2,354 research outputs found
Forum Session at the First International Conference on Service Oriented Computing (ICSOC03)
The First International Conference on Service Oriented Computing (ICSOC) was held in Trento, December 15-18, 2003. The focus of the conference ---Service Oriented Computing (SOC)--- is the new emerging paradigm for distributed computing and e-business processing that has evolved from object-oriented and component computing to enable building agile networks of collaborating business applications distributed within and across organizational boundaries. Of the 181 papers submitted to the ICSOC conference, 10 were selected for the forum session which took place on December the 16th, 2003. The papers were chosen based on their technical quality, originality, relevance to SOC and for their nature of being best suited for a poster presentation or a demonstration. This technical report contains the 10 papers presented during the forum session at the ICSOC conference. In particular, the last two papers in the report ere submitted as industrial papers
Towards a Tool-based Development Methodology for Pervasive Computing Applications
Despite much progress, developing a pervasive computing application remains a
challenge because of a lack of conceptual frameworks and supporting tools. This
challenge involves coping with heterogeneous devices, overcoming the
intricacies of distributed systems technologies, working out an architecture
for the application, encoding it in a program, writing specific code to test
the application, and finally deploying it. This paper presents a design
language and a tool suite covering the development life-cycle of a pervasive
computing application. The design language allows to define a taxonomy of
area-specific building-blocks, abstracting over their heterogeneity. This
language also includes a layer to define the architecture of an application,
following an architectural pattern commonly used in the pervasive computing
domain. Our underlying methodology assigns roles to the stakeholders, providing
separation of concerns. Our tool suite includes a compiler that takes design
artifacts written in our language as input and generates a programming
framework that supports the subsequent development stages, namely
implementation, testing, and deployment. Our methodology has been applied on a
wide spectrum of areas. Based on these experiments, we assess our approach
through three criteria: expressiveness, usability, and productivity
Multi-Agent Systems
A multi-agent system (MAS) is a system composed of multiple interacting intelligent agents. Multi-agent systems can be used to solve problems which are difficult or impossible for an individual agent or monolithic system to solve. Agent systems are open and extensible systems that allow for the deployment of autonomous and proactive software components. Multi-agent systems have been brought up and used in several application domains
A plug and play transparent communication layer for cloud robotics architectures
The cloud robotics paradigm aims at enhancing the abilities of robots by using cloud services, but it still poses several challenges in the research community. Most of the current literature focuses on how to enrich specific robotic capabilities, overlooking how to effectively establish communication between the two fields. Our work proposes a “plug-and-play” solution to bridge the communication gap between cloud and robotic applications. The proposed solution is designed based on the mature WebSocket technology and it can be extended to any ROS-based robotic platform. The main contributions of this work are the definition of a reliable autoconnection/autoconfiguration mechanism as well as to outline a scalable communication layer that allows the effective control of multiple robots from multiple users. The “plug-and-play” solution was evaluated in both simulated and real scenarios. In the first case, the presence of users and robots was simulated with Robot Operating System (ROS) nodes running on five machines. In the real scenario, three non-expert users teleoperated, simultaneously, three remote robots by using the proposed communication layer with different networking protocols. Results confirmed the reliability at different levels: at startup (success_rate = 100%); during high-rate communications (message_lost = 0%); in performing open-loop spiral trajectories with enhancement, with respect to similar works; and in the quality of simultaneous teleoperations
Integrating serious games in adaptive hypermedia applications for personalised learning experiences
Game-based approaches to learning are increasingly recognized for their potential to stimulate intrinsic motivation amongst learners. While a range of examples of effective serious games exist, creating high-fidelity content with which to populate games is resource-intensive task. To reduce this resource requirement, research is increasingly exploring means to reuse and repurpose existing games. Education has proven a popular application area for Adaptive Hypermedia (AH), as adaptation can offer enriched learning experiences. Whilst content has mainly been in the form of rich text, various efforts have been made to integrate serious games into AH. However, there is little in the way of effective integrated authoring and user modeling support. This paper explores avenues for effectively integrating serious games into AH. In particular, we consider authoring and user modeling aspects in addition to integration into run-time adaptation engines, thereby enabling authors to create AH that includes an adaptive game, thus going beyond mere selection of a suitable game and towards an approach with the capability to adapt and respond to the needs of learners and educators
Blueprint model and language for engineering cloud applications
Abstract: The research presented in this thesis is positioned within the domain of engineering CSBAs. Its contribution is twofold: (1) a uniform specification language, called the Blueprint Specification Language (BSL), for specifying cloud services across several cloud vendors and (2) a set of associated techniques, called the Blueprint Manipulation Techniques (BMTs), for publishing, querying, and composing cloud service specifications with aim to support the flexible design and configuration of an CSBA.
Ubiquitous Computing
The aim of this book is to give a treatment of the actively developed domain of Ubiquitous computing. Originally proposed by Mark D. Weiser, the concept of Ubiquitous computing enables a real-time global sensing, context-aware informational retrieval, multi-modal interaction with the user and enhanced visualization capabilities. In effect, Ubiquitous computing environments give extremely new and futuristic abilities to look at and interact with our habitat at any time and from anywhere. In that domain, researchers are confronted with many foundational, technological and engineering issues which were not known before. Detailed cross-disciplinary coverage of these issues is really needed today for further progress and widening of application range. This book collects twelve original works of researchers from eleven countries, which are clustered into four sections: Foundations, Security and Privacy, Integration and Middleware, Practical Applications
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