Knowledge Management and Collaborative Virtual Environments
Ivan Tomek
(Jodrey School of Computer Science, Acadia University, Canada
ivan.tomek@acadiau.ca)
Abstract: Knowledge management systems provide three basic services:
information capture, storage and organization, and access. This paper argues
that collaborative virtual environments (CVEs) provide features that make
them uniquely suited as an integral part of information capture. After
introducing CVEs, we present our work in this area and outline our future
plans.
Key Words: Knowledge management, computer supported collaborative
work, collaborative virtual environments, information capture.
Categories: C.2, D.2.6, H.1.2, H.3, H.5
1 Introduction
The realization of the essential value of information and knowledge
in modern organizations, and the increasingly electronically based nature
of work processes led to the development of the concepts of organization
memory and knowledge management systems (KMS). The goal of KMS research
is to create computer-based environments that capture both formal and informal
data along with tacit knowledge hidden in the minds of the employees of
a company, store it in an organized form, and allow its easy search. A
knowledge management system thus essentially consists of three components
that provide these functions to the utmost possible degree.
One of the most difficult problems of knowledge management is how to
capture the maximum knowledge important to the organization. In a metaphorical
sense, the ideal KMS capturing system would be a collection of agents who
follow every employee day and night and monitor their work, communication,
artefacts, and even thoughts, and enter them into a database. Although
this is not yet possible (and hopefully never will), the fact that much
of the work process now relies on the use of computers and computer networks
makes this 'ideal' largely achievable. It is imaginable, that one could
create a system that integrates all the tools that an employee uses - from
work tools through Web browsers and e-mail clients - and captures, possibly
preprocesses, and stores all relevant information. To maximize the organizational
benefit from such a system, as much information-producing activity as possible
should be performed in this system, including informal and unplanned encounters
that are known to contain some of the most important work-related information.
This is where Collaborative Virtual Environments could be useful.
In a very general sense, a Collaborative Virtual Environment (CVE) is
a software environment that emulates some of the features of the real world.
In practice, CVEs
emulate at least the following aspects of physical reality: The concept
of space, the representation of an object and a tool that can be moved
within the universe defined by the CVE, the representation of a human or
robotic individual (avatar) that can navigate within the space, hold on
to objects and move them within the space, and communicate with other avatars.
Most importantly, CVE universes are not only configurable but their users
can even extend the features provided by the universe at runtime and without
requiring the intervention of the manufacturer of the software.
How can CVEs be beneficial to KMS? Simply by channelling much of the
work activity and created artefacts into a single integrating software
medium. By capturing the relevant parts of the work process, organizing
it, and providing data retrieval and data mining functions, a KMS could
come close to the ideal described above and provide an environment that
is not only productive and effective, but also fun to use, thus potentially
improving workers' satisfaction.
In the following sections, we will explain why we think that CVEs are
good for knowledge management, say more about CVEs, describe two experimental
implementations that we developed to examine the possibilities for support
of software development teams, and conclude with a section describing the
goals of our current work and a list of selected references.
2 Why a KMS should include a CVE
As already stated, our premise is that a part of the knowledge capturing
part of a KMS should be a collaborative environment should emulates and
extends the essential properties of a physical workplace and complements
physical and temporal collocation with virtual one. These properties include
spatial organization of work places and their navigation, communication,
awareness of the presence and basic activity of co-workers and work-related
events, objects and tools that can be moved from one place to another,
and unlimited extendibility and customizability. We will now give several
reasons for the claim that these features are beneficial for KMS.
Emulation of physical topology is important as a natural metaphor because
appropriate metaphors are very important for usability and learnability,
which are the basic prerequisites for successful software in general and
groupware in particular. It also provides a natural organizing principle
- offices, meeting rooms, and document libraries are the concepts used
to organize personal and team workspace. Besides, not only people, but
information too can be organized spatially as we will show later.
In the physical world, space may be allocated for a particular use,
equipped for it, and restricted for particular group of people. A virtual
environment should also exhibit these features and provide means for enforcing
privacy and separation. Navigation among the disjoint places is necessary
for virtual displacement of users and their virtual holdings and, when
properly implemented, can provide opportunities for useful chance encounters.
Communication is essential in every the work process and multiple simultaneous
channels allowing communication to take place in disjoint and mutually
invisible scopes occupied by separate teams provide a natural means for
discussion and a basis for recording communication in context.
