13,484 research outputs found

    Planning and Design Soa Architecture Blueprint

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    Service Oriented Architecture (SOA) is a framework for integrating business processes and supporting IT infrastructure as secure, standardized components-services-that can be reused and combined to address changing business priorities. Services are the building blocks of SOA and new applications can be constructed through consuming these services and orchestrating services within a business process. In SOA, services map to the business functions that are identified during business process analysis. Upon a successful implementation of SOA, the enterprise gain benefit by reducing development time, utilizing flexible and responsive application structure, and following dynamic connectivity of application logics between business partners. This paper presents SOA reference architecture blueprint as the building blocks of SOA which is services, service components and flows that together support enterprise business processes and the business goals

    Component-aware Orchestration of Cloud-based Enterprise Applications, from TOSCA to Docker and Kubernetes

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    Enterprise IT is currently facing the challenge of coordinating the management of complex, multi-component applications across heterogeneous cloud platforms. Containers and container orchestrators provide a valuable solution to deploy multi-component applications over cloud platforms, by coupling the lifecycle of each application component to that of its hosting container. We hereby propose a solution for going beyond such a coupling, based on the OASIS standard TOSCA and on Docker. We indeed propose a novel approach for deploying multi-component applications on top of existing container orchestrators, which allows to manage each component independently from the container used to run it. We also present prototype tools implementing our approach, and we show how we effectively exploited them to carry out a concrete case study

    Supporting End-User Development through a New Composition Model: An Empirical Study

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    End-user development (EUD) is much hyped, and its impact has outstripped even the most optimistic forecasts. Even so, the vision of end users programming their own solutions has not yet materialized. This will continue to be so unless we in both industry and the research community set ourselves the ambitious challenge of devising end to end an end-user application development model for developing a new age of EUD tools. We have embarked on this venture, and this paper presents the main insights and outcomes of our research and development efforts as part of a number of successful EU research projects. Our proposal not only aims to reshape software engineering to meet the needs of EUD but also to refashion its components as solution building blocks instead of programs and software developments. This way, end users will really be empowered to build solutions based on artefacts akin to their expertise and understanding of ideal solution

    Report of the user requirements and web based access for eResearch workshops

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    The User Requirements and Web Based Access for eResearch Workshop, organized jointly by NeSC and NCeSS, was held on 19 May 2006. The aim was to identify lessons learned from e-Science projects that would contribute to our capacity to make Grid infrastructures and tools usable and accessible for diverse user communities. Its focus was on providing an opportunity for a pragmatic discussion between e-Science end users and tool builders in order to understand usability challenges, technological options, community-specific content and needs, and methodologies for design and development. We invited members of six UK e-Science projects and one US project, trying as far as possible to pair a user and developer from each project in order to discuss their contrasting perspectives and experiences. Three breakout group sessions covered the topics of user-developer relations, commodification, and functionality. There was also extensive post-meeting discussion, summarized here. Additional information on the workshop, including the agenda, participant list, and talk slides, can be found online at http://www.nesc.ac.uk/esi/events/685/ Reference: NeSC report UKeS-2006-07 available from http://www.nesc.ac.uk/technical_papers/UKeS-2006-07.pd

    Customer Relationship Management (CRM) Playbook for Consumer Packaged Goods (CPG) Companies

