79 research outputs found

    A Methodology for Engineering Collaborative and ad-hoc Mobile Applications using SyD Middleware

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    Today’s web applications are more collaborative and utilize standard and ubiquitous Internet protocols. We have earlier developed System on Mobile Devices (SyD) middleware to rapidly develop and deploy collaborative applications over heterogeneous and possibly mobile devices hosting web objects. In this paper, we present the software engineering methodology for developing SyD-enabled web applications and illustrate it through a case study on two representative applications: (i) a calendar of meeting application, which is a collaborative application and (ii) a travel application which is an ad-hoc collaborative application. SyD-enabled web objects allow us to create a collaborative application rapidly with limited coding effort. In this case study, the modular software architecture allowed us to hide the inherent heterogeneity among devices, data stores, and networks by presenting a uniform and persistent object view of mobile objects interacting through XML/SOAP requests and responses. The performance results we obtained show that the application scales well as we increase the group size and adapts well within the constraints of mobile devices

    Peer-to-Peer Distributed SyD Directory Synchronization in a Proximity-based Environment

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    Distributed directory services are an evolving paradigm in the distributed computing arena. They are a shift from the centralized directory that causes delay and does not scale well to widespread peer-to-peer networks. With networking becoming more pervasive, there is a need to integrate the heterogeneity of device, data and network with the applications that are built on them. SyD or System on Mobile Devices is a middleware that is being used to implement such a distributed directory service. To provide a persistent global view of data, we serialize and synchronize the distributed directories. The SyD APIs provide a high-level environment to rapidly develop collaborative applications for such networks in a systematic manner. An intervehicle communication application that notifies the driver of a vehicle of the available parking spots in the vicinity, allows us to see the practical working and benefits of the distributed directory paradigm

    Distributed Web Service Coordination for Collaboration Applications and Biological Workflows

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    In this dissertation work, we have investigated the main research thrust of decentralized coordination of workflows over web services. To address distributed workflow coordination, first we have developed “Web Coordination Bonds” as a capable set of dependency modeling primitives that enable each web service to manage its own dependencies. Web bond primitives are as powerful as extended Petri nets and have sufficient modeling and expressive capabilities to model workflow dependencies. We have designed and prototyped our “Web Service Coordination Management Middleware” (WSCMM) system that enhances current web services infrastructure to accommodate web bond enabled web services. Finally, based on core concepts of web coordination bonds and WSCMM, we have developed the “BondFlow” system that allows easy configuration distributed coordination of workflows. The footprint of the BonFlow runtime is 24KB and the additional third party software packages, SOAP client and XML parser, account for 115KB

    SyD: A Middleware Testbed for Collaborative Applications over Small Heterogeneous Devices and Data Stores

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    Abstract. Currently, it is possible to develop a collaborative application running on a collection of heterogeneous, possibly mobile, devices, each potentially hosting data stores, using existing middleware technologies such as JXTA, BREW, compact.NET and J2ME. However, they require too many ad-hoc techniques as well as cumbersome and time-consuming programming. Our System on Mobile Devices (SyD) middleware, on the other hand, has a modular architecture that makes such application de-velopment very systematic and streamlined. The architecture supports transactions over mobile data stores, with a range of remote group invo-cation options and embedded interdependencies among such data store objects. The architecture further provides a persistent uniform object view, group transaction with Quality of Service (QoS) speci¯cations, and XML vocabulary for inter-device communication. This paper presents the basic SyD concepts, introduces the architecture and the design of the SyD middleware and its components. We also provide guidelines fo

    Prijedlog ontološki utemeljenog metodološkog okvira za razvoj više-platformskih mobilnih aplikacija