An essential part of work is timely notification of the occurrence of
work-related events such as the release of a new version of code by a team
member. Team members should be able to register their interest in specific
events, and be automatically notified of their occurrence, for examination
or to automatically trigger user-defined actions. Emulation of the physical
world provides a natural basis for this kind of event-driven and event-aware
operation.
Objects such as documents, and tools such as software development tools
are at the heart of work. Emulation of the physical world and the ability
to move objects and tools around and share them provides a natural parallel
to the way that we deal with objects and tools in the real world. To be
truly useful, an emulated work environment should be all-inclusive like
the real world, and provide seamless access to external tools. The CVE
should thus form a universe interfacing to all necessary software tools
rather than being just another application disjoint from others.
The nature of work is unpredictable and development and decision processes
naturally evolve along with technology. Consequently, closed and proprietary
environments that can only be extended or modified by the original developer
are doomed to fail; a useful work environment must therefore be reconfigurable,
customizable and extendible - just like the real world. In our daily activities,
we depend not only on our ability to rearrange our offices, build new buildings,
use them for a variety of new purposes, move things from one place to another,
and buy and install new office equipment. We also create completely new
types of objects and tools, etc. A virtual environment should and can provide
these facilities too.
The social aspects of work have many dimensions explored mainly in Computer
Supportive Collaborative Work (CSCW). They include, for example, awareness,
usage policies that control how tools and objects may be used according
to the roles of individual team members, and work processes. A virtual
environment emulating the physical world is a natural framework for supporting
these concepts.
An important aspect of a physical work environment is that it allows
contact beyond the limits of the current work team. Physically collocated
workers can talk not only to people who are working on the same project,
but also to others. This allows exchange of ideas and sharing of valuable
expertise. Project-centred groupware does not provide this facility, but
emulated virtual spaces make it possible. In recent studies of work environments
[Churchill 1999a, 1999b]
long-term CVE users reported that they commonly used the environment to
meet co-workers working on other projects and even people who have left
the enterprise, and used these virtual encounters to support their own
work.
All these arguments lead us to the conclusion that emulation of those
features of the physical world that are useful for collaboration - a CVE
- is an optimal candidate for a KMS environment. Although it might seem
that such an environment might only be useful for physically separated
teams, this is not the case. As an example, it is generally accepted [Allen
1977] that as soon as distance exceeds 30 meters, offices should be
considered as physically purpose as far as ordinary face-to-face communication
is concerned.
What other properties beyond emulation of physical reality should such
an environment have? The environment must be easy to learn and use, responsive,
unobtrusive, and fun to use. An environment whose learning and use requires
substantial effort or is slow and detracts from work will not be popular
with busy
software developers and will not be used. Churchill states that long-term
users report that the 'light weight' nature of a low technology CVE and
its ease of use and rapid response are among its main advantages.
3 Which Type of CVE?
Having accepted the premise that a CVE is a desirable component of a
KMS, the next question is which of the several known CVE technologies is
best. In our research, this translated into the more specific question,
which CVE is best suited for software developers. Existing technologies
include text-based [Hayes, 1998], virtual reality
(VR)-based, and augmented reality. VR-based environments can be further
divided into low-technology desktop environments based on VRML and similar
techniques [Ames 1996, Damers, 1998],
and high realism and high-cost environments [VRAIS'98,
IEEE 2000]. Augmented reality is not really a CVE
technology but its use can complement text-based or virtual reality environments
with information gathered from sensors in the physical world, such as electronic
objects in 'collaborative buildings' [Streitz, 1998].
We will now briefly comment on the suitability of these technologies for
our original purpose to demonstrate that the most sophisticated technology
is not necessarily the best in all circumstances.
Modern text-based collaborative virtual environments use GUI
windows, possibly enhanced with graphics, audio, or even video input and
output. We will refer to these environments as MUDs (an acronym explained
in the next section). Their advantages are that they are easy to learn
and use, that they allow users to focus on contents rather than manipulation,
and that they do not distract users with additional and non-essential visual
context. Being low-tech, they provide high performance at low cost. MUDs
can also be easily extended by users via simple commands or using an extendible
programming language because the laborious extensions required in VR-based
environments are missing. Another advantage, important for KMS use, is
that text-based information can be easily captured, organized, and searched.
