357 research outputs found
Engineering Self-Adaptive Collective Processes for Cyber-Physical Ecosystems
The pervasiveness of computing and networking is creating significant opportunities for building valuable socio-technical systems. However, the scale, density, heterogeneity, interdependence, and QoS constraints of many target systems pose severe operational and engineering challenges. Beyond individual smart devices, cyber-physical collectives can provide services or solve complex problems by leveraging a “system effect” while coordinating and adapting to context or environment change. Understanding and building systems exhibiting collective intelligence and autonomic capabilities represent a prominent research goal, partly covered, e.g., by the field of collective adaptive systems. Therefore, drawing inspiration from and building on the long-time research activity on coordination, multi-agent systems, autonomic/self-* systems, spatial computing, and especially on the recent aggregate computing paradigm, this thesis investigates concepts, methods, and tools for the engineering of possibly large-scale, heterogeneous ensembles of situated components that should be able to operate, adapt and self-organise in a decentralised fashion. The primary contribution of this thesis consists of four main parts. First, we define and implement an aggregate programming language (ScaFi), internal to the mainstream Scala programming language, for describing collective adaptive behaviour, based on field calculi. Second, we conceive of a “dynamic collective computation” abstraction, also called aggregate process, formalised by an extension to the field calculus, and implemented in ScaFi. Third, we characterise and provide a proof-of-concept implementation of a middleware for aggregate computing that enables the development of aggregate systems according to multiple architectural styles. Fourth, we apply and evaluate aggregate computing techniques to edge computing scenarios, and characterise a design pattern, called Self-organising Coordination Regions (SCR), that supports adjustable, decentralised decision-making and activity in dynamic environments.Con lo sviluppo di informatica e intelligenza artificiale, la diffusione pervasiva di device computazionali e la crescente interconnessione tra elementi fisici e digitali, emergono innumerevoli opportunità per la costruzione di sistemi socio-tecnici di nuova generazione. Tuttavia, l'ingegneria di tali sistemi presenta notevoli sfide, data la loro complessità —si pensi ai livelli, scale, eterogeneità , e interdipendenze coinvolti. Oltre a dispositivi smart individuali, collettivi cyber-fisici possono fornire servizi o risolvere problemi complessi con un “effetto sistema” che emerge dalla coordinazione e l'adattamento di componenti fra loro, l'ambiente e il contesto. Comprendere e costruire sistemi in grado di esibire intelligenza collettiva e capacità autonomiche è un importante problema di ricerca studiato, ad esempio, nel campo dei sistemi collettivi adattativi. Perciò, traendo ispirazione e partendo dall'attività di ricerca su coordinazione, sistemi multiagente e self-*, modelli di computazione spazio-temporali e, specialmente, sul recente paradigma di programmazione aggregata, questa tesi tratta concetti, metodi, e strumenti per l'ingegneria di
ensemble di elementi situati eterogenei che devono essere in grado di lavorare, adattarsi, e auto-organizzarsi in modo decentralizzato. Il contributo di questa tesi consiste in quattro parti principali. In primo luogo, viene definito e implementato un linguaggio di programmazione aggregata (ScaFi), interno al linguaggio Scala, per descrivere comportamenti collettivi e adattativi secondo l'approccio dei campi computazionali. In secondo luogo, si propone e caratterizza l'astrazione di processo aggregato per rappresentare computazioni collettive dinamiche concorrenti, formalizzata come estensione al field calculus e implementata in ScaFi. Inoltre, si analizza e implementa un prototipo di middleware per sistemi aggregati, in grado di supportare piĂą stili architetturali. Infine, si applicano e valutano tecniche di programmazione aggregata in scenari di edge computing, e si propone un pattern, Self-Organising Coordination Regions, per supportare, in modo decentralizzato, attivitĂ decisionali e di regolazione in ambienti dinamici
The Forgetting of Fire: An Archaeology of Technics
This dissertation applies the methods of Bachelard and Foucault to key moments in the development of science. By analyzing the attitudes of four figures from four different centuries, it shows how epistemic attitudes have shifted from a participation in non-human, natural realities to a construction of human-centred technologies. The idea of an epistemic attitude is situated in reference to Foucault’s concept of the episteme and his method of archaeology; an attitude is the institutionally-situated and personally-enacted comportment of an epistemic agent toward an object of knowledge. This line of thought is pursued under the theme of elemental fire, which begins as a substance for early alchemical knowledge and ends up as a quantifiable branch of functions in technics. We call the attitude of Paracelsus, an alchemist of the sixteenth century, “participation,” which sheds light on the intimate goal of his alchemical practice. In the seventeenth century, Robert Boyle inaugurates the evolution of technics with the attitude of instrumentalization. Building off this, Lavoisier participates in the development of technics through his effort to construct the countable, using measuring instruments and chemical techniques. This attitude of accounting, and neither his theory of oxygen nor his basic observations in the laboratory, determines his decisive role in the development of chemistry. Finally, we discuss the attitude of employment as we find it in Sadi Carnot and the engineers of the steam engine, watching as fire for these epistemic agents becomes nothing but an employed instant of combustion
Augmented Reality
Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning
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Fostering computational thinking skills with tangible user interfaces
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonGiven how technology surrounds our whole life, learning to code is becoming
more and more crucial for the general public: think for example of the amount
of software involved in managing a flight, or when you just turn on the engine
of your car. People want to play an increasingly active role in their life and
there is already evidence in an overall heightened interest in coding from
the many successful public initiatives aiming at introducing coding skills to
a wide audience. Nonetheless, coding skills are not just about programming
but require an ability of problem-solving, abstraction, pattern recognition to
name but a few; in a word, the so-called Computational Thinking (CT) skills,
namely a set of thinking skills, habits, and approaches that are integral to
solving complex problems using a computer and widely applicable in today’s
information society.
Due to this sudden global interest in promoting CT skills to many broad and
diverse audiences, several tools and methods have been designed with the aim
of supporting the introduction of programming concepts in more effective and
less daunting ways than the past. A popular theory of learning that can come
to the aid on this matter is Piaget’s constructivism, which argues that people
produce knowledge and form new meanings based upon their experiences in
the real world and social interactions. Thus, exploiting human’s natural ability
for objects manipulation in the physical world and its afforded interactions
could be an effective way of supporting users in learning abstract concepts such
as the ones underpinning CT.
Tangible User Interfaces are an interaction paradigm that was devised to foster
collaborative learning and exploit humans’ natural dexterity for physical objects
manipulation to provide an easy to use interface that can be used even by
inexperienced people. They exploit the physical world to offer a concrete
representation of the abstract concepts learners usually struggle with and thus employing them to teach those concepts underpinning CT might represent an
effective and engaging way of supporting the learning of such skills.
This thesis investigates this claim through the development of a software
platform combining its digital and physical features to promote CT skills in
different domains. The platform design is informed by a review of related work,
a workshop with domain experts, and was validated through a series of studies
in different application scenarios which reported promising results in terms of
CT support
ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.
The domain of materials for design is changing under the influence of an increased technological
advancement, miniaturization and democratization. Materials are becoming connected,
augmented, computational, interactive, active, responsive, and dynamic. These are ICS
Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the
world are experimenting with these new materials, there is the need to reflect on their
potentials and impact on design. This paper is a first step in this direction: to interpret and
describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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