12,965 research outputs found

    Justice Arts: Making the Arts Accessible to People in the Juvenile and Adult Criminal Justice System - A Feasibility Study for the Creation of a National Network Summary Report June 2016

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    In June 2015, more than 220 people from 22 states gathered at the University of San Francisco to participate in a four day conference to share stories, best practices and work they were doing in adult and juvenile prisons and correctional facilities throughout the United States and in England. This conference, "Arts in Corrections: Opportunities for Justice and Rehabilitation," was presented by California Lawyers for the Arts and the William James Association with the support of the National Endowment for the Arts, the California Arts Council and the California Department of Corrections and Rehabilitation, as well as the University of San Francisco and several private foundations.During the conference, a group of approximately 40 persons met in two facilitated sessions to discuss the possibility of creating a national network. A smaller group volunteered to participate in an informal steering committee to investigate the needs and benefits of such an organization. In the fall of 2015 the steering committee designed an electronic survey to receive feedback about this concept from a larger number of practitioners around the country. They received 205 responses, with 94% saying that they would support or join such an organization--a strong mandate to explore next steps to create a national network that will help artists and programs

    Checking Computations of Formal Method Tools - A Secondary Toolchain for ProB

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    We present the implementation of pyB, a predicate - and expression - checker for the B language. The tool is to be used for a secondary tool chain for data validation and data generation, with ProB being used in the primary tool chain. Indeed, pyB is an independent cleanroom-implementation which is used to double-check solutions generated by ProB, an animator and model-checker for B specifications. One of the major goals is to use ProB together with pyB to generate reliable outputs for high-integrity safety critical applications. Although pyB is still work in progress, the ProB/pyB toolchain has already been successfully tested on various industrial B machines and data validation tasks.Comment: In Proceedings F-IDE 2014, arXiv:1404.578

    Model-based engineering of animated interactive systems for the interactive television environment

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    Les interfaces graphiques étaient la plupart du temps statiques, et représentaient une succession d'états logiciels les uns après les autres. Cependant, les transitions animées entre ces états statiques font partie intégrante des interfaces utilisateurs modernes, et leurs processus de design et d'implémentations constituent un défi pour les designers et les développeurs. Cette thèse propose un processus de conception de systèmes interactifs centré sur les animations, ainsi qu'une architecture pour la définition et l'implémentation d'animations au sein des interfaces graphiques. L'architecture met en avant une approche à deux niveaux pour définir une vue haut niveau d'une animation (avec un intérêt particulier pour les objets animés, leurs propriétés à être animé et la composition d'animations) ainsi qu'une vue bas niveau traitant des aspects détaillés des animations tels que les timings et les optimisations. Concernant les spécifications formelles de ces deux niveaux, nous utilisons une approche qui facilite les réseaux de Petri orientés objets pour la conception, l'implémentation et la validation d'interfaces utilisateurs animées en fournissant une description complète et non-ambiguë de l'ensemble de l'interface utilisateur, y compris les animations. Enfin, nous décrivons la mise en pratique du processus présenté, illustré par un cas d'étude d'un prototype haute-fidélité d'une interface utilisateur, pour le domaine de la télévision interactive. Ce processus conduira à une spécification formelle et détaillée du système interactif, et incluera des animations utilisant des réseaux de Petri orientés objet (conçus avec l'outil PetShop CASE).Graphical User Interfaces used to be mostly static, representing one software state after the other. However, animated transitions between these static states are an integral part in modern user interfaces and processes for both their design and implementation remain a challenge for designers and developers. This thesis proposes a process for designing interactive systems focusing on animations, along with an architecture for the definition and implementation of animation in user interfaces. The architecture proposes a two levels approach for defining a high-level view of an animation (focusing on animated objects, their properties to be animated and on the composition of animations) and a low-level one dealing with detailed aspects of animations such as timing and optimization. For the formal specification of these two levels, we are using an approach facilitating object-oriented Petri nets to support the design, implementation and validation of animated user interfaces by providing a complete and unambiguous description of the entire user interface including animations. Finally, we describe the application of the presented process exemplified by a case study for a high-fidelity prototype of a user interface for the interactive Television domain. This process will lead to a detailed formal specification of the interactive system, including animations using object-oriented Petri nets (designed with the PetShop CASE tool)