Although a GUI is a rather poor approximation of the real world this is
not a serious drawback when focus is on textual and diagrammatic information.
Besides, our experience shows that users quickly acquire a feeling of physical
collocation with other occupants of the virtual space even without the
visual cues.
Environments based on virtual reality provide a more accurate
approximation of physical reality. The price of realism is obvious in comparison
with the 1D space of textual CVEs - 3D models are more difficult to use
(requiring, for example, manipulation of the user's avatar on the screen
via mouse buttons) and this distracts the user from communication. 3D models
are also much more difficult to expand and modify, and the additional visual
cues enlarge the amount of information that the user must process without
providing a significant benefit in applications that don't require spatial
models.
Augmented reality is an extension of MUD and VR environment and
remains, still relatively unexplored. Although it has great potential benefits
for CVEs of all kinds, we have not considered it at this stage of our research.
After considering the above parameters presented, we concluded that
MUDs are the best fit in applications where the essential features are
communication and textual
or graphical artefacts, where customizability and extendibility are
essential, and where capturing and accessing verbal contextual information
is important. VR-based environments may be the best choice for applications
where visual information is essential, as in e-commerce, architectural
design, etc. Since our focus was the use of CVEs for software development
teams whose interests are primarily in textual and graphical documents
and exchange of ideas, our work was limited to text-based CVE environments.
This decision has many precedents in research and commercial products [Fitzpatrick,
1996, Harrison, 1996, Journal
of MUD Research, Lindstaed, 1997, Mansfield,
1997, Poltrock, 1997, Roseman,
1996, Spellman, 1997, Steed,
1998, TeamWave].
4 What is a MUD
In the previous section, we explained why we explored text-based CVEs
based on the MUD concept. MUDs first appeared in the late 1970s. The acronym
originally stood for Multi-User Dungeons because the first MUDs were networked
implementations of the popular fantasy game Dungeons and Dragons. Eventually,
the acronym acquired additional and more respectable interpretations including
Multi-User Domains and Multi-User Dialogs, particularly when new versions
appeared designed for environments supporting socialization. In the late
1980s, Paul White developed an object-based implementation of MUD referred
to as MOO, for MUD Object-Oriented. Pavel Curtis at Xerox then re-implemented
the concept and created Lambda MOO [Haynes, 1998],
which has since become the most common basis of MUD implementations. In
the following, we will use MUD as a generic term representing both MUDs
and MOOs.
A classical MUD implementation consists of a single server with multiple
clients connected through a Telnet client. After connecting, users would
communicate with one another, navigate in the textual universe, and perform
other operations by typing commands interpreted by the server, which would
then update its database and communicate back to all interested parties
using ASCII text. Recently, Telnet interfaces have mostly been replaced
with GUIs, usually a Web browser with HTML and Java support. Beyond the
change in the user interface, however, the principles of the environment
and its implementation have remained essentially unchanged.
As mentioned, a MUD emulates selected features of the physical world
inhabited by user proxies called avatars, objects, and tools. The emulated
world (universe) is divided into disjoint but possibly nested domains corresponding
to interconnected rooms, buildings, and other familiar concepts. These
spaces serve as repositories of objects and tools and their separation
restricts communication to users collocated in them.
Avatars representing active MUD entities can move from one virtual place
to another (navigate) carrying their possessions (objects and tools) with
them. They can pick up and drop objects and communicate with other avatars.
The environment is persistent and the database containing the universe
with its interconnected places, objects, tools, and agents resides on the
server. The application is continuously running.
Avatars representing users are generally constrained by roles that authorize
them to perform certain actions but prevent them from executing others.
The main
differences between different roles are typically in the limits on how
much an avatar can extend and customize the MUD universe. The lowest level
avatars can instantiate a predetermined number of entities such as rooms,
objects, and tools, whereas users with higher authorization can instantiate
a larger number and a greater variety of objects, and possibly create new
types (classes) of objects and functionalities and add them to the environment.
Our brief description shows that a MUD satisfies the requirements postulated
in the previous section: It is a persistent emulation of essential features
of the real world, provides navigable scopes that can be used for separate
activities using and producing tools and artefacts, incorporates the concepts
of time and events, and provides means for synchronous and asynchronous
communication. Its users can perform assigned roles that may be used to
define policies for the use of tools and other tasks. MUDs are easy to
use, easily accessible, and low tech applications and, most importantly,
are user-extendible and customizable at two levels: A user can instantiate
existing classes of entities and extend the universe by extending existing
types of entities and defining new ones.
