145,984 research outputs found

    Managing Uncertain Complex Events in Web of Things Applications

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    A critical issue in the Web of Things (WoT) is the need to process and analyze the interactions of Web-interconnected real-world objects. Complex Event Processing (CEP) is a powerful technology for analyzing streams of information about real-time distributed events, coming from different sources, and for extracting conclusions from them. However, in many situations these events are not free from uncertainty, due to either unreliable data sources and networks, measurement uncertainty, or to the inability to determine whether an event has actually happened or not. This short research paper discusses how CEP systems can incorporate different kinds of uncertainty, both in the events and in the rules. A case study is used to validate the proposal, and we discuss the benefits and limitations of this CEP extension.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Referent tracking for corporate memories

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    For corporate memory and enterprise ontology systems to be maximally useful, they must be freed from certain barriers placed around them by traditional knowledge management paradigms. This means, above all, that they must mirror more faithfully those portions of reality which are salient to the workings of the enterprise, including the changes that occur with the passage of time. The purpose of this chapter is to demonstrate how theories based on philosophical realism can contribute to this objective. We discuss how realism-based ontologies (capturing what is generic) combined with referent tracking (capturing what is specific) can play a key role in building the robust and useful corporate memories of the future

    Virtual bloXing - assembly rapid prototyping for near net shapes

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    Virtual reality (VR) provides another dimension to many engineering applications. Its immersive and interactive nature allows an intuitive approach to study both cognitive activities and performance evaluation. Market competitiveness means having products meet form, fit and function quickly. Rapid Prototyping and Manufacturing (RP&M) technologies are increasingly being applied to produce functional prototypes and the direct manufacturing of small components. Despite its flexibility, these systems have common drawbacks such as slow build rates, a limited number of build axes (typically one) and the need for post processing. This paper presents a Virtual Assembly Rapid Prototyping (VARP) project which involves evaluating cognitive activities in assembly tasks based on the adoption of immersive virtual reality along with a novel nonlayered rapid prototyping for near net shape (NNS) manufacturing of components. It is envisaged that this integrated project will facilitate a better understanding of design for manufacture and assembly by utilising equivalent scale digital and physical prototyping in one rapid prototyping system. The state of the art of the VARP project is also presented in this paper

    Heuristic usability evaluation on games: a modular approach

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    Heuristic evaluation is the preferred method to assess usability in games when experts conduct this evaluation. Many heuristics guidelines have been proposed attending to specificities of games but they only focus on specific subsets of games or platforms. In fact, to date the most used guideline to evaluate games usability is still Nielsen’s proposal, which is focused on generic software. As a result, most evaluations do not cover important aspects in games such as mobility, multiplayer interactions, enjoyability and playability, etc. To promote the usage of new heuristics adapted to different game and platform aspects we propose a modular approach based on the classification of existing game heuristics using metadata and a tool, MUSE (Meta-heUristics uSability Evaluation tool) for games, which allows a rebuild of heuristic guidelines based on metadata selection in order to obtain a customized list for every real evaluation case. The usage of these new rebuilt heuristic guidelines allows an explicit attendance to a wide range of usability aspects in games and a better detection of usability issues. We preliminarily evaluate MUSE with an analysis of two different games, using both the Nielsen’s heuristics and the customized heuristic lists generated by our tool.Unión Europea PI055-15/E0

    Transferring simulation skills from other industries to nuclear

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    Engineering analysis and simulation has always played a significant role in the nuclear sector and its use continues to increase across all branches of industry. To remain competitive in an increasingly global environment and to ensure the safety and reliability of designs, the nuclear industry must take advantage of the new engineering simulation technologies. Concerns surrounding the inappropriate use of simulation by staff without the appropriate competency persist, as analyses become more advanced, increasingly embracing more complex physical phenomena, often in an effort to model reality more faithfully. Furthermore, the age profile of the skilled staff in the nuclear sector in the UK is such that the skills shortage is likely to increase in future. These trends emphasize the need for life-long learning and continual staff development along with transfer of skills from other industry sectors to the nuclear sector. The nuclear industry has taken some initiatives to address skill shortages through the National Skills Academy for Nuclear and Nuclear Energy Skills Alliance (NESA) but these are mostly focused on manufacturing and R&D skills. The recently completed EU funded EASIT2 project is directly aimed at addressing the engineering analysis and simulation skills. This paper gives a brief overview of the EASIT2 project and its deliverables and points out how it can help the skills issues being faced by the nuclear industry. INTRODUCTIO

    CRIBs (Climate Relevant Innovation-system Builders): policy recommendations on fostering national systems of innovation under the UNFCCC

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    National systems of innovation (NSIs) provide the context within which all processes of technology development, transfer and uptake occur - they refer to the network of actors (e.g. firms, universities, research institutes, government departments, NGOs) within which innovation occurs, and the strength and nature of the relationships between them. Nurturing NSIs in relation to climate technologies provides a powerful new focus for international policy with potential to underpin more sustained and widespread development and transfer of climate technologies. This working paper builds on an invited presentation by one of the authors at a workshop on NSIs convened by the Technology Executive Committee (TEC) of the United Nations Framework Convention on Climate Change (UNFCCC). It identifies policy recommendations for consideration of the TEC. The intention is both to inform possible recommendations by the TEC to the UNFCCC Conference of the Parties (COP) and to highlight potential areas for future work that the TEC could undertake on this issue
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