12,316 research outputs found

    VR/Urban: spread.gun - design process and challenges in developing a shared encounter for media façades

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    Designing novel interaction concepts for urban environments is not only a technical challenge in terms of scale, safety, portability and deployment, but also a challenge of designing for social configurations and spatial settings. To outline what it takes to create a consistent and interactive experience in urban space, we describe the concept and multidisciplinary design process of VR/Urban's media intervention tool called Spread.gun, which was created for the Media Façade Festival 2008 in Berlin. Main design aims were the anticipation of urban space, situational system configuration and embodied interaction. This case study also reflects on the specific technical, organizational and infrastructural challenges encountered when developing media façade installations

    Digital Ecosystems: Ecosystem-Oriented Architectures

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    We view Digital Ecosystems to be the digital counterparts of biological ecosystems. Here, we are concerned with the creation of these Digital Ecosystems, exploiting the self-organising properties of biological ecosystems to evolve high-level software applications. Therefore, we created the Digital Ecosystem, a novel optimisation technique inspired by biological ecosystems, where the optimisation works at two levels: a first optimisation, migration of agents which are distributed in a decentralised peer-to-peer network, operating continuously in time; this process feeds a second optimisation based on evolutionary computing that operates locally on single peers and is aimed at finding solutions to satisfy locally relevant constraints. The Digital Ecosystem was then measured experimentally through simulations, with measures originating from theoretical ecology, evaluating its likeness to biological ecosystems. This included its responsiveness to requests for applications from the user base, as a measure of the ecological succession (ecosystem maturity). Overall, we have advanced the understanding of Digital Ecosystems, creating Ecosystem-Oriented Architectures where the word ecosystem is more than just a metaphor.Comment: 39 pages, 26 figures, journa

    Cyberspace As/And Space

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    The appropriate role of place- and space-based metaphors for the Internet and its constituent nodes and networks is hotly contested. This essay seeks to provoke critical reflection on the implications of place- and space-based theories of cyberspace for the ongoing production of networked space more generally. It argues, first, that adherents of the cyberspace metaphor have been insufficiently sensitive to the ways in which theories of cyberspace as space themselves function as acts of social construction. Specifically, the leading theories all have deployed the metaphoric construct of cyberspace to situate cyberspace, explicitly or implicitly, as separate space. This denies all of the ways in which cyberspace operates as both extension and evolution of everyday spatial practice. Next, it argues that critics of the cyberspace metaphor have confused two senses of space and two senses of metaphor. The cyberspace metaphor does not refer to abstract, Cartesian space, but instead expresses an experienced spatiality mediated by embodied human cognition. Cyberspace in this sense is relative, mutable, and constituted via the interactions among practice, conceptualization, and representation. The insights drawn from this exercise suggest a very different way of understanding both the spatiality of cyberspace and its architectural and regulatory challenges. In particular, they suggest closer attention to three ongoing shifts: the emergence of a new sense of social space, which the author calls networked space; the interpenetration of embodied, formerly bounded space by networked space; and the ways in which these developments alter, instantiate, and disrupt geographies of power

    Human Computation and Convergence

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    Humans are the most effective integrators and producers of information, directly and through the use of information-processing inventions. As these inventions become increasingly sophisticated, the substantive role of humans in processing information will tend toward capabilities that derive from our most complex cognitive processes, e.g., abstraction, creativity, and applied world knowledge. Through the advancement of human computation - methods that leverage the respective strengths of humans and machines in distributed information-processing systems - formerly discrete processes will combine synergistically into increasingly integrated and complex information processing systems. These new, collective systems will exhibit an unprecedented degree of predictive accuracy in modeling physical and techno-social processes, and may ultimately coalesce into a single unified predictive organism, with the capacity to address societies most wicked problems and achieve planetary homeostasis.Comment: Pre-publication draft of chapter. 24 pages, 3 figures; added references to page 1 and 3, and corrected typ

    Personalized home pages - a working environment on the World Wide Web

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    The World Wide Web is one of the most common interfaces to the Internet and thus to the global office as it provides an easy-to-use and self-explaining user interface for teleworkers. However WWW based interfaces are relatively rigid and are lacking ways of user customization or setting preferences. The new service oriented approach presented here builds upon the strength of the WWW interface to Internet services but enhances it by the power of individual customization. The Personalized Home Page (PHP) system is built on a framework capable to describe all Internet services in a uniform way using the terminology of weak agency. This paper gives an overview of the PHP system with a short description of the agent based framework behind. Examples introduce the actual use of the system

    Discovering location based services: A unified approach for heterogeneous indoor localization systems

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    The technological solutions and communication capabilities offered by the Internet of Things paradigm, in terms of raising availability of wearable devices, the ubiquitous internet connection, and the presence on the market of service-oriented solutions, have allowed a wide proposal of Location Based Services (LBS). In a close future, we foresee that companies and service providers will have developed reliable solutions to address indoor positioning, as basis for useful location based services. These solutions will be different from each other and they will adopt different hardware and processing techniques. This paper describes the proposal of a unified approach for Indoor Localization Systems that enables the cooperation between heterogeneous solutions and their functional modules. To this end, we designed an integrated architecture that, abstracting its main components, allows a seamless interaction among them. Finally, we present a working prototype of such architecture, which is based on the popular Telegram application for Android, as an integration demonstrator. The integration of the three main phases –namely the discovery phase, the User Agent self-configuration, and the indoor map retrieval/rendering– demonstrates the feasibility of the proposed integrated architectur

