Article

CoScribe: Integrating Paper and Digital Documents for Collaborative Knowledge Work

IEEE Transactions on Learning Technologies (Impact Factor: 1.28). 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
  • Source
    • "Steimle et al. [7] designed an integrated framework for various activities but that was specifically proposed for a team work. Compared to this system, our proposed framework is particularly developed for a user's activity in academic system. "
    [Show abstract] [Hide abstract]
    ABSTRACT: In this paper, we are presenting a framework for “User's Personalized Workspace” by augmenting the physical paper and digital document. The paper based interactions are seamlessly integrated with digital document based interactions for reading as a activity. For instance when user is involved in reading activity, writing becomes complimentary. In a academic system, paper based presentation mode has facilitated such exercises. Despite rendering the annotation on digital document and store it onto the database, the content of the paper encircled or underlined is used to hyperlink the document. Synchronizing a physical paper and those of digital version in seamless fashion from a user's perspective is the main objective of this work. We have also compared the existing systems which focus on one activity or the other in our proposed system.
    Full-text · Conference Paper · Dec 2013
  • 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.
    Full-text · Article · Jan 2013 · IEEE Transactions on Learning Technologies
  • 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.
    Full-text · Conference Paper · Jan 2012
Show more