14,073 research outputs found
Deep Space Network information system architecture study
The purpose of this article is to describe an architecture for the Deep Space Network (DSN) information system in the years 2000-2010 and to provide guidelines for its evolution during the 1990s. The study scope is defined to be from the front-end areas at the antennas to the end users (spacecraft teams, principal investigators, archival storage systems, and non-NASA partners). The architectural vision provides guidance for major DSN implementation efforts during the next decade. A strong motivation for the study is an expected dramatic improvement in information-systems technologies, such as the following: computer processing, automation technology (including knowledge-based systems), networking and data transport, software and hardware engineering, and human-interface technology. The proposed Ground Information System has the following major features: unified architecture from the front-end area to the end user; open-systems standards to achieve interoperability; DSN production of level 0 data; delivery of level 0 data from the Deep Space Communications Complex, if desired; dedicated telemetry processors for each receiver; security against unauthorized access and errors; and highly automated monitor and control
WESTT (Workload, Error, Situational Awareness, Time and Teamwork): An analytical prototyping system for command and control
Modern developments in the use of information technology within command and control allow unprecedented scope for flexibility in the way teams deal with tasks. These developments, together with the increased recognition of the importance of knowledge management within teams present difficulties for the analyst in terms of evaluating the impacts of changes to task composition or team membership. In this paper an approach to this problem is presented that represents team behaviour in terms of three linked networks (representing task, social network structure and knowledge) within the integrative WESTT software tool. In addition, by automating analyses of workload and error based on the same data that generate the networks, WESTT allows the user to engage in the process of rapid and iterative “analytical prototyping”. For purposes of illustration an example of the use of this technique with regard to a simple tactical vignette is presented
Rapid prototyping in early stages of architectural design
Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1997.Includes bibliographical references (leaves 59).This thesis shows how architects can use Rapid Prototyping and what the advantages and disadvantages are in different manipulations of the tool. Chapter two attempts to chart a road map of the rapid prototyping media. The data were drawn from a number of first hand experiments conducted by the author as well as by colleagues in MIT School of Architecture and Harvard Graduate School of Design, and in actual practice. The whole research lies on the boundary between virtual and real, on physical prototyping from a digital file. Digital prototyping and manual prototyping are mentioned only as references. The research offers examples of manipulations of the media and conclude that rapid prototyping in preliminary stages of design is most appropriate when used in what is defined as Direct CAD (Computer Aided Design) with Direct CAM (Computer Aided Manufacturing). Furthermore, it identifies Semi -Direct CAD with Direct CAM as the manipulation most commonly used by architects. This manipulation is useful for presentation models but not very useful in early stages where ideas are less definite. This is the reason why rapid prototyping is generally considered inappropriate for early stages of architectural design. Instead of analyzing Rapid Prototyping technology this work concentrates on the process that involves Rapid Prototyping in new ways in design . It aims to stimulate the designer's imagination when thinking about three -dimensional design, design in motion and design at the interface between people and architecture, for example, chairs and kitchens. In this context Rapid Prototyping becomes merely a vehicle by which the architect explores the design process. Rapid Prototyping is proposed as a media to escape the limitation imposed by flat screen representation in what is defined as true three dimensional digital design. This technology was invented in engineering to increase design and manufacturing process performances.by Alvise Simondetti.M.S
A Tutorial on Prototyping Internet of Things Devices and Systems: A Gentle Introduction to Technology that Shapes Our Lives
The Internet of Things, which has been quietly building and evolving over the past decade, now impacts many aspects of society, including homes, battlefields, and medical communities. Research in information systems, traditionally, has been concentrated on exploring the impacts of such technology, rather than how to actually create systems using it. Although research in design science could especially contribute to the Internet of Things, this type of research from the Information Systems community has been sparse. The most likely cause is the knowledge barriers to learning and understanding this kind of technology development. Recognizing the importance of the continued evolution of the Internet of Things, this paper provides a basic tutorial on how to construct Internet of Things prototypes. The paper is intended to educate Information Systems scholars on how to build their own Internet of Things so they can conduct technical research in this area and instruct their students on how to do the same
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
Enabling High-Level Application Development for the Internet of Things
Application development in the Internet of Things (IoT) is challenging
because it involves dealing with a wide range of related issues such as lack of
separation of concerns, and lack of high-level of abstractions to address both
the large scale and heterogeneity. Moreover, stakeholders involved in the
application development have to address issues that can be attributed to
different life-cycles phases. when developing applications. First, the
application logic has to be analyzed and then separated into a set of
distributed tasks for an underlying network. Then, the tasks have to be
implemented for the specific hardware. Apart from handling these issues, they
have to deal with other aspects of life-cycle such as changes in application
requirements and deployed devices. Several approaches have been proposed in the
closely related fields of wireless sensor network, ubiquitous and pervasive
computing, and software engineering in general to address the above challenges.
However, existing approaches only cover limited subsets of the above mentioned
challenges when applied to the IoT. This paper proposes an integrated approach
for addressing the above mentioned challenges. The main contributions of this
paper are: (1) a development methodology that separates IoT application
development into different concerns and provides a conceptual framework to
develop an application, (2) a development framework that implements the
development methodology to support actions of stakeholders. The development
framework provides a set of modeling languages to specify each development
concern and abstracts the scale and heterogeneity related complexity. It
integrates code generation, task-mapping, and linking techniques to provide
automation. Code generation supports the application development phase by
producing a programming framework that allows stakeholders to focus on the
application logic, while our mapping and linking techniques together support
the deployment phase by producing device-specific code to result in a
distributed system collaboratively hosted by individual devices. Our evaluation
based on two realistic scenarios shows that the use of our approach improves
the productivity of stakeholders involved in the application development
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities
Recommended from our members
On Optimal and Fair Service Allocation in Mobile Cloud Computing
This paper studies the optimal and fair service allocation for a variety of
mobile applications (single or group and collaborative mobile applications) in
mobile cloud computing. We exploit the observation that using tiered clouds,
i.e. clouds at multiple levels (local and public) can increase the performance
and scalability of mobile applications. We proposed a novel framework to model
mobile applications as a location-time workflows (LTW) of tasks; here users
mobility patterns are translated to mobile service usage patterns. We show that
an optimal mapping of LTWs to tiered cloud resources considering multiple QoS
goals such application delay, device power consumption and user cost/price is
an NP-hard problem for both single and group-based applications. We propose an
efficient heuristic algorithm called MuSIC that is able to perform well (73% of
optimal, 30% better than simple strategies), and scale well to a large number
of users while ensuring high mobile application QoS. We evaluate MuSIC and the
2-tier mobile cloud approach via implementation (on real world clouds) and
extensive simulations using rich mobile applications like intensive signal
processing, video streaming and multimedia file sharing applications. Our
experimental and simulation results indicate that MuSIC supports scalable
operation (100+ concurrent users executing complex workflows) while improving
QoS. We observe about 25% lower delays and power (under fixed price
constraints) and about 35% decrease in price (considering fixed delay) in
comparison to only using the public cloud. Our studies also show that MuSIC
performs quite well under different mobility patterns, e.g. random waypoint and
Manhattan models
Internet Predictions
More than a dozen leading experts give their opinions on where the Internet is headed and where it will be in the next decade in terms of technology, policy, and applications. They cover topics ranging from the Internet of Things to climate change to the digital storage of the future. A summary of the articles is available in the Web extras section
Recommended from our members
Evaluating the resilience and security of boundaryless, evolving socio-technical Systems of Systems
- …