In the following two sections, we will now describe the two environments
that we developed and used to explore some of the requirements enumerated
above.
5 Jersey
Our interest in CVEs was sparked by a request from a software development
company with offices around the world and looking for a way to deal with
geographic separation of team members. They provided us with the skeleton
of a non-commercial project called Jersey implementing a basic MUD architecture.
The environment used a Telnet connection and all client communication had
the form of Smalltalk messages transmitted as ASCII text and interpreted
by a Smalltalk server. This was not only acceptable because the intended
users were Smalltalk programmers, but even desirable: Since the server
interprets incoming Smalltalk messages using an open Smalltalk 'image',
users can send not only Jersey-specific commands, but any legal Smalltalk
expressions. This lets them customize and extend the universe at run time.
This, of course, violates basic security because it allows the user to
program the server to do such things as capture all Jersey communication,
damage or even destroy the whole Jersey universe and its engine or even
the Smalltalk environment itself, but this was not an important consideration
because security was low on our priority list.
Besides this peculiarity, the Jersey was a typical MUD, although the
implemented functionality was minimal. The framework provided support for
instantiation, communication, and navigation, a basic architecture for
creating software agents, and a hierarchy of 'utility' and 'information
holding' objects. A substantial limitation of Jersey was its flat layer
of virtual rooms with no support for containment. After installing Jersey,
we embarked on experimentation and expansion [Tomek, 1998,
Tomek 1999a]. Our work and use was restricted to
a small team of faculty and MSc students and to several software-engineering
courses. We held class and team meetings on Jersey and used it for inspection
of Jersey code. We also used the concept of disjoint domains to organize
our project artefacts (see below).
Our extensions of the original implementation included new user interfaces,
new objects and tools, new types of agents, on-line help and query support,
access to Smalltalk code for use in software inspections, and Development
Clusters - templates of room combinations to accommodate development teams.
We will now briefly describe these features.

Figure 1: Main Jersey WWW Interface
5.1 Functionality
Our most visible change to Jersey was an interface using a Web browser.
The main window is shown in Figure 1. Besides providing buttons to perform
the most common actions, it contains several specialized widgets for sending
commands to the server, removing the necessity to type them as Smalltalk
commands.
As in any MUD, the total number of Jersey messages is large and their
details difficult to remember. The new interface provides several unusual
ways to alleviate this problem. One is the Workspace field that can be
used as to hold frequently used commands and other text. A help facility
can be activated by the Help button and displays help information in the
upper part of the window. The Tree Help agent described below can also
provide environment help and switching from command execution mode
to command help mode via radio buttons provides another form of
help. Besides direct command (or Smalltalk code) entry, commands associated
with rooms and objects can be activated via clickable text. These simple
improvements greatly improved Jersey's usability and usability is, as we
mentioned above, one of the critical requirements on a successful CVE.
The top right-hand side of the main window displays clickable information
about the user's current location, showing all accessible objects and agents,
as well as exits to adjacent rooms. When the user selects an item, the
list underneath shows information about the selection and its executable
commands as clickable text.
In addition to the new UI, we also added a number of new classes of
objects and agents. The new objects can be divided into utility objects
and information capturing objects. Utility objects include offices equipped
with tools, desks consisting of a desktop and drawers, garbage cans emptied
periodically by janitor agents, and copiers for duplication of documents
and other text objects.
Objects for capturing, organizing, and keeping information include filing
cabinets, document objects providing URL-based links to information stored
beyond Jersey boundaries, such as Word documents, a camcorder (a moveable
version of a stationary 'security camera', which is ' bolted to a wall'),
a whiteboard for recording and displaying information, and other objects.
A general-purpose query facility is implemented by an agent-based Help
Tree, a variation on Answer Garden 2 [Ackerman, 1996].
