48,237 research outputs found
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Automatic view schema generation in object-oriented databases
An object-oriented data schema is a complex structure of classes interrelated via generalization and property decomposition relationships. We define an object-oriented view to be a virtual schema graph with possibly restructured generalization and decomposition hierarchies - rather than just one individual virtual class as proposed in the literature. In this paper, we propose a methodology, called MultiView, for supporting multiple such view schemata. MultiView is anchored on the following complementary ideas: (a) the view definer derives virtual classes and then integrates them into one consistent global schema graph and (b) the view definer specifies arbitrarily complex view schemata on this augmented global schema. The focus of this paper is, however, on the second, less explored, issue. This part of the view definition is performed using the following two steps: (1) view class selection and (2) view schema graph generation. For the first, we have developed a view definition language that can be used by the view definer to specify the selection of the desired view classes from the global schema. For the second, we have developed two algorithms that automatically augment the set of selected view classes to generate a complete, minimal and consistent view class generalization hierarchy. The first algorithm has linear complexity but it assumes that the global schema graph is a tree. The second algorithm overcomes this restricting assumption and thus allows for multiple inheritance, but it does so at the cost of a higher complexity
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MultiView : a methodology for supporting multiple view schemata in object-oriented databases
It has been widely recognized that object-oriented database (OODB) technology needs to be extended to provide a mechanism similar to views in relational database systems. We define an object-oriented view to be an arbitrarily complex virtual schema graph with possibly restructured generalization and decomposition hierarchies - rather than just one virtual class as has been proposed in the literature. In this paper, we propose a methodology, called MultiView, for supporting multiple such view schemata. MultiView breaks the schema design task into the following independent and well-defined subtasks: (1) the customization of type descriptions and object sets of existing classes by deriving virtual classes, (2) the integration of all derived classes into one consistent global schema graph, and (3) the definition of arbitrarily complex view schemata on this augmented global schema. For the first task of MultiView, we define a set of object algebra operators that can be used by the view definer for class customization. For the second task of MultiView, we propose an algorithm that automatically integrates these newly derived virtual classes into the global schema. We solve the third task of MultiView by first letting the view definer explicitly select the desired view classes from the global schema using a view definition language and then by automatically generating a view class hierarchy for these selected classes. In addition, we present algorithms that verify the closure property of a view and, if found to be incomplete, transform it into a closed, yet minimal, view. In this paper, we introduce the fundamental concept of view independence and show MultiView to be view independent. We also outline implementation techniques for realizing MultiView with existing OODB technology
Interactive product browsing and configuration using remote augmented reality sales services
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
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
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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Distributed agent-based building evacuation simulator
The optimisation of the evacuation of a building plays a fundamental role in emergency situations. The behaviour of individuals, the directions that civilians receive, and the actions of the emergency personnel, will affect the success of the operation. We describe a simulation system that represents the individual, intelligent, and interacting agents that cooperate and compete while evacuating the building. The system also takes into account detailed information about the building and the sensory capabilities that it may contain. Since the level of detail represented in such a simulation can lead to computational needs that grow at least as a polynomial function of the number of the simulated agents, we propose an agent-oriented Distributed Building Evacuation Simulator (DBES). The DBES is integrated with a wireless sensor network which offers a closed loop representation of the evacuation procedure, including the sensed data and the emergency decision making
Nested Markov Properties for Acyclic Directed Mixed Graphs
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
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
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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