2,109 research outputs found

    Ontology-based collaborative framework for disaster recovery scenarios

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    This paper aims at designing of adaptive framework for supporting collaborative work of different actors in public safety and disaster recovery missions. In such scenarios, firemen and robots interact to each other to reach a common goal; firemen team is equipped with smart devices and robots team is supplied with communication technologies, and should carry on specific tasks. Here, reliable connection is mandatory to ensure the interaction between actors. But wireless access network and communication resources are vulnerable in the event of a sudden unexpected change in the environment. Also, the continuous change in the mission requirements such as inclusion/exclusion of new actor, changing the actor's priority and the limitations of smart devices need to be monitored. To perform dynamically in such case, the presented framework is based on a generic multi-level modeling approach that ensures adaptation handled by semantic modeling. Automated self-configuration is driven by rule-based reconfiguration policies through ontology

    Enhanced Graph Rewriting Systems for Complex Software Domain

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    International audienceMethodologies for correct by construction reconfigurations can efficiently solve consistency issues in dynamic software architecture. Graph-based models are appropriate for designing such architectures and methods. At the same time, they may be unfit to characterize a system from a non functional perspective. This stems from efficiency and applicability limitations in handling time-varying characteristics and their related dependencies. In order to lift these restrictions, an extension to graph rewriting systems is proposed herein. The suitability of this approach, as well as the restraints of currently available ones, are illustrated, analysed and experimentally evaluated with reference to a concrete example. This investigation demonstrates that the conceived solution can: (i) express any kind of algebraic dependencies between evolving requirements and properties; (ii) significantly ameliorate the efficiency and scalability of system modifications with respect to classic methodologies; (iii) provide an efficient access to attribute values; (iv) be fruitfully exploited in software management systems; (v) guarantee theoretical properties of a grammar, like its termination

    Modelling Constrained Dynamic Software Architecture with Attributed Graph Rewriting Systems

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    Dynamic software architectures are studied for handling adap- tation in distributed systems, coping with new requirements, new envi- ronments, and failures. Graph rewriting systems have shown their ap- propriateness to model such architectures, particularly while considering the consistency of theirs reconfigurations. They provide generic formal means to specify structural properties, but imply a poor description of specific issues like behavioural properties. This paper lifts this limita- tion by proposing a formal approach for integrating the consideration of constraints, non-trivial attributes, and their propagation within the framework of graph rewriting systems

    Proceedings of the ECCS 2005 satellite workshop: embracing complexity in design - Paris 17 November 2005

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    Embracing complexity in design is one of the critical issues and challenges of the 21st century. As the realization grows that design activities and artefacts display properties associated with complex adaptive systems, so grows the need to use complexity concepts and methods to understand these properties and inform the design of better artifacts. It is a great challenge because complexity science represents an epistemological and methodological swift that promises a holistic approach in the understanding and operational support of design. But design is also a major contributor in complexity research. Design science is concerned with problems that are fundamental in the sciences in general and complexity sciences in particular. For instance, design has been perceived and studied as a ubiquitous activity inherent in every human activity, as the art of generating hypotheses, as a type of experiment, or as a creative co-evolutionary process. Design science and its established approaches and practices can be a great source for advancement and innovation in complexity science. These proceedings are the result of a workshop organized as part of the activities of a UK government AHRB/EPSRC funded research cluster called Embracing Complexity in Design (www.complexityanddesign.net) and the European Conference in Complex Systems (complexsystems.lri.fr). Embracing complexity in design is one of the critical issues and challenges of the 21st century. As the realization grows that design activities and artefacts display properties associated with complex adaptive systems, so grows the need to use complexity concepts and methods to understand these properties and inform the design of better artifacts. It is a great challenge because complexity science represents an epistemological and methodological swift that promises a holistic approach in the understanding and operational support of design. But design is also a major contributor in complexity research. Design science is concerned with problems that are fundamental in the sciences in general and complexity sciences in particular. For instance, design has been perceived and studied as a ubiquitous activity inherent in every human activity, as the art of generating hypotheses, as a type of experiment, or as a creative co-evolutionary process. Design science and its established approaches and practices can be a great source for advancement and innovation in complexity science. These proceedings are the result of a workshop organized as part of the activities of a UK government AHRB/EPSRC funded research cluster called Embracing Complexity in Design (www.complexityanddesign.net) and the European Conference in Complex Systems (complexsystems.lri.fr)

    The Use of Games and Crowdsourcing for the Fabrication-aware Design of Residential Buildings

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    State-of-the-art participatory design acknowledges the true, ill-defined nature of design problems, taking into account stakeholders' values and preferences. However, it overburdens the architect, who has to synthesize far more constraints into a one-of-a-kind design. Generative Design promises to equip architects with great power to standardize and systemize the design process. However, the common trap of generative design is trying to treat architecture simply as a tame problem. In this work, I investigate the use of games and crowdsourcing in architecture through two sets of explorative questions. First, if everyone can participate in the network-enabled creation of the built environment, what role will they play? And what tools will they need to enable them? And second, if anyone can use digital fabrication to build any building, how will we design it? What design paradigms will govern this process? I present a map of design paradigms that lie at the intersections of Participatory Design, Generative Design, Game Design, and Crowd Wisdom. In four case studies, I explore techniques to employ the practices from the four fields in the service of architecture. Generative Design can lower the difficulty of the challenge to design by automating a large portion of the work. A newly formulated, unified taxonomy of generative design across the disciplines of architecture, computer science, and computer games builds the base for the use of algorithms in the case studies. The work introduces Playable Voxel-Shape Grammars, a new type of generative technique. It enables Game Design to guide participants through a series of challenges, effectively increasing their skills by helping them understand the underlying principles of the design task at hand. The use of crowdsourcing in architecture can mean thousands of architects creating content for a generative design system, to expand and open up its design space. Crowdsourcing can also be about millions of people online creating designs that an architect or a homeowner can refer to increase their understanding of the complex issues at hand in a given design project and for better decision making. At the same time, game design in architecture helps find the balance between algorithmically exploring pre-defined design alternatives and open-ended, free creativity. The research reveals a layered structure of entry points for crowd-contributed content as well as the granular nature of authorship among four different roles: non-expert stakeholders, architects, the crowd, and the tool-makers