The agent called Tim processes queries from users and tries to match them
against answers stored in folders in a 'filing cabinet'. If it fails to
find an answer, it sends the question to registered experts, stores answers
in folders for future use and delivers them to the user who issued the
query. Tim is an example of an autonomous agent, a software entity that
can autonomously move from one place to another, interact with the environment,
and execute scripts. Agent actions are based on a combination of mission
actions defining the purpose of the agent, autonomous random actions providing
a semblance of free will, and response actions that allow the agent to
respond to events in its environment. Examples of agents include messengers
who deliver messages, janitors who empty office trashcans, and an agent
who makes copies of new issues of the Jersey newsletter and delivers them
to subscribers. A notifier agent, notifies interested users about new releases
of code modules to which they subscribed. This agent requires a brief comment
because it illustrates that 'rooms' don't have to be used only in the obvious
real-world-like interpretation. Although Jersey is developed in Smalltalk,
its
user interface cannot access code in other images and we thus created
Class that allow viewing of selected classes. Tim's operation is based
on navigating Class Rooms.
To make it easy to create virtual spaces for teamwork, we created a
template of a basic floor plan called the Development Cluster. This is
a collection of rooms centered around a project room used mainly for meetings
and providing access to the offices of the developers working on the project,
the leader of the team, and documentation. It also includes the above-mentioned
Class Rooms.
5.2 Experience
Although Jersey was a fully working and user-friendly environment, its
final state was still quite rudimentary for use in a commercial software
development environment. We used it in a senior programming class and evaluated
it informally by a questionnaire. The results can be divided into general
MUD experiences and an evaluation of Jersey-specific issues.
On the MUD side, we found that the powerful and user-friendly interfaces
described above made the use of Jersey much easier than the original Telnet
interface. The evaluation also showed that the interface was surprisingly
immersive, giving the physically separated users (often working as much
as 50 kilometres apart) a profound sense of being together. After the initial
chaotic formal meetings, we developed a meeting tool with simple support
for agenda, chair and secretary roles, and floor control, which helped
to make meetings more manageable and improve usability. It is interesting
to note that this support was developed by a student using Jersey during
a Jersey meeting.
One obvious disadvantage of text-based communication is the relatively
slow speed of typing and the resulting occasional lack of coherence of
individual contributions. This, of course, is the same as in any other
form of computer-based synchronous communication. Without some control,
threads of communications quickly diverge, and following them becomes difficult.
This has been noted and various approaches attempted as in [Highsmith,
1999], but we have not attempted to address it.
As we started using Jersey, we quickly discovered the need for new objects
and new functionality. The ability to extend and modify the environment
turned out to be essential, and is one of the most important features distinguishing
MUDs from related environments such as chats, e-mail, or virtual environments
based on predefined structures. Not even the most intelligent and creative
designers can anticipate all the possibilities and needs, and cannot create
an environment that will satisfy all potential users in all possible applications.
Even providing users with a scripting language and customizable templates
seems too restrictive.
A shortcoming of our experiment was that our group was very small and
the users were students rather than the targeted professional developers.
We also failed to take full advantage of one of the most important benefits
of a MUD - that it can provide constant informal access to other members
in the group. Churchill reports on a longitudinal study of a work team
that used a MUD over a period of several years and found that its users
have a MUD window open 24 hours a day, occasionally checking the ongoing
informal exchanges, and jumping in when a relevant topic is addressed or
when they needed to ask a question. This closely resembles recently
reported advantages of the use of 'warrooms' in certain types of projects
[Teasley, 2000].
Among the weaknesses that Jersey shares with other MUDs we found the
fact that it was isolated from other applications most annoying. This was
somewhat mitigated by the earlier-mentioned URL-based access to various
types of documents, but future MUDs should encompass other applications
such as word processors, spreadsheets, e-mail, and software development
tools.
Our list of Jersey conceptual weaknesses starts with its lack of universal
support for events. This precludes, for example, easy subscription to events
and automatic notification of subscribers when these events occur. As mentioned
above, we had to resort to the concept of Class Rooms periodically scanned
for new releases by a specialized agent to solve this problem.
The centralized nature of the architecture with a single server storing
the universe and performing all processing is also a shortcoming. It makes
the environment too vulnerable and has the potential of overloading both
the processor and the network connection. The fact that the universe 'database'
is, in fact, a part of the Smalltalk environment rather than a true database
is also a limitation.
As already mentioned, Jersey does not address security issues but we
did not consider this to be a problem because of the experimental nature
of the project and the fact that more fundamental issues needed to be resolved
first. Moreover, Jersey was intended for use in a limited and safe user
community where security was not a problem. In a production environment,
reconciling security with openness and extendibility will be very important.
