatic Control (CCE) Sep 2014
Most of the semantic matchmaking algorithms have been developed for the search of Web Services, since there is a huge need for tools that help taking advantages of services that already exist, but which most of the times are under exploited because their existence remains unknown; thus to promote their usage, matchmaking algorithms are build. However, similar types of solutions for resource discovery in organizations are quasi-inexistent mainly due to the difficulty that represents the management of all the resources available in organizations where human interaction and their implications must be considered. In this paper, we explore an approach to the search of shared resources in collaborative settings by profiting from several principles of the typical semantic matchmaking algorithms. The main contribution of our proposal is to consider people’s collaborative context, preferences, and social relationships in order to evaluate their current restrictions when they make a request regarding shared resources. In this way, the users will receive a highly personalized match.
CCE 2014
Support for resource aggregation in collaborative P2P systems
Arellanes, Damian,
Mendoza, Sonia, and Decouchant, Dominique
In 2014 11th International Conference on Electrical Engineering, Computing Science and Automatic Control (CCE) Sep 2014
In the last years, usage alternatives of P2P systems have been proposed, in which nodes provide resources and use resources of others in a collaborative way, in order to accomplish high scale tasks. Such systems are called “Collaborative P2P Systems” and have an important role in resource aggregation: advertisement, discovery, selection, matching, and binding phases. However, any toolkit does not allow developers to incorporate resource aggregation support into such systems using a specific programming language. In addition, existent solutions do not achieve cohesion among the key phases of resource aggregation (selection, matching, and binding). The main contribution of this paper is the design and implementation of a novel support that provides cohesion among such key phases and allows developers to aggregate multi-attribute, single-attribute, dynamic, static, and heterogeneous resources into collaborative P2P systems. The proposed Java-based support follows an unstructured topology based on super-peers, which advertise, select, match, and bind resources on behalf of their peers, reducing the network traffic. To validate our proposal, we developed a collaborative P2P application that generates the Mandelbrot set by means of the collaboration of several heterogeneous resources.
CCE 2014
Supporting face to face collaboration through dynamic arrays of mobile devices
Castro, Marco, and Mendoza, Sonia
In 2014 11th International Conference on Electrical Engineering, Computing Science and Automatic Control (CCE) Sep 2014
Nowadays, it is difficult to find applications for mobile devices that allow co-located users to carry out transitions between individual and collaborative work modes. In fact, most of the single-user applications cannot be used to work with others, and vice-versa. The main contribution of this work is the design and implementation of a development support that allows programmers to extend their applications with functions to accomplish such work mode transitions, by relying on coupling and decoupling gestures on heterogeneous mobile devices to respectively do and undo irregular arrays of such devices. The proposed development support has been implemented for Android platforms following a P2P architecture.
CCE 2014
Fault tolerance in heterogeneous multi-cluster systems through a task migration mechanism
The GRID computing paradigm consists of multiple heterogeneous distributed clusters connected by heterogeneous network interfaces. One advantage of this paradigm is to analyze massive amounts of data employing computing resources at different geographic places with different platforms. However in order to harness the power of those resources, many problems must be solved. In this work we deal with the problem of fault tolerance on heterogeneous computer systems. Our proposal aims to ease the process of recovery when system failures are detected at runtime avoiding the necessity for application restarts. Our proposal works through a set of services that performs transparent task migration over the computing nodes, hiding the complexity related with error handling when a hybrid programming model based on Open MPI and OpenCL is employed.
CRIWG 2014
A Semantic Approach to Shared Resource Discovery
García, Kimberly, Velasco, Salma,
Mendoza, Sonia, and Decouchant, Dominique
The current available technologies have not been fully exploited to assist collaborators to perform activities that are considered as time/effort wasting and tedious, but which cannot be omitted. A person working in an organization can be in need of a resource they do not own at any moment, but in a place consisting of multiple buildings that are full of resources (e.g., computer devices, files, software and even people) it can get really hard for such a person to locate or even be sure whether there is a resource or a set of them able to fulfill their request. Some works have been already proposed intended to discover services, but their focus is mainly on applications looking for other applications. Therefore, those proposals do not consider information characterizing real life environment that involves human users, whose conditions are constantly changing (e.g., a person’s availability). In this paper, we propose a matchmaking service, which takes a semantic approach for resource discovery in collaborative environments by paying special attention to the effects of human interaction over the availability of resources. The proposed matchmaker has been implemented as a key service of the RAMS Architecture (Resource Availability Management Service) which is able to provide users with a pervasive experience for resource discovery.
