Article

CoScribe: Integrating Paper and Digital Documents for Collaborative Knowledge Work

IEEE Transactions on Learning Technologies (Impact Factor: 1.22). 07/2009; 2(3):174-188. DOI: 10.1109/TLT.2009.27
Source: DBLP

ABSTRACT This paper presents CoScribe, a concept and prototype system for the combined work with printed and digital documents, which supports a large variety of knowledge work settings. It integrates novel pen-and-paper-based interaction techniques that enable users to collaboratively annotate, link and tag both printed and digital documents. CoScribe provides for a very seamless integration of paper with the digital world, as the same digital pen and the same interactions can be used on paper and displays. As our second contribution, we present empirical results of three field studies on learning at universities. These motivated the design of CoScribe and were abstracted to a generic framework for the design of intuitive pen-and-paper user interfaces. The resulting interaction design comprising collaboration support and multiuser visualizations has been implemented and evaluated in user studies. The results indicate that CoScribe imposes only minimal overhead on traditional annotation processes and provides for a more efficient structuring and retrieval of documents.

Download full-text

Full-text

Available from: Oliver Brdiczka, Aug 28, 2015
1 Follower
 · 
101 Views
  • Source
    • "While watching a video captured lecture, each student indicates important points in the lecture by a simple button press (i.e., the spacebar in the current implementation; see Fig. 1 part A). Each button press represents a point-based semantic annotation [25] and indicates, " for this user something important happened at this point in the lecture. " A similar annotation feature is available in CoScribe [26], a print and digital document collaboration tool, and is referred to as semantic tagging or category tagging (see also collaborative tagging; [27]). "
    [Show abstract] [Hide abstract]
    ABSTRACT: In the context of a lecture, the capacity to readily recognize and synthesize key concepts is crucial for comprehension and overall educational performance. In this paper, we introduce a tool, the Collaborative Lecture Annotation System (CLAS), which has been developed to make the extraction of important information a more collaborative and engaged process. The system relies on semantically constrained annotation, postannotation data amalgamation and transparent display of this amalgamated data. In addition to describing the CLAS, we report on a user experience study aimed at investigating students' perception of the utility of the tool.
    IEEE Transactions on Learning Technologies 01/2013; 6(1):4-13. DOI:10.1109/TLT.2012.15 · 1.22 Impact Factor
  • Source
    • "Nosúltimos anos observamos um expressivo aumento na quantidade e uso de novos dispositivos computacionais cada vez mais compactos (tablets, smartphones) e intuitivos (touchscreen, sensores de movimento), aproximando-se da visão de computação ubíqua proposta por Mark Weiser [20] [14]. A utilização [13] desses dispositivos no aprendizado na sala de aula tem [9], [3], [15], [7] a capacidade de tornar o aprendizado interativo e intuitivo aos alunos, tornando a sala de aula mais " inteligente " [16]. Porém, o uso desses dispositivos e da computação em geral como ferramenta efetiva de ensino aindá e um grande desafio [21], principalmente devidò a complexidade de sua integração na sala de aula. "
    [Show abstract] [Hide abstract]
    ABSTRACT: Collaborative applications are being used in the integration of new computing devices into the classroom. However, their implementation expo-ses the programmer to system level issues, such as communication and concur-rency. Due to the complexity of these problems, most academic work in the area, deals entirely with their construction. Aiming to provide an infrastructure for the development of these applications, we propose Ubiquitous Computing for Learning Environments (UCLE), a middleware which makes these problems transparent to the developer through a set of content sharing primitives. They define operations for content movement such as move, clone and mirror, which serves as a high-level communication model for building these applications. Resumo. Aplica oes colaborativas vêm sendo utilizadas na integra ao de no-vos dispositivos computacionai a sala de aula. Entretanto, sua implementa ao expõem o programador a problemas de nível de sistema, tais como comunica ao e concorrência. Devidò a complexidade destes problemas, grande parte dos tra-balhos acadêmicos ná area, lidam inteiramente com a sua constru ao. Visando prover uma infraestrutura para o desenvolvimento dessas aplica oes, propomos o Ubiquitous Computing for Learning Environments (UCLE), um middleware que torna esses problemas transparentes ao desenvolvedor através de primitivas de compartilhamento de conteúdo. Elas definem opera oes de movimenta ao de conteúdo, tais como, mover, clonar e espelhar, que servem como um modelo de comunica ao de alto nível para a constru ao dessas aplica oes.
    IV Simpósio Brasileiro de Computação Ubíqua e Pervasiva, Curitiba; 01/2012
  • Source
    • "PocketPad [6] combina bolígrafos digitales y Smartphone para capturar, editar y organizar la información. CoScribe [3] integra técnicas de interacción basadas en bolígrafo digital que permiten a los usuarios anotar, enlazar y etiquetar colaborativamente documentos digitales. "
    [Show abstract] [Hide abstract]
    ABSTRACT: A pesar de que las Tecnologías de la Información y las Comunicaciones están cada vez más presentes en el día a día, el papel tradicional se usa ampliamente, especialmente, en la educación. La mayoría de las tecnologías que se están implantando en el ámbito educativo han obviado este hecho, digitalizando completamente los contenidos, las actividades y la comunicación sin tener en cuenta las preferencias de los estudiantes. En este artículo se propone un framework que integra el uso del papel con los entornos virtuales de aprendizaje para permitir la generación y compartición de documentos asi como la realización de actividades colaborativas tanto en clase como de forma remota. Se pretende demostrar que la unión entre el mundo digital y el de papel contribuirá a la mejora de la productividad de los alumnos. Keywords-bolígrafo digital; entornos virtuales de aprendizaje; educación; Anoto I. INTRODUCCIÓN El destacado papel que están ostentando las Tecnologías de la Información y las Comunicaciones (TICs) en diferentes ámbitos es algo que no escapa del espacio educativo. Sin duda, es en esta área donde se están desatando una serie de iniciativas que, más allá del empleo de nuevas tecnologías que ayuden a la formación, buscan su repercusión en la fractura de la brecha digital y en la creación de las mismas oportunidades para el desarrollo de la Sociedad de la Información. Una de estas iniciativas es la "Escuela 2.0" [1], la cual persigue la modernización del sistema educativo español sustituyendo los materiales escolares tradicionales por la tecnología digital con la finalidad de mejorar los resultados académicos de los alumnos.
Show more