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    Software development teams are faced with the lack of interoperability during the development of mobile applications for two or more target platforms. The development for second and every other platform means a new project with a need to repeat almost all the phases defined by the chosen methodology but with a narrow possibility of reuse of the already defined artifacts. The existing efforts of professional and scientific community to solve this problem have a similar approach (code once, run everywhere) with similar advantages and drawbacks. Thus, this dissertation aims to propose a different solution and is concerned with: (1) analyzing the methodologies suitable for mobile applications development, (2) observing the implementation of prototype application in order to define artifacts that are created during the development process for two target platforms, (3) semantic description of artifacts and their meaning, and (4) defining unique ontological definition as a base for methodological interoperability. The results of a systematic literature review performed on 6761 primary studies, show that current state-of-the-art literature brings only 22 development methodologies and 7 development approaches which can be identified as eligible for multi-platform mobile applications development. Among these, Mobile-D methodology accompanied with Test Driven Development was chosen and used in the observed development processes for Android and Windows Phone platforms. Total of 71 artifacts were identified and the artifacts reusability level when developing for second target platform was 66.00%. In the last research phase, the artifacts for both platforms were semantically described into a single ontological description comprising 213 classes, 14 object properties and 2213 axioms defined in ALCRIF DL expression sub-language. Having this ontology proved as correct and valid, flexible, reusable and extensible we created the basis for development of an information system to guide the development teams in a more efficient and interoperable process of multiplatform mobile applications development.Razvojni timovi susreću se s problemom neinteroperabilnosti prilikom razvoja aplikacija za dvije ili više mobilnih platformi. Razvoj aplikacije za drugu i svaku sljedeću platformu znači novi projekt u kojem je potrebno ponovno provesti većinu faza definiranih odabranom metodikom razvoja, pri čemu se kreirani artefakti teško ili uopće ponovno ne koriste. Napori profesionalne i znanstvene zajednice za rješenjem ovog problema imaju sličan pristup (kodiraj jednom, koristi svugdje), slične prednosti, ali i zajedničke nedostatke. Stoga ova disertacija navedenom problemu pristupa na nov način i bavi se: (1) analiziranjem metodika pogodnih za razvoj mobilnih aplikacija, (2) promatranjem razvoja prototipne aplikacije u svrhu definiranja artefakata koji nastaju pri razvoju mobilne aplikacije za dvije ciljane platforme, (3) semantičkim opisivanjem definiranih artefakata i njihovih značenja, te (4) definiranjem jedinstvene ontološke definicije kao osnove za metodološku interoperabilnost. Rezultati sustavnog pregleda literature provedenog nad 6761 radom pokazali su da se trenutno u literaturi spominju 22 metodike i 7 pristupa koji su pogodni za razvoj više-platformskih mobilnih aplikacija. Između identificiranih metodika odabrani su Mobile-D metodika i pristup razvoju vođen testiranjem, koji su korišteni pri implementaciji prototipnog rješenja za Android i Windows Phone platformu. Ukupno je identificiran 71 artefakt pri čemu je ponovna iskoristivost artefakata pri razvoju za drugu platformu bila 66.00%. U posljednjoj su fazi istraživanja artefakti semantički opisani u zajedničku ontološku definiciju koja u konačnici sadrži 213 klasa, 14 objektnih svojstava i 2213 aksioma definiranih pomodu ALCRIF-DL jezika izraza. U radu je dokazano da je ontologija valjana, fleksibilna, ponovno iskoristiva i nadogradiva, čime je kreirana osnova za razvoj informacijskog sustava koji bi vodio razvojne timove u efikasnijem i bolje interoperabilnom procesu razvoja više-platformskih mobilnih aplikacija

    Prijedlog ontološki utemeljenog metodološkog okvira za razvoj više-platformskih mobilnih aplikacija

    Get PDF
    Software development teams are faced with the lack of interoperability during the development of mobile applications for two or more target platforms. The development for second and every other platform means a new project with a need to repeat almost all the phases defined by the chosen methodology but with a narrow possibility of reuse of the already defined artifacts. The existing efforts of professional and scientific community to solve this problem have a similar approach (code once, run everywhere) with similar advantages and drawbacks. Thus, this dissertation aims to propose a different solution and is concerned with: (1) analyzing the methodologies suitable for mobile applications development, (2) observing the implementation of prototype application in order to define artifacts that are created during the development process for two target platforms, (3) semantic description of artifacts and their meaning, and (4) defining unique ontological definition as a base for methodological interoperability. The results of a systematic literature review performed on 6761 primary studies, show that current state-of-the-art literature brings only 22 development methodologies and 7 development approaches which can be identified as eligible for multi-platform mobile applications development. Among these, Mobile-D methodology accompanied with Test Driven Development was chosen and used in the observed development processes for Android and Windows Phone platforms. Total of 71 artifacts were identified and the artifacts reusability level when developing for second target platform was 66.00%. In the last research phase, the artifacts for both platforms were semantically described into a single ontological description comprising 213 classes, 14 object properties and 2213 axioms defined in ALCRIF DL expression sub-language. Having this ontology proved as correct and valid, flexible, reusable and extensible we created the basis for development of an information system to guide the development teams in a more efficient and interoperable process of multiplatform mobile applications development.Razvojni timovi susreću se s problemom neinteroperabilnosti prilikom razvoja aplikacija za dvije ili više mobilnih platformi. Razvoj aplikacije za drugu i svaku sljedeću platformu znači novi projekt u kojem je potrebno ponovno provesti većinu faza definiranih odabranom metodikom razvoja, pri čemu se kreirani artefakti teško ili uopće ponovno ne koriste. Napori profesionalne i znanstvene zajednice za rješenjem ovog problema imaju sličan pristup (kodiraj jednom, koristi svugdje), slične prednosti, ali i zajedničke nedostatke. Stoga ova disertacija navedenom problemu pristupa na nov način i bavi se: (1) analiziranjem metodika pogodnih za razvoj mobilnih aplikacija, (2) promatranjem razvoja prototipne aplikacije u svrhu definiranja artefakata koji nastaju pri razvoju mobilne aplikacije za dvije ciljane platforme, (3) semantičkim opisivanjem definiranih artefakata i njihovih značenja, te (4) definiranjem jedinstvene ontološke definicije kao osnove za metodološku interoperabilnost. Rezultati sustavnog pregleda literature provedenog nad 6761 radom pokazali su da se trenutno u literaturi spominju 22 metodike i 7 pristupa koji su pogodni za razvoj više-platformskih mobilnih aplikacija. Između identificiranih metodika odabrani su Mobile-D metodika i pristup razvoju vođen testiranjem, koji su korišteni pri implementaciji prototipnog rješenja za Android i Windows Phone platformu. Ukupno je identificiran 71 artefakt pri čemu je ponovna iskoristivost artefakata pri razvoju za drugu platformu bila 66.00%. U posljednjoj su fazi istraživanja artefakti semantički opisani u zajedničku ontološku definiciju koja u konačnici sadrži 213 klasa, 14 objektnih svojstava i 2213 aksioma definiranih pomodu ALCRIF-DL jezika izraza. U radu je dokazano da je ontologija valjana, fleksibilna, ponovno iskoristiva i nadogradiva, čime je kreirana osnova za razvoj informacijskog sustava koji bi vodio razvojne timove u efikasnijem i bolje interoperabilnom procesu razvoja više-platformskih mobilnih aplikacija