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    Companies, and specifically brands, that are able to establish direct and meaningful relationships with their target consumers can maximize their opportunity to gain a competitive advantage against companies who are not able to establish these types of relationships. Some industries rely heavily on product branding, create products that are frequently utilized in the daily lives of consumers, and compete in categories with fixed growth. These companies are particularly susceptible to being impacted, both positively and negatively, by building relationships with their consumers. Categories with fixed growth, or narrow categories, present challenges for marketers in terms of redefining the concept of market share and competing for a piece of a much smaller pie. Doug Anderson, Nielsen Senior Vice President (SVP), research & development said “Growth will only come from increasing share against competition”. (“Nielsen: Marketing \u27Gravy Train\u27 to Derail by 2020”) One such industry is Consumer Packaged Goods (CPG). CPG companies often spend a significant amount of time and resources collecting information about their consumers, but they have a need to develop meaningful ways to utilize the information to both provide value to these consumers, and provide the company with a positive business impact. Depending on the product’s life cycle stage, companies can potentially use consumer data to drive awareness, trial, conversion, loyalty, and/or advocacy of the brand or company. Over time, consumers have also shown a proactive desire to establish relationships with the brands that they are interested in, or already use, by exhibiting behaviors that include visiting company and brand web sites, joining user groups and forums, completing registration forms with personal contact information, and opting in to receive future communications from the brand or company. Web 2.0 is also influencing how companies build relationships with consumers. Consumers also engage with brands by: interacting with brands on social network sites such as Facebook fan pages and providing ratings and /or reviews about products on sites like Amazon.com. The consumer incentives for providing his/her information and agreeing to receive communications from these companies and brands can include: information relevant to the consumer based on past historical information, and free or discounted products or services based on follow up actions taken by the consumers. These follow up actions could be: redeeming a coupon, submitting a rebate, and/or earning points by purchasing products that can be redeemed for something of value at a later time. Customer Relationship Management (CRM), also known as Consumer Relationship Management (CRM), in the CPG industry, is an area that can be investigated to bridge the gap between companies and consumers, who both have a stake in the relationship. “CRM is a business strategy aimed at understanding, anticipating and responding to the needs of a company\u27s current and potential consumers in order to grow the relationship value”. (“CRM Defined and Understood”) This project will investigate the ways in which CRM can achieve business benefits using people, processes, and technology in a changing landscape using communication vehicles or touch points, such as e-mail, direct mail and text messages, to consumers across the offline, online, and mobile spaces. This project will focus on how CRM has been, and will continue to be, impacted by Web 2.0. The deliverable of this project will be a customizable CRM playbook for CPG companies to utilize. This toolkit will contain best practices, processes, and software that can be applied in a combination of ways to meet various CPG companies’ and brands’ needs. The best practices section of the playbook will include how to define appropriate CRM-specific objectives, goals, strategies, tactics, and measures for CPG companies and brands. Strategies and tactics include extending relationships with consumers in the social media and mobile spaces. The playbook will define the governance of consumer data based on business rules defined by the company and the standard processes. E-mail deployment software is an example of how technology will be highlighted in the toolkit. Success will be measured in various ways. As a strategic goal, companies should strive to maximize the utilization of data as a company asset and drive toward a higher degree of consumer segmentation and personalized communications. At a tactical level, companies can measure CRM program success though key performance indicators (KPIs) such as open rates, click through rates, and click-to-open rates of outbound e-mail communications. These are some of many vehicles used to build relationships with consumers

    Implementation and design of a service-based framework to integrate personal and institutional learning environments

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    The landscape of teaching and learning has changed in recent years because of the application of Information and Communications technology. Among the most representative innovations in this regard are Learning Management Systems. Despite of their popularity in institutional contexts and the wide set of tools and services that they provide to learners and teachers, they present several issues. Learning Management Systems are linked to an institution and a period of time, and are not adapted to learners' needs. In order to address these problems Personal Learning Environments are defined, but it is clear that these will not replace Learning Management Systems and other institutional contexts. Both types of environment should therefore coexist and interact. This paper presents a service-based framework to facilitate such interoperability. It supports the export of functionalities from the institutional to the personal environment and also the integration within the institution of learning outcomes from personal activities. In order to achieve this in a flexible, extensible and open way, web services and interoperability specifications are used. In addition some interoperability scenarios are posed. The framework has been tested in real learning contexts and the results show that interoperability is possible, and that it benefits learners, teachers and institutions.Peer ReviewedPostprint (author's final draft

    The Virtual University and Avatar Technology: E-learning Through Future Technology

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    E-learning gains increasingly importance in academic education. Beyond present distance learning technologies a new opportunity emerges by the use of advanced avatar technology. Virtual robots acting in an environment of a virtual campus offer opportunities of advanced learning experiences. Human Machine Interaction (HMI) and Artificial Intelligence (AI) can bridge time zones and ease professional constraints of mature students. Undergraduate students may use such technology to build up topics of their studies beyond taught lectures. Objectives of the paper are to research the options, extent and limitations of avatar technology for academic studies in under- and postgraduate courses and to discuss students' potential acceptance or rejection of interaction with AI. The research method is a case study based on Sir Tony Dyson's avatar technology iBot2000. Sir Tony is a worldwide acknowledged robot specialist, creator of Star Wars' R2D2, who developed in recent years the iBot2000 technology, intelligent avatars adaptable to different environments with the availability to speak up to eight different languages and capable to provide logic answers to questions asked. This technology underwent many prototypes with the latest specific goal to offer blended E-learning entering the field of the virtual 3-D university extending Web2.0 to Web3.0 (Dyson. 2009). Sir Tony included his vast experiences gained in his personal (teaching) work with children for which he received his knighthood. The data was mainly collected through interviews with Sir Tony Dyson, which helps discover the inventor’s view on why such technology is of advantage for academic studies. Based on interviews with Sir Tony, this research critically analyses the options, richness and restrictions, which avatar (iBot2000) technology may add to academic studies. The conclusion will discuss the opportunities, which avatar technology may be able to bring to learning and teaching activities, and the foreseeable limitations – the amount of resources required and the complexity to build a fully integrated virtual 3-D campus. Key Words: virtual learning, avatar technology, iBot2000, virtual universit
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