    The Allocation of Software Development Resources In ‘Open Source’ Production Mode

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    This paper aims to develop a stochastic simulation structure capable of describing the decentralized, micro-level decisions that allocate programming resources both within and among open source/free software (OS/FS) projects, and that thereby generate an array of OS/FS system products each of which possesses particular qualitative attributes. The core or behavioral kernel of simulation tool presented here represents the effects of the reputational reward structure of OS/FS communities (as characterized by Raymond 1998) to be the key mechanism governing the probabilistic allocation of agents’ individual contributions among the constituent components of an evolving software system. In this regard, our approach follows the institutional analysis approach associated with studies of academic researchers in “open science” communities. For the purposes of this first step, the focus of the analysis is confined to showing the ways in which the specific norms of the reward system and organizational rules can shape emergent properties of successive releases of code for a given project, such as its range of functions and reliability. The global performance of the OS/FS mode, in matching the functional and other characteristics of the variety of software systems that are produced with the needs of users in various sectors of the economy and polity, obviously, is a matter of considerable importance that will bear upon the long-term viability and growth of this mode of organizing production and distribution. Our larger objective, therefore, is to arrive at a parsimonious characterization of the workings of OS/FS communities engaged across a number of projects, and their collective productive performance in dimensions that are amenable to “social welfare” evaluation. Seeking that goal will pose further new and interesting problems for study, a number of which are identified in the essay’s conclusion. Yet, it is argued that that these too will be found to be tractable within the framework provided by refining and elaborating on the core (“proof of concept”) model that is presented in this paper.

    A Reference Architecture for Mobile Knowledge Management

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    Although mobile knowledge management (mKM) is being perceived as an emerging R&D field, its concepts and approaches are not well-settled, as opposed to the general field of Knowledge Management (KM). In this work, we try to establish a definition for mKM. Taking into account building blocks of KM in enterprises and the abstract use cases of mKM systems we introduce an reference architecture for mKM systems as a basis for verifying and comparing concepts and system architectures. Finally we address the potential of mKM to be suitable as a prototype model for mobile, situation-aware information processing in the field of Ambient Intelligence Environments

    Towards an Agent-Based Approach for Multimarket Package e-Procurement

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    While most e-commerce research focuses on one market based problems, less work has been done on multimarket aggregation. Nowadays it is important to address the multimarket package e-procurement problem if we want to acquire a combination of goods and services from different suppliers and service providers. To achieve this, one should address the issues pertaining to identifying of a company's needs, discovering potential partners and suppliers, gathering distributed information and conducting combined negotiations, creating a seamless of information flow with different heterogeneous markets, suppliers, and partners, and finally concluding transactions. Several commercial e-procurement applications already automate some aspects of the procurement processes, helping decision makers and employees complete their purchasing activity. But none take into account the key aspects of combining goods and services into one aggregated package. Agent-based systems are well equipped to address the challenges of multimarket package e-procurement. Indeed, goal driven autonomous agents aim to satisfy user requirements and preferences while being flexible enough to deal with the diversity of semantics amongst markets, suppliers, service providers, partners and individual sellers. A distributed common shared space, called infospace, comprised of the negotiation exchanges and states, allows for agent coordination, market aggregation, and packages construction. This paper presents some issues and challenges faced in multimarket package e-procurement, and puts forward an agent-based approach to deal with them. La plupart des recherches sur le commerce électronique s'intéressent aux problÚmes reliés à des marchés uniques. Moins de travaux ont été réalisés autour de l'approvisionnement multimarché. Le problÚme d'approvisionnement électronique (e-procurement) multimarché d'un paquet consiste en l'acquisition d'une combinaison d'objets à partir de différents fournisseurs de biens et services. Afin d'y parvenir, nous devons identifier les besoins de l'entreprise, découvrir les fournisseurs et partenaires potentiels, extraire de l'information distribuée et eventuellement gérer des négociations combinées, gérer le flux d'information circulant entre des marchés hétérogÚnes, vendeurs et partenaires, et finalement conclure des transactions. Il existe un certain nombre d'applications commerciales d'approvisionnement électronique qui automatisent quelques aspects du processus d'approvisionnement pour les entreprises, en aidant les preneurs de décisions et les employés dans leurs activités d'achats et d'approvisionnement. Mais aucune de ces applications ne tient en compte l'aspect de combinaison d'objets en un paquet agrégé. Les systÚmes à base d'agents représentent une approche adéquate pour faire face aux problématiques posées de l'approvisionnement électronique multimarché d'un paquet. En effet, les agents autonomes essayent de satisfaire les besoins et préférences de l'utilisateur en étant assez flexibles pour gérer la diversité sémantique entre marchés, vendeurs, et fournisseurs de services. Un espace commun et partagé, appelé InfoSpace, contenant les échanges de données et les états des négociations, assure la coordination des agents, l'agrégation des marchés et la construction des paquets. Ce papier présente quelques problématiques et défis reliés à l'approvisionnement électronique multimarché de paquets, et expose une approche basée sur les agents pour y faire face.Markets, e-Procurement, Combined Negotiations, Multi-agent Systems, Marchés, e-procurement, négociations combinées, systÚmes à base d'agents
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