    Animating the evolution of software

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    The use and development of open source software has increased significantly in the last decade. The high frequency of changes and releases across a distributed environment requires good project management tools in order to control the process adequately. However, even with these tools in place, the nature of the development and the fact that developers will often work on many other projects simultaneously, means that the developers are unlikely to have a clear picture of the current state of the project at any time. Furthermore, the poor documentation associated with many projects has a detrimental effect when encouraging new developers to contribute to the software. A typical version control repository contains a mine of information that is not always obvious and not easy to comprehend in its raw form. However, presenting this historical data in a suitable format by using software visualisation techniques allows the evolution of the software over a number of releases to be shown. This allows the changes that have been made to the software to be identified clearly, thus ensuring that the effect of those changes will also be emphasised. This then enables both managers and developers to gain a more detailed view of the current state of the project. The visualisation of evolving software introduces a number of new issues. This thesis investigates some of these issues in detail, and recommends a number of solutions in order to alleviate the problems that may otherwise arise. The solutions are then demonstrated in the definition of two new visualisations. These use historical data contained within version control repositories to show the evolution of the software at a number of levels of granularity. Additionally, animation is used as an integral part of both visualisations - not only to show the evolution by representing the progression of time, but also to highlight the changes that have occurred. Previously, the use of animation within software visualisation has been primarily restricted to small-scale, hand generated visualisations. However, this thesis shows the viability of using animation within software visualisation with automated visualisations on a large scale. In addition, evaluation of the visualisations has shown that they are suitable for showing the changes that have occurred in the software over a period of time, and subsequently how the software has evolved. These visualisations are therefore suitable for use by developers and managers involved with open source software. In addition, they also provide a basis for future research in evolutionary visualisations, software evolution and open source development

    Building on the DEPLOY Legacy: Code Generation and Simulation

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    The RODIN, and DEPLOY projects laid solid foundations for further theoretical, and practical (methodological and tooling) advances with Event-B. Our current interest is the co-simulation of cyber-physical systems using Event-B. Using this approach we aim to simulate various features of the environment separately, in order to exercise deployable code. This paper has two contributions, the first is the extension of the code generation work of DEPLOY, where we add the ability to generate code from Event-B state-machine diagrams. The second describes how we may use code, generated from state-machines, to simulate the environment, and simulate concurrently executing state-machines, in a single task. We show how we can instrument the code to guide the simulation, by controlling the relative rate that non-deterministic transitions are traversed in the simulation.Comment: In Proceedings of DS-Event-B 2012: Workshop on the experience of and advances in developing dependable systems in Event-B, in conjunction with ICFEM 2012 - Kyoto, Japan, November 13, 201

    Toward a computational theory for motion understanding: The expert animators model

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    Artificial intelligence researchers claim to understand some aspect of human intelligence when their model is able to emulate it. In the context of computer graphics, the ability to go from motion representation to convincing animation should accordingly be treated not simply as a trick for computer graphics programmers but as important epistemological and methodological goal. In this paper we investigate a unifying model for animating a group of articulated bodies such as humans and robots in a three-dimensional environment. The proposed model is considered in the framework of knowledge representation and processing, with special reference to motion knowledge. The model is meant to help setting the basis for a computational theory for motion understanding applied to articulated bodies

    Plausible Mobility: Inferring Movement from Contacts

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    We address the difficult question of inferring plausible node mobility based only on information from wireless contact traces. Working with mobility information allows richer protocol simulations, particularly in dense networks, but requires complex set-ups to measure, whereas contact information is easier to measure but only allows for simplistic simulation models. In a contact trace a lot of node movement information is irretrievably lost so the original positions and velocities are in general out of reach. We propose a fast heuristic algorithm, inspired by dynamic force-based graph drawing, capable of inferring a plausible movement from any contact trace, and evaluate it on both synthetic and real-life contact traces. Our results reveal that (i) the quality of the inferred mobility is directly linked to the precision of the measured contact trace, and (ii) the simple addition of appropriate anticipation forces between nodes leads to an accurate inferred mobility.Comment: 8 pages, 8 figures, 1 tabl

    Building on the DEPLOY legacy: code generation and simulation

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    The RODIN, and DEPLOY projects have laid solid foundations for further theoretical, and practical (methodological and tooling) advances with Event-B; we investigated code generation for embedded, multi-tasking systems. This work describes activities from a follow-on project, ADVANCE; where our interest is co-simulation of cyber-physical systems. We are working to better understand the issues arising in a development when modelling with Event-B, and animating with ProB, in tandem with a multi-simulation strategy. With multi-simulation we aim to simulate various features of the environment separately, in order to exercise the deployable code. This paper has two contributions, the first is the extension of the code generation work of DEPLOY, where we add the ability to generate code from Event-B state-machine diagrams. The second describes how we may use code, generated from state-machines, to simulate the environment, and simulate concurrently executing state-machines, in a single task. We show how we can instrument the code to guide the simulation, by controlling the relative rate that non-deterministic transitions are traversed in the simulation
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