Finally, Jersey does not support advanced CSCW features such as groups,
roles, policies, work processes, and tasks. These seemingly exotic features
are very important in team activities such as code inspections and general
meetings, which require support for roles such as chairperson, secretary,
meeting participant, and others, each possibly with different tasks, tools,
and authorizations. Concepts such as groups are also essential for creating
flexible locking mechanism for rooms and objects, and for providing basic
security.
To explore some of the issues raised above, we started a new project
from scratch. The project is called MUM and is described in the next section.
6 MUM
MUM is a project resulting from our experience with Jersey [Tomek,
1999b, 2000]. The acronym stands for Multi-Universe
MOO and reflects one of the unusual design features- allowing an unlimited
number of interconnected client/server machines that allow avatars to move
from one universe to another with all their holdings. The main issues that
we explored with MUM include
- minimization of the load on the server and the network by letting the
clients do as much work as possible and providing a framework for creating
flexible and customizable user interfaces implemented essentially as downloadable
plugins
- generalization of the nature of communication between the client and
the server from text-based to binary data-based
- provision for event-driven operation
- independent multiple server operation.
MUM is fully event-driven. Everything is an event and results from passing
an event from one object to another. Events are 'subscribable' and an authorized
object or agent can register interest in its occurrence and is automatically
notified when the event occurs. Notification has the form of a 'notification
event' that contains enough information to allow the subscriber to respond
with a pre-programmed action. Partially dictated by the need to support
authorization, MUM implements groups. Groups allow the owner of an object
to specify who can subscribe to the events processed by the object and
can be used for other effects such as locking rooms, controlling communication,
and other control.

Figure 2: MUM Launcher
MUM also has a new user interface designed to be used via commands displayed
in the user interface rather than typed commands. UI windows are often
specialized for a particular purpose and downloadable as plugins. Figure
2 shows MUM's Launcher, which is used to connect or disconnect, obtain
additional 'tools' from the server, and display system messages.
Figure 3 shows MUM's 'Universal Tool' displaying the current location
with objects, occupants, and exits and simple awareness support. It displays
commands understood by the selected object and can provide information
about each command, execute it, or subscribe to its occurrence. The left-hand
side is for communication. The top pane displays communication addressed
to the user by the server, mostly communication from other occupants of
the room, and the pane at the bottom is for input.

Figure 3: UniTool
6.1 Functionality and experience
MUMs functionality is limited because most of our work focused on the
development of the framework. It implements basic MOO operations such as
communication, navigation, instantiation of a limited number of types of
objects, and management of their properties. The current repertoire includes
users, groups, places (nested scopes corresponding to buildings containing
floors, rooms, etc.), cameras (for recording communication on tapes), tapes,
a simple mail system and a code management tool allowing versioning and
code membership [Yang 2000]. Group definition, object
creation, and object properties, and the camera object have their own tools
with specialized windows.
Our experience with MUM has been limited to the small team of developers
and further development was stopped when we realized that we should make
some major adjustments in our approach. These include restricting the use
of events and, most importantly, formulation of a protocol that will allow
the environment to be fully portable and interoperable among different
platforms and languages. These features are the subjects of our current
work.
7 Current work
Our current goal is to make our CVE interoperable among platforms and
languages in the way that Internet protocols such as FTP and HTTP are.
For this purpose, we are now developing a protocol to support MUM-like
concepts. Unlike existing Internet protocols, the essential goal of our
approach is support for complete customizability and extendibility, which
requires certain low level underlying categories of protocol
support. CVE-specific commands will not be built into the protocol but
rather a mechanism for integrating them at run-time.
Once the basic command set is defined, we will implement a framework
supporting it and test how complete and usable it is by implementing features
that proved to be useful in Jersey and MUM. We will then test the environment
in a work setting, and release it and the protocol to the public, possibly
implementing the clients and servers in other programming languages. After
this, work on the integration of the CVE into a KMS can begin.
8 Conclusion
We have presented arguments to support the view that the information
capturing part of a KMS should include a Collaborative Virtual Environment.
Inversely, we propose that a CVE should contain a KMS as its component.
We have described our earlier CVE projects that include some innovative
features deemed essential for collaborating teams, and formulated requirements
that such a CVE should satisfy. We have concluded that the environment
should be platform independent and interoperable across multiple implementations.
It should also be integrative, allowing other software tools to be interfaced
to it to provide a unified seamless environment. We are currently working
on the basic design and implementation of such an environment.
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