2013
MICAI 2013
Flexible Bimodal Recognition of Collaborators in Pervasive Environments
Martínez-Delgado, Jesús Salvador,
Mendoza, Sonia, and García, Kimberly
In 2013 12th Mexican International Conference on Artificial Intelligence Sep 2013
We propose an access control method based on the combination of two biometric recognitions: voice and face. In particular, our face recognition algorithm aims at determining a person’s identity when he/she is involved in situations in which his/her face is rotated in a shoulder to shoulder trajectory, which is a common behavior on people with a stealth or intromission attitude. The other biometrics, the voice recognizer, allows us to confirm the prediction made by the face recognizer. Our method can be integrated into several systems, as it has been developed as a Web application and it does not require any special hardware, so it is highly flexible and multi-platform at the same time. Experiments reveal that our proposed method performs really well, as it gives 89% of accuracy, unlike traditional face recognition algorithms, which could not identify anyone, whose head presents a pronounced inclination.
WI 2013
An Ontological Model for Resource Sharing in Pervasive Environments
García, Kimberly, Kirsch-Pinheiro, Manuele,
Mendoza, Sonia, and Decouchant, Dominique
In 2013 IEEE/WIC/ACM International Joint Conferences on Web Intelligence (WI) and Intelligent Agent Technologies (IAT) Sep 2013
Service Discovery Protocols have been developed for applications to take advantages of services shared over networks. Each protocol provides a way for applications to ask for the type of services they need. In return, applications receive information about services that could fulfill their needs. However, such protocols do not supply enough support for dynamic environments involving interaction among persons, heterogenous devices, applications and files. Unlike applications, people expect to receive customized information about their identity, role, social relations, and even contextual variables (e.g., location). Thus, to provide a computational support that satisfies users’ requirements in an accurate way, up to date information about the current conditions of the environment and the entities involved in it is fundamental. In this paper, we tackle the lack of a descriptive technique for resource discovery by proposing a carefully designed ontological approach.
CRIWG 2013
Ontology-Based Resource Discovery in Pervasive Collaborative Environments
García, Kimberly, Kirsch-Pinheiro, Manuele,
Mendoza, Sonia, and Decouchant, Dominique
Most of the working environments offer multiple hardware and software that could be shared among the members of staff. However, it could be particularly difficult to take advantages of all these resources without a proper software support capable of discovering the ones that fulfill both a user’s requirements and each resource owner’s sharing preferences. To try to overcome this problem, several service discovery protocols have been developed, aiming to promote the use of network resources and to reduce configuration tasks. Unfortunately, these protocols are mainly focused on finding resources based just on their type or some minimal features, lacking information about: user preferences, restrictions and contextual variables. To outstrip this deficiency, we propose to exploit the power of semantic description, by creating a knowledge base integrated by a set of ontologies generically designed to be adopted by any type of organization. To validate this proposal, we have customized the ontologies for our case of study, which is a research center.
CCE 2013
Recognizing collaborators using a flexible approach based on face and voice biometrics
Martínez-Delgado, Jesús Salvador,
Mendoza, Sonia, and García, Kimberly
In 2013 10th International Conference on Electrical Engineering, Computing Science and Automatic Control (CCE) Sep 2013
In this paper, we propose an access control method based on the combination of two biometric recognitions: voice and face. This method can be integrated into several systems, as it has been developed as a Web application, so it is highly multi-platform. In particular, our face recognition algorithm aims at determining a person’s identity when he/she is involved in situations in which his/her face is rotated in a shoulder to shoulder trajectory, which is a common behavior on people with a stealth or intromission attitude. The other biometric, the voice recognizer, allows us to confirm the prediction made by the face recognizer. The experimentation results of our method reveal that it performs really well, as it gives 89% of accuracy, unlike traditional face recognition algorithms, which could not identify any one, whose head presents a pronounced inclination.