    Prijedlog ontološki utemeljenog metodološkog okvira za razvoj više-platformskih mobilnih aplikacija

    Get PDF
    Software development teams are faced with the lack of interoperability during the development of mobile applications for two or more target platforms. The development for second and every other platform means a new project with a need to repeat almost all the phases defined by the chosen methodology but with a narrow possibility of reuse of the already defined artifacts. The existing efforts of professional and scientific community to solve this problem have a similar approach (code once, run everywhere) with similar advantages and drawbacks. Thus, this dissertation aims to propose a different solution and is concerned with: (1) analyzing the methodologies suitable for mobile applications development, (2) observing the implementation of prototype application in order to define artifacts that are created during the development process for two target platforms, (3) semantic description of artifacts and their meaning, and (4) defining unique ontological definition as a base for methodological interoperability. The results of a systematic literature review performed on 6761 primary studies, show that current state-of-the-art literature brings only 22 development methodologies and 7 development approaches which can be identified as eligible for multi-platform mobile applications development. Among these, Mobile-D methodology accompanied with Test Driven Development was chosen and used in the observed development processes for Android and Windows Phone platforms. Total of 71 artifacts were identified and the artifacts reusability level when developing for second target platform was 66.00%. In the last research phase, the artifacts for both platforms were semantically described into a single ontological description comprising 213 classes, 14 object properties and 2213 axioms defined in ALCRIF DL expression sub-language. Having this ontology proved as correct and valid, flexible, reusable and extensible we created the basis for development of an information system to guide the development teams in a more efficient and interoperable process of multiplatform mobile applications development.Razvojni timovi susreću se s problemom neinteroperabilnosti prilikom razvoja aplikacija za dvije ili više mobilnih platformi. Razvoj aplikacije za drugu i svaku sljedeću platformu znači novi projekt u kojem je potrebno ponovno provesti većinu faza definiranih odabranom metodikom razvoja, pri čemu se kreirani artefakti teško ili uopće ponovno ne koriste. Napori profesionalne i znanstvene zajednice za rješenjem ovog problema imaju sličan pristup (kodiraj jednom, koristi svugdje), slične prednosti, ali i zajedničke nedostatke. Stoga ova disertacija navedenom problemu pristupa na nov način i bavi se: (1) analiziranjem metodika pogodnih za razvoj mobilnih aplikacija, (2) promatranjem razvoja prototipne aplikacije u svrhu definiranja artefakata koji nastaju pri razvoju mobilne aplikacije za dvije ciljane platforme, (3) semantičkim opisivanjem definiranih artefakata i njihovih značenja, te (4) definiranjem jedinstvene ontološke definicije kao osnove za metodološku interoperabilnost. Rezultati sustavnog pregleda literature provedenog nad 6761 radom pokazali su da se trenutno u literaturi spominju 22 metodike i 7 pristupa koji su pogodni za razvoj više-platformskih mobilnih aplikacija. Između identificiranih metodika odabrani su Mobile-D metodika i pristup razvoju vođen testiranjem, koji su korišteni pri implementaciji prototipnog rješenja za Android i Windows Phone platformu. Ukupno je identificiran 71 artefakt pri čemu je ponovna iskoristivost artefakata pri razvoju za drugu platformu bila 66.00%. U posljednjoj su fazi istraživanja artefakti semantički opisani u zajedničku ontološku definiciju koja u konačnici sadrži 213 klasa, 14 objektnih svojstava i 2213 aksioma definiranih pomodu ALCRIF-DL jezika izraza. U radu je dokazano da je ontologija valjana, fleksibilna, ponovno iskoristiva i nadogradiva, čime je kreirana osnova za razvoj informacijskog sustava koji bi vodio razvojne timove u efikasnijem i bolje interoperabilnom procesu razvoja više-platformskih mobilnih aplikacija

