133,801 research outputs found

    "Theories are made only to die in the war of time": Guy Debord & the Situationist International as Strategic Thinkers

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    The Situationist International has been one of the main reference points during the past forty more years within social movement organizing, cultural studies, social theory, and philosophy concerned with the development of the city. While the SI have been understood in many ways, as inheritors as elaborators of a unorthodox Marxist politics drawing heavily from the history of the avant-garde, relatively little attention has been paid to the specifically strategic dimension of their thought and practice. This is surprising, particular in Debord?s case, given how much his work also draws from the history of military strategy. This paper particular will examine the strategic aspects of Debord and the SI?s thought and politics and how they rethinking the nature of strategy through collective forms of aesthetic-political practice

    An overview of decision table literature 1982-1995.

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    This report gives an overview of the literature on decision tables over the past 15 years. As much as possible, for each reference, an author supplied abstract, a number of keywords and a classification are provided. In some cases own comments are added. The purpose of these comments is to show where, how and why decision tables are used. The literature is classified according to application area, theoretical versus practical character, year of publication, country or origin (not necessarily country of publication) and the language of the document. After a description of the scope of the interview, classification results and the classification by topic are presented. The main body of the paper is the ordered list of publications with abstract, classification and comments.

    Supporting Semantically Enhanced Web Service Discovery for Enterprise Application Integration

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    The availability of sophisticated Web service discovery mechanisms is an essential prerequisite for increasing the levels of efficiency and automation in EAI. In this chapter, we present an approach for developing service registries building on the UDDI standard and offering semantically-enhanced publication and discovery capabilities in order to overcome some of the known limitations of conventional service registries. The approach aspires to promote efficiency in EAI in a number of ways, but primarily by automating the task of evaluating service integrability on the basis of the input and output messages that are defined in the Web serviceā€™s interface. The presented solution combines the use of three technology standards to meet its objectives: OWL-DL, for modelling service characteristics and performing fine-grained service matchmaking via DL reasoning, SAWSDL, for creating semantically annotated descriptions of service interfaces, and UDDI, for storing and retrieving syntactic and semantic information about services and service providers

    Adaptive laser link reconfiguration using constraint propagation

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    This paper describes Harris AI research performed on the Adaptive Link Reconfiguration (ALR) study for Rome Lab, and focuses on the application of constraint propagation to the problem of link reconfiguration for the proposed space based Strategic Defense System (SDS) Brilliant Pebbles (BP) communications system. According to the concept of operations at the time of the study, laser communications will exist between BP's and to ground entry points. Long-term links typical of RF transmission will not exist. This study addressed an initial implementation of BP's based on the Global Protection Against Limited Strikes (GPALS) SDI mission. The number of satellites and rings studied was representative of this problem. An orbital dynamics program was used to generate line-of-site data for the modeled architecture. This was input into a discrete event simulation implemented in the Harris developed COnstraint Propagation Expert System (COPES) Shell, developed initially on the Rome Lab BM/C3 study. Using a model of the network and several heuristics, the COPES shell was used to develop the Heuristic Adaptive Link Ordering (HALO) Algorithm to rank and order potential laser links according to probability of communication. A reduced set of links based on this ranking would then be used by a routing algorithm to select the next hop. This paper includes an overview of Constraint Propagation as an Artificial Intelligence technique and its embodiment in the COPES shell. It describes the design and implementation of both the simulation of the GPALS BP network and the HALO algorithm in COPES. This is described using a 59 Data Flow Diagram, State Transition Diagrams, and Structured English PDL. It describes a laser communications model and the heuristics involved in rank-ordering the potential communication links. The generation of simulation data is described along with its interface via COPES to the Harris developed View Net graphical tool for visual analysis of communications networks. Conclusions are presented, including a graphical analysis of results depicting the ordered set of links versus the set of all possible links based on the computed Bit Error Rate (BER). Finally, future research is discussed which includes enhancements to the HALO algorithm, network simulation, and the addition of an intelligent routing algorithm for BP

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    From RESTful Services to RDF: Connecting the Web and the Semantic Web

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    RESTful services on the Web expose information through retrievable resource representations that represent self-describing descriptions of resources, and through the way how these resources are interlinked through the hyperlinks that can be found in those representations. This basic design of RESTful services means that for extracting the most useful information from a service, it is necessary to understand a service's representations, which means both the semantics in terms of describing a resource, and also its semantics in terms of describing its linkage with other resources. Based on the Resource Linking Language (ReLL), this paper describes a framework for how RESTful services can be described, and how these descriptions can then be used to harvest information from these services. Building on this framework, a layered model of RESTful service semantics allows to represent a service's information in RDF/OWL. Because REST is based on the linkage between resources, the same model can be used for aggregating and interlinking multiple services for extracting RDF data from sets of RESTful services

    Facilitating qualitative research in business studies - Using the business narrative to model value creation

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    This is a conceptual paper supported by empirical research giving details of a new Business Narrative Modelling Language (BNML). The need for BNML arose given a growing dissatisfaction with qualitative research approaches and also due to the need to bring entrepreneurs, especially those with little training in management theory, closer to the academic (as well as practitioner) discussion of innovation and strategy for value creation. We aim primarily for an improved communication process of events which can be described using the narrative, in the discussion of the value creation process. Our findings, illustrated through a case study, should be of interest to both researchers and practitioners alike

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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