CCE 2013
Finding scars in the cerebral cortex through the analysis of intensities in T2/MRI sequences
Avila-Mora, Ivonne M.,
Mendoza, Sonia, García, Kimberly, Delgado-Hernández, Rosa, Marrufo-Meléndez, Oscar René, and Juan-Orta, Daniel San
In 2013 10th International Conference on Electrical Engineering, Computing Science and Automatic Control (CCE) Sep 2013
Nowadays, the detection of scars in the cerebral cortex usually involves a manual process performed by neurologists and radiologists. It is a difficult task to carry out, since multiple troubles have to be overcome, from bad calibration of the equipment used to get the cerebral cortex images to several errors, such as spacial and geometrical distortions of MRI (Magnetic Resonance Imaging) sequences. These problems present serious complications in activities such as radiosurgery, which requires high spacial accuracy. Through the implementation of algorithms capable of analyzing MRI sequences, it is possible to automatically detect scars in the cerebral cortex in an easy and successful manner. In addition, the automatic detection of scars decreases the subjectivity of human interpretations and serves as a tool to support diagnoses of diseases. In this paper, a new methodology to automatically detect scars in the cerebral cortex is proposed. The main goal of this methodology is to facilitate the analysis of intensities in T2/MRI sequences by using the region growing and thresholds, as well as artificial neural networks.
CCE 2013
XARE: A framework for developing context-aware applications for co-located collaborative work
Romero, Michael,
Mendoza, Sonia, and Sánchez, Gabriela
In 2013 10th International Conference on Electrical Engineering, Computing Science and Automatic Control (CCE) Sep 2013
By means of groupware systems, collaborators can interact in a distributed or co-located way. In our daily activities (at school or office), collaboration usually occurs at the same time and place with the limited help of general purpose-computing applications at best case. In addition, most of these applications are context-unaware, i.e., they are unable of perceiving the group’s environment, in order to provide information and services useful for the place, time, people, roles, current activities, and devices involved in such collaboration. Multiple research works have been focused on defining and perceiving changes in the context of use of applications, but most of them only provide support for single-user work. Only few frameworks have been centered on modeling context-aware groupware systems, but they just provide theoretical solutions for distributed group work. In this paper, we propose a framework for facilitating the development of context-aware groupware applications intended for co-located collaboration. The proposed framework has been validated by implementing some applications for meeting activities.
2011
CCE 2011
Mechanism for dynamic deployment of plastic mobile cross-platform user interfaces
Girón, J. E.,
Mendoza, S., and Torres-Huitzil, C.
In 2011 8th International Conference on Electrical Engineering, Computing Science and Automatic Control Sep 2011
New platforms and mobile devices are constantly coming to the market but, in an effort to attract more public, several manufacturers incorporate special features into their models, resulting in a lack of uniformity among them. Thus, devices present different processing, memory, storage, communication and displaying capabilities. This heterogeneity causes that the application development process becomes not homogeneous for all these devices, increasing not only costs but also the possibility of creating inconsistent versions of each application (one for each device). To cope with this problem, we propose to incorporate into the application development process for mobile devices a mechanism to dynamically adapt the Graphical User Interface (GUI) of such applications to changes in the context of use, which is defined in terms of the user, the environment and the platform. Using plasticity as a GUI adaptability technique, we develop a mobile cross-platform mechanism to solve this problem.
CCE 2011
An architecture for supporting face-to-face mobile interaction
Saucedo-Tejada, Genaro, and Mendoza, Sonia
In 2011 8th International Conference on Electrical Engineering, Computing Science and Automatic Control Sep 2011
A lot of groupware systems for stationary computers have been already developed, but a question remains open: How can we achieve a proportional diversity of this kind of systems for mobile devices? In this paper, we try to answer this question by proposing an architecture for a development toolkit, which aims to provide reusable building tools that facilitate the implementation of mobile groupware systems intended to support collaborative authoring with support for concurrent accesses. The design of the toolkit architecture is motivated by the dificulties found in the development of software for mobile devices, e.g., unexpected network disconnections. Particularly, the proposed tools offer functionality for consistency maintenance of shared information using Operational Transformation, network communication over Bluetooth-based ad-hoc networks, and group awareness support employing an event-based interface.