    Integrated Reconfigurable Autonomous Architecture System

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    Advances in state-of-the-art architectural robotics and artificially intelligent design algorithms have the potential not only to transform how we design and build architecture, but to fundamentally change our relationship to the built environment. This system is situated within a larger body of research related to embedding autonomous agency directly into the built environment through the linkage of AI, computation, and robotics. It challenges the traditional separation between digital design and physical construction through the development of an autonomous architecture with an adaptive lifecycle. Integrated Reconfigurable Autonomous Architecture System (IRAAS) is composed of three components: 1) an interactive platform for user and environmental data input, 2) an agent-based generative space planning algorithm with deep reinforcement learning for continuous spatial adaptation, 3) a distributed robotic material system with bi-directional cyber-physical control protocols for simultaneous state alignment. The generative algorithm is a multi-agent system trained using deep reinforcement learning to learn adaptive policies for adjusting the scales, shapes, and relational organization of spatial volumes by processing changes in the environment and user requirements. The robotic material system was designed with a symbiotic relationship between active and passive modular components. Distributed robots slide their bodies on tracks built into passive blocks that enable their locomotion while utilizing a locking and unlocking system to reconfigure the assemblages they move across. The three subsystems have been developed in relation to each other to consider both the constraints of the AI-driven design algorithm and the robotic material system, enabling intelligent spatial adaptation with a continuous feedback chain

    Architecture-based Evolution of Dependable Software-intensive Systems

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    This cumulative habilitation thesis, proposes concepts for (i) modelling and analysing dependability based on architectural models of software-intensive systems early in development, (ii) decomposition and composition of modelling languages and analysis techniques to enable more flexibility in evolution, and (iii) bridging the divergent levels of abstraction between data of the operation phase, architectural models and source code of the development phase

    Design research in the Netherlands 2005 : proceedings of the symposium held on 19-20 May 2005, Eindhoven University of Technology

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    Design Research in the Netherlands 2005 is the third instalment of a symposium that intends to provide a forum for researchers across the academic and designing disciplines. The five-year interval (1995, 2000, and 2005) allows participants to take a step back from daily considerations and to reflect on their basic methodological assumptions, research programmes, and outcomes. Work on design research is organised in this book in three main parts: Design Research, Design Processes, and Design Tools. The part on Design Research contains papers from the Designed Intelligence Group of Industrial Design TU Eindhoven, the Philosophy Department of the Faculty of Technology, Policy and Management TU Delft, Design Theory and Methodology group of Industrial Design TU Delft, Form and Media Studies of Architecture TU Delft, and Technical Ecology of Architecture TU Delft. The part on Design Processes contains papers from Construction Management & Engineering of Engineering Technology University Twente, Construction Management of Architecture TU Eindhoven, Physical Aspects of the Built Environment Architecture TU Eindhoven, Technical Design & Informatics of Architecture TU Delft, and Knowledge Centre Buildings & Systems TU/e-TNO. The part on Design Tools contains contributions from the Institute of Artificial Art Amsterdam and University of Amsterdam, Technical Design & Informatics of Architecture TU Delft, Design, Integration and Operations of Aircraft and Rotorcraft of Aerospace Engineering TU Delft, TNO Delft, Computational Design of Architecture TU Delft, ID StudioLab of Industrial Design TU Delft, and Design Systems of Architecture TU Eindhoven. Design Research in the Netherlands 2005 in this way provides a sample sheet of the many varied ways in which design is investigated in the Netherlands

    Design research in the Netherlands 2005 : proceedings of the symposium held on 19-20 May 2005, Eindhoven University of Technology

    Get PDF
    Design Research in the Netherlands 2005 is the third instalment of a symposium that intends to provide a forum for researchers across the academic and designing disciplines. The five-year interval (1995, 2000, and 2005) allows participants to take a step back from daily considerations and to reflect on their basic methodological assumptions, research programmes, and outcomes. Work on design research is organised in this book in three main parts: Design Research, Design Processes, and Design Tools. The part on Design Research contains papers from the Designed Intelligence Group of Industrial Design TU Eindhoven, the Philosophy Department of the Faculty of Technology, Policy and Management TU Delft, Design Theory and Methodology group of Industrial Design TU Delft, Form and Media Studies of Architecture TU Delft, and Technical Ecology of Architecture TU Delft. The part on Design Processes contains papers from Construction Management & Engineering of Engineering Technology University Twente, Construction Management of Architecture TU Eindhoven, Physical Aspects of the Built Environment Architecture TU Eindhoven, Technical Design & Informatics of Architecture TU Delft, and Knowledge Centre Buildings & Systems TU/e-TNO. The part on Design Tools contains contributions from the Institute of Artificial Art Amsterdam and University of Amsterdam, Technical Design & Informatics of Architecture TU Delft, Design, Integration and Operations of Aircraft and Rotorcraft of Aerospace Engineering TU Delft, TNO Delft, Computational Design of Architecture TU Delft, ID StudioLab of Industrial Design TU Delft, and Design Systems of Architecture TU Eindhoven. Design Research in the Netherlands 2005 in this way provides a sample sheet of the many varied ways in which design is investigated in the Netherlands
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