48,237 research outputs found

    Interactive product browsing and configuration using remote augmented reality sales services

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    Real-time remote sales assistance is an underdeveloped component of online sales services. Solutions involving web page text chat, telephony and video support prove problematic when seeking to remotely guide customers in their sales processes, especially with configurations of physically complex artefacts. Recently, there has been great interest in the application of virtual worlds and augmented reality to create synthetic environments for remote sales of physical artefacts. However, there is a lack of analysis and development of appropriate software services to support these processes. We extend our previous work with the detailed design of configuration context services to support the management of an interactive sales session using augmented reality. We detail the context and configuration services required, presenting a novel data service streaming configuration information to the vendor for business analytics. We expect that a fully implemented configuration management service, based on our design, will improve the remote sales experience for both customers and vendors alike via analysis of the streamed information

    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

    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

    Nested Markov Properties for Acyclic Directed Mixed Graphs

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    Directed acyclic graph (DAG) models may be characterized in at least four different ways: via a factorization, the d-separation criterion, the moralization criterion, and the local Markov property. As pointed out by Robins (1986, 1999), Verma and Pearl (1990), and Tian and Pearl (2002b), marginals of DAG models also imply equality constraints that are not conditional independences. The well-known `Verma constraint' is an example. Constraints of this type were used for testing edges (Shpitser et al., 2009), and an efficient marginalization scheme via variable elimination (Shpitser et al., 2011). We show that equality constraints like the `Verma constraint' can be viewed as conditional independences in kernel objects obtained from joint distributions via a fixing operation that generalizes conditioning and marginalization. We use these constraints to define, via Markov properties and a factorization, a graphical model associated with acyclic directed mixed graphs (ADMGs). We show that marginal distributions of DAG models lie in this model, prove that a characterization of these constraints given in (Tian and Pearl, 2002b) gives an alternative definition of the model, and finally show that the fixing operation we used to define the model can be used to give a particularly simple characterization of identifiable causal effects in hidden variable graphical causal models.Comment: 67 pages (not including appendix and references), 8 figure

    Quadruplex digital flight control system assessment

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    Described are the development and validation of a double fail-operational digital flight control system architecture for critical pitch axis functions. Architectural tradeoffs are assessed, system simulator modifications are described, and demonstration testing results are critiqued. Assessment tools and their application are also illustrated. Ultimately, the vital role of system simulation, tailored to digital mechanization attributes, is shown to be essential to validating the airworthiness of full-time critical functions such as augmented fly-by-wire systems for relaxed static stability airplanes

    Static and Dynamic Detection of Behavioral Conflicts Between Aspects

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    Aspects have been successfully promoted as a means to improve the modularization of software in the presence of crosscutting concerns. The so-called aspect interference problem is considered to be one of the remaining challenges of aspect-oriented software development: aspects may interfere with the behavior of the base code or other aspects. Especially interference between aspects is difficult to prevent, as this may be caused solely by the composition of aspects that behave correctly in isolation. A typical situation where this may occur is when multiple advices are applied at a shared, join point.\ud In [1] we explained the problem of behavioral conflicts between aspects at shared join points. We presented an approach for the detection of behavioral conflicts. This approach is based on a novel abstraction model for representing the behavior of advice. This model allows the expression of both primitive and complex behavior in a simple manner. This supports automatic conflict detection. The presented approach employs a set of conflict detection rules, which can be used to detect generic, domain specific and application specific conflicts. The approach is implemented in Compose*, which is an implementation of Composition Filters. This application shows that a declarative advice language can be exploited for aiding automated conflict detection.\ud This paper discusses the need for a runtime extension to the described static approach. It also presents a possible implementation approach of such an extension in Compose*. This allows us to reason efficiently about the behavior of aspects. It also enables us to detect these conflicts with minimal overhead at runtime
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