CCE 2011
An architecture to support context of use in groupware systems
Olivares, Anallely,
Mendoza, Sonia, and Luca, Adriano
In 2011 8th International Conference on Electrical Engineering, Computing Science and Automatic Control Sep 2011
Due to the dynamic nature of collaborative environments, the software for supporting collaborative work (groupware) should adapt itself to the different situations that may occur. This requirement is related to the concept of “Context of Use”, which has been considered as an important element in the design of interactive systems. However, two issues about this concept have been identified by current research in context-aware computing: 1) most of the studies have mainly focused on the context of a single user, so the context of multiple users involved in a common project remains unexplored, and 2) adaptability in context-aware systems generally considers a reduced number of contextual variables (mainly user’s location and platform). In this paper, we focus on the context of use from the point of view of collaborative environments, emphasizing the importance of system adaptability depending on the state of projects, organizational policies, physical location of collaborators, available resources and other typical variables of working groups. In order to support and integrate context in groupware, we propose an architecture that is based on real scenarios and situations that serve as a means of validating its functionality.
CCE 2011
Efficient algorithm for real-time handwritten character recognition in mobile devices
Beltrán, Alberto, and Mendoza, Sonia
In 2011 8th International Conference on Electrical Engineering, Computing Science and Automatic Control Sep 2011
Using handwriting as a form of communication with personal devices has recently attained notable popularity owing to the increasing use of touchscreen devices and the tendency to make human-computer interaction more natural. However, as current handwritten character recognition algorithms implement high resource-consuming operations, their use is limited to the development of complex and specific applications, which are not suitable for mobile devices. In fact, such recognition algorithms should consume a small amount of computer resources in order to be used as a common tool to decode data input. In this paper, we propose an algorithm with low resource consumption and high efficiency, which exploits the characteristics of personal mobile devices to recognize handwritten characters in real-time.
CCE 2011
Towards a uniform sensor-handling scheme for Ambient Intelligence systems
Baquero S., Rafael, Rodríguez G., José G.,
Mendoza, Sonia, and Decouchant, Dominique
In 2011 8th International Conference on Electrical Engineering, Computing Science and Automatic Control Sep 2011
Sensors are one of the fundamental components of Ambient Intelligence systems. Through sensors AmI systems gather information about the environment, which allows them to assist people in their activities. Depending upon their function and power supply, sensors pose different handling requirements by an AmI system. Interaction with battery powered sensors should be kept to a minimum in order to maximize battery life, while interaction with critical sensors, such as security door sensors, should be as frequent as possible. Additionally, there is a wide array of sensor communication technologies such as X-10, ZigBee, serial and WiFi. To adequately handle the various types of sensors and the different sensor communication forms we propose the use of a uniform sensor-handling scheme. This scheme will enable AmI systems, such as those developed with our Modular Scheme for the Integration of Ambient Intelligence Systems, to handle sensors in a uniform way.
CCE 2011
Multi-user interaction with public screens using mobile devices
Anzures, Herón, and Mendoza, Sonia
In 2011 8th International Conference on Electrical Engineering, Computing Science and Automatic Control Sep 2011
Public screens can now be found in many places, from shopping malls and airports to museums and restaurants, and even in the outside walls of tall buildings. These public screens usually convey contextual information to the public, and even though some of them support interactivity via touchscreen, the same information is always displayed to all its users regardless of their interests or preferences. On the other hand, mobile devices in general have shown great success by substantially increasing their numbers and their power. As such it is common to start viewing them as tools to achieve previously unattainable capabilities. In this article we engage the idea of using mobile devices to allow multiple users to simultaneously interact with public screens. As a matter of motivation, we consider a few potential applications that range from the marketing to the entertaining industry. We discuss some key characteristics that are desired on a platform that supports this kind of interaction. Finally we present PACMEN, a platform that supports the development of applications oriented to allow multiple users to simultaneously interact with public screens using mobile devices.
Plastic user interfaces are intentionally developed to automatically adapt themselves to changes in the user’s working context. Although some Web single-user interactive systems already integrate some plastic capabilities, this research topic remains quasi-unexplored in the domain of Computer Supported Cooperative Work. This paper is centered on prototyping a plastic collaborative whiteboard, which adapts itself: 1) to the platform, as being able to be launched from heterogeneous computer devices and 2) to each collaborator, when he is detected working from several devices. In this last case, if the collaborator agrees, the whiteboard can split its user interface among his devices in order to facilitate user-system interaction without affecting the other collaborators present in the working session. The distributed interface components work as if they were co-located within a unique device. At any time, the whiteboard maintains group awareness among the involved collaborators.