    Human Action Recognition and Monitoring in Ambient Assisted Living Environments

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    Population ageing is set to become one of the most significant challenges of the 21st century, with implications for almost all sectors of society. Especially in developed countries, governments should immediately implement policies and solutions to facilitate the needs of an increasingly older population. Ambient Intelligence (AmI) and in particular the area of Ambient Assisted Living (AAL) offer a feasible response, allowing the creation of human-centric smart environments that are sensitive and responsive to the needs and behaviours of the user. In such a scenario, understand what a human being is doing, if and how he/she is interacting with specific objects, or whether abnormal situations are occurring is critical. This thesis is focused on two related research areas of AAL: the development of innovative vision-based techniques for human action recognition and the remote monitoring of users behaviour in smart environments. The former topic is addressed through different approaches based on data extracted from RGB-D sensors. A first algorithm exploiting skeleton joints orientations is proposed. This approach is extended through a multi-modal strategy that includes the RGB channel to define a number of temporal images, capable of describing the time evolution of actions. Finally, the concept of template co-updating concerning action recognition is introduced. Indeed, exploiting different data categories (e.g., skeleton and RGB information) improve the effectiveness of template updating through co-updating techniques. The action recognition algorithms have been evaluated on CAD-60 and CAD-120, achieving results comparable with the state-of-the-art. Moreover, due to the lack of datasets including skeleton joints orientations, a new benchmark named Office Activity Dataset has been internally acquired and released. Regarding the second topic addressed, the goal is to provide a detailed implementation strategy concerning a generic Internet of Things monitoring platform that could be used for checking users' behaviour in AmI/AAL contexts

    Integrating secure mobile P2P systems and Wireless Sensor Networks

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    Aquesta tesi tracta de les diferents limitacions trobades a WSN per a habilitar-ne el desplegament en nous escenaris i facilitar la difusió de la informació obtinguda. A un nivell baix, ens centrem en el consum d'energia, mentre que, a un nivell més alt, ens focalitzem en la difusió i la seguretat de la informació. Reduïm el consum d'una mote individual en xarxes amb patrons de trànsit dinàmic mitjançant la definició d'una funció de planificació basada en el conegut controlador PID i allarguem la vida d'una WSN globalment distribuint equitativament el consum energètic de totes les motes, disminuint el nombre d'intervencions necessàries per a canviar bateries i el cost associat. Per tal d'afavorir la difusió de la informació provinent d'una WSN, hem proposat jxSensor, una capa d'integració entre les WSN i el conegut sistema P2P JXTA. Com que tractem informació sensible, hem proposat una capa d'anonimat a JXTA i un mecanisme d'autenticació lleuger per a la seva versió mòbil.Esta tesis trata las diferentes limitaciones encontradas en WSN para habilitar su despliegue en nuevos escenarios, así como facilitar la diseminación de la información obtenida. A bajo nivel, nos centramos en el consumo de energía, mientras que, a un nivel más alto, nos focalizamos en la diseminación y seguridad de la información. Reducimos el consumo de una mota individual en redes con patrones de tráfico dinámico mediante la definición de una función de planificación basada en el conocido controlador PID y alargamos la vida de una WSN globalmente distribuyendo equitativamente el consumo energético de todas las motas, disminuyendo el número de intervenciones requeridas para cambiar baterías y su coste asociado. Para favorecer la diseminación de la información procedente de una WSN hemos propuesto jxSensor, una capa de integración entre las WSN y el conocido sistema P2P JXTA. Como estamos tratando con información sensible, hemos propuesto una capa de anonimato en JXTA y un mecanismo de autenticación ligero para su versión móvil.This thesis addresses different limitations found in WSNs in order to enable their deployment in new scenarios as well as to make it easier to disseminate the gathered information. At a lower level, we concentrate on energy consumption while, at a higher level, we focus on the dissemination and security of information. The consumption of an individual mote in networks with dynamic traffic patterns is reduced by defining a scheduling function based on the well-known PID controller. Additionally, the life of a WSN is extended by equally distributing the consumption of all the motes, which reduces the number of interventions required to replace batteries as well as the associated cost. To help the dissemination of information coming from a WSN we have proposed jxSensor, which is an integration layer between WSNs and the well-known JXTA P2P system. As we are dealing with sensitive information, we have proposed an anonymity layer in JXTA and a light authentication method in its mobile version
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