DICTAP 2011
Resource Discovery for Supporting Ubiquitous Collaborative Work
The majority of the solutions proposed in the domain of service discovery protocols mainly focus on developing single-user applications. Consequently, these applications are unaware of third-party interventions supposing that nobody interferes nor observes. This paper describes a system for discovering sharable resources in ubiquitous collaborative environments. The proposed system is based on the publish/subscribe model, which makes possible for collaborators to: 1)publish resources to share them with their colleagues and 2)subscribe themselves to get information about resources they are interested in. Dynamic information is gathered from different sources, such as user’s applications, a resource locator and a human face recognizer in order to find out the best available resource for a specific request. Resource availability is determined according to several parameters: technical characteristics, roles, usage restrictions and dependencies with other resources in terms of ownership, presence, location and even availability.
2010
CRIWG 2010
Plasticity of Interaction Interfaces: The Study Case of a Collaborative Whiteboard
Sánchez, Gabriela,
Mendoza, Sonia, Decouchant, Dominique, Gallardo-López, Lizbeth, and Rodríguez, José
The development of plastic user interfaces constitutes a promising research topic. They are intentionally designed to automatically adapt themselves to changes of their context of use defined in terms of the user (e.g., identity and role), the environment (e.g., location and available information/tools) and the platform. Some single-user systems already integrate some plasticity capabilities, but this topic remains quasi-unexplored in CSCW. This work is centered on prototyping a plastic collaborative whiteboard that adapts itself: 1) to the platform, as it can be launched from heterogeneous computer devices and 2) to each collaborator, when he is working from several devices. This application can split its interface between the users’ devices in order to facilitate the interaction. Thus, the distributed interface components work in the same way as if they were co-located within a unique device. At any time, group awareness is maintained among collaborators.
2009
WI 2009
Area-Based Collaborative Ubiquitous Work within Organizational Environments
Mendoza, Sonia, Gomez, Victor, Navarrete, Madai, Decouchant, Dominique, Garcia, Kimberly, Olague, Gustavo, and Rodriguez, José
In 2009 IEEE/WIC/ACM International Joint Conference on Web Intelligence and Intelligent Agent Technology Sep 2009
An intelligent area integrates both Internet and Intranet software/hardware supports (from small embedded sensors to powerful and dynamic computing devices) to provide information about each artifact state (e.g., a power failure of the refrigerator) without user intervention. This technological sophistication can be achieved by means of service discovery systems, which allow services and users to discover, configure and communicate with other services and users. However, most of these systems only provide support for interaction between services and software clients. In order to cope with this limitation, the SEDINU system aims at supporting interactions between nomadic users and services managed by each organizational area. As users may move from one area to another to perform their tasks, this system also provides support for user-user interaction and cooperation under specific contexts (role, location and goals). This Web-based ubiquitous and cooperative working environment is enriched by a face recognition engine that allows to locate nomadic users.
CRIWG 2009
Nomadic User Interaction/Cooperation within Autonomous Areas
Gómez, Victor,
Mendoza, Sonia, Decouchant, Dominique, and Rodríguez, José
In Groupware: Design, Implementation, and Use Sep 2009
Ubiquitous computing integrates Internet/Intranet small integrated sensors as well as powerful and dynamic devices into the people’s working and domestic areas. An intelligent area contains many devices that provide information about the state of each artifact (e.g., power failure of the refrigerator) without user intervention. Service discovery systems are essential to achieve this sophistication as they allow services and users to discover, configure and communicate with other services and users. However, most of these systems only provide support for interaction between services and software clients. In order to cope with this limitation, the SEDINU system aims at supporting interactions between nomadic users and services provided by areas. As users may move within the organization from an area to another one in order to accomplish their tasks, this system also provides support for user-user interaction and collaboration under specific contexts (role, location and goals).
2008
CRIWG 2008
Shared Resource Availability within Ubiquitous Collaboration Environments
García, Kimberly,
Mendoza, Sonia, Olague, Gustavo, Decouchant, Dominique, and Rodríguez, José
In Groupware: Design, Implementation, and Use Sep 2008
Most research works in ubiquitous computing remain in the domain of mono-user systems, which make assumptions such as: “nobody interferes, observes and hurries up”. In addition, these systems ignore third-part contributions and do not encourage consensus achievement. This paper proposes a system for managing availability of distributed resources in ubiquitous cooperative environments. Particularly, the proposed system allows collaborators to publish resources that are intended to be shared with others collaborators and to subscribe to allowed resources depending on their interest in accessing or using them. Resource availability is determined according to several parameters: technical characteristics, roles, usage restrictions, and dependencies with other resources in terms of ownership, presence, location, and even availability. To permit or deny access to context-aware information, we develop a face recognition system, which is able to dynamically identify collaborators and to automatically locate them within the cooperative environment.
ENC 2008
A Realistic and Efficient Distributed Infrastructure for Nomadic Web Cooperative Work
Decouchant, Dominique,
Mendoza, Sonia, and Rodríguez, José
In 2008 Mexican International Conference on Computer Science Sep 2008
Currently, the Web environment provides support mostly for single-user browsing and authoring. Even though the WebDAV project proposed first solutions, there is still no adequate support for cooperative work that deals with the unreliability of such a distributed environment. We present the PIÑAS infrastructure which provides means for supporting cooperative work on the Web. Using groupware applications that are built employing the services of this infrastructure, several users can access and modify replicated shared entities in a consistent and controlled way. PIÑAS provides suited features, such as: user identification, multi-site user definition, user and entity naming, shared entity replication, storage, consistency, and automatic distributed updating. We propose seamless extensions to standard Web services that can be fully integrated within the Web environment. Moreover, the innovative PIÑAS features provide reliable support for temporarily disconnected and nomadic work.
MICCS 2008
Java-Based Framework for Implementing Soft Real-Time Distributed Applications
Rodríguez, José, Decouchant, Dominique,
Mendoza, Sonia, and Escobar, Christian Mejía
In 2008 Mexican International Conference on Computer Science Sep 2008
Nowadays, due to the development of various research domains such as groupware, multimedia, and WWWamong others, distributed applications require more real-time capabilities to efficiently transfer monomedia and multimedia information between cooperating sites. In last years, Java became unavoidable for the development of distributed applications.Although the Real-Time Specification for Java (RTSJ) proposereal-time supports, it only remains a suited solution for specific monoprocesor real-time operating systems. Thus, providing dedicated mechanisms to support Java real-time distributed applications on standard operating systems appears as a main challenge.In this work, we propose a Java-based framework for designing/implementing soft real-time distributed applications. This framework focuses on providing central advantages: first, it is “flexible” because it makes possible to define several scenarios to implement an application. It is adaptable because it is possible toadapt the class structure to satisfy the application requirements.Finally, it defines a dynamic infrastructure that allows clients and servers to exchange components at runtime.
2005
ENC 2005
A flexible distribution service for a co-authoring environment on the Web
Mendoza, S., Decouchant, D., Moran, A.L., Enriquez, A.M.M., and Favela, J.
In Sixth Mexican International Conference on Computer Science (ENC’05) Sep 2005
The PINAS platform provides support to collaboratively and consistently produce shared documents in the Web environment. Such documents may include possible costly multimedia resources, whose management raises important issues due to the constraints imposed by Web technology. In this paper, we present a flexible service for distributing shared Web documents across authoring group sites. To carry out distribution, our approach takes into account the current organization of the involved sites, the access rights granted to the co-authors and the site storage capabilities. Scenarios are used to motivate the need for robust mechanisms for the management of shared Web documents and their resources, and to illustrate how our approach addresses these issues.
CRIWG 2005
Adaptive Distribution Support for Co-authored Documents on the Web
Mendoza, Sonia, Decouchant, Dominique, Morán, Alberto L., Enríquez, Ana María Martínez, and Favela, Jesus
In Groupware: Design, Implementation, and Use Sep 2005
In order to facilitate and improve collaboration among co-authors, working in the Web environment, documents must be made seamlessly available to them. Web documents may contain multimedia resources, whose management raises important issues due to the constraints and limits imposed by Web technology. This paper proposes an adaptive support for distributing shared Web documents and multimedia resources across authoring group sites. Our goal is to provide an efficient use of costly Web resources. Distribution is based on the current arrangement of the participating sites, the roles granted to the co-authors and the site capabilities. We formalize key concepts to ensure that system’s properties are fulfilled under the specified conditions and to characterize distribution at a given moment. The proposed support has been integrated into the PIÑAS platform, which allows an authoring group to collaboratively and consistently produce shared Web documents.
2004
AWIC 2004
Adaptive Resource Management in the PIÑAS Web Cooperative Environment
Mendoza, Sonia, Decouchant, Dominique, Martínez Enríquez, Ana María, and Morán, Alberto L.
The PIÑAS Web cooperative environment allows distributed authors working together to produce shared documents in a consistent way. The management of shared resources in such an environment raises important technical issues due to the constraints imposed by Web technology. An elaborated group awareness function is provided that allows each author notifying his contributions to other authors, and controlling the way by which other contributions are integrated into his/her environment. In order to support this function, essential to every groupware application, we designed a self-adaptive cooperative environment. We propose a new way of structuring Web documents to be considered as independent resource containers with their corresponding management context. This representation of information simplifies the design of mechanisms to share, modify and update documents and their resources in a consistent and controlled way. Scenarios are used to motivate the need for robust mechanisms for the management of shared Web documents and to illustrate how the extensions presented address these issues.
OTM 2004
Access Control-Based Distribution of Shared Documents
Mendoza, Sonia, Morán, Alberto L., Decouchant, Dominique, Enríquez, Ana María Martínez, and Favela, Jesus
In On the Move to Meaningful Internet Systems 2004: OTM 2004 Workshops Sep 2004
The PIÑAS platform provides an authoring group with support to collaboratively and consistently produce shared Web documents. Such documents may include costly multimedia resources, whose management raises important issues due to the constraints imposed by Web technology. This poster presents an approach for distributing shared Web documents to the authoring group’s sites, taking into consideration current organization of the concerned sites, access rights granted to the co-authors and storage device capabilities.
2002
DCW 2002
PIÑAS: Supporting a Community of Co-authors on the Web
Morán, Alberto L., Decouchant, Dominique, Favela, Jesus, Martínez-Enríquez, Ana María, González Beltrán, Beatriz, and Mendoza, Sonia
To provide efficient support for collaborative writing to a community of authors is a complex and demanding task, members need to communicate, coordinate, and produce in a concerted fashion in order to obtain a final version of the documents that meets overall expectations. In this paper, we present the PIÑAS middleware, a platform that provides potential and actual collaboration spaces, as well as specific services customized to support collaborative writing on the Web. We start by introducing PIÑAS Collaborative Spaces and an extended version of Doc2U, the current tool that implements them, that integrate and structure a suite of specialized project and session services. Later, a set of services for the naming, identification, and shared management of authors, documents and resources in a replicated Web architecture is presented. Finally, a three-tier distributed architecture that organizes these services and a final discussion on how they support a community of authors on the Web is presented.
MICAI 2002
A Distributed Event Service for Adaptive Group Awareness
Decouchant, Dominique, Martńez-Enríquez, Ana Mará, Favela, Jesús, L.Morán, Alberto,
Mendoza, Sonia, and Jafar, Samir
In MICAI 2002: Advances in Artificial Intelligence Sep 2002
This paper is directly focused on the design of middleware functions to support a distributed cooperative authoring environment on the World Wide Web. Using the advanced storage and access functions of the PIÑAS middleware, co-authors can produce fragmented and replicated documents in a structured, consistent and efficient way. However, despite it provides elaborated, concerted, secure and parameterizable cooperative editing support and mechanisms, this kind of applications requires a suited and efficient inter-application communication service to design and implement flexible, efficient, and adapted group awareness functionalities.
2000
CRIWG 2000
Group awareness support in collaborative writing systems
Mendoza, S., Romero-Salcedo, M., and Oktaba, H.
In Proceedings Sixth International Workshop on Groupware. CRIWG 2000 Sep 2000
Collaborative writing systems allow co-authors, spread out across different locations, to work together sharing common documents. One key element that, in most cases, is poorly supported in collaborative writing systems is group awareness. Many research studies have defined several types of group awareness. The paper presents a comparative analysis of workspace and conversational awareness support in collaborative writing systems. For this purpose, we adapted R. Vertegaal’s (1997) framework in order to analyze the group awareness mechanisms for collaborative writing. This framework considers the workspace and conversational awareness elements. Based on these elements, we analyzed and compared Quilt, GROVE, PREP, SASSE, Calliope and Alliance collaborative writing systems. Finally, we identified their strengths and weaknesses.
Patents
Anallely Olivares Toledo and Sonia Mendoza, Patent number: 352343, Name: “Sistema y método para coordinación y sincronización de actividades en un entorno colaborativo”, Instituto Mexicano de la Propiedad Industrial, Date of issuance: October 13, 2017, Expiration date: June 27, 2033.