560 research outputs found

    Determining the Limits of Automated Program Recognition

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    This working paper was submitted as a Ph.D. thesis proposal.Program recognition is a program understanding technique in which stereotypic computational structures are identified in a program. From this identification and the known relationships between the structures, a hierarchical description of the program's design is recovered. The feasibility of this technique for small programs has been shown by several researchers. However, it seems unlikely that the existing program recognition systems will scale up to realistic, full-sized programs without some guidance (e.g., from a person using the recognition system as an assistant). One reason is that there are limits to what can be recovered by a purely code-driven approach. Some of the information about the program that is useful to know for common software engineering tasks, particularly maintenance, is missing from the code. Another reason guidance must be provided is to reduce the cost of recognition. To determine what guidance is appropriate, therefore, we must know what information is recoverable from the code and where the complexity of program recognition lies. I propose to study the limits of program recognition, both empirically and analytically. First, I will build an experimental system that performs recognition on realistic programs on the order of thousands of lines. This will allow me to characterize the information that can be recovered by this code-driven technique. Second, I will formally analyze the complexity of the recognition process. This will help determine how guidance can be applied most profitably to improve the efficiency of program recognition.MIT Artificial Intelligence Laborator

    An XML-based schema definition for model sharing and reuse in a distributed environment

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    This research leverages the inherent synergy between structured modeling and the eXtensible Markup Language (XML) to facilitate model sharing and reuse in a distributed environment. This is accomplished by providing an XML-based schema definition and two alternative supporting architectures. The XML schema defines a new markup language referred to as the Structured Modeling Markup Language (SMML) for representing models. The schema is based on the structured modeling paradigm as a formalism for conceiving, representing and manipulating a wide variety of models. Overall, SMML and supporting architectures allow different types of models, developed in a variety of modeling platforms to be represented in a standardized format and shared in a distributed environment. The paper demonstrates the proposed SMML through two case studies

    Symbol–Relation Grammars: A Formalism for Graphical Languages

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    AbstractA common approach to the formal description of pictorial and visual languages makes use of formal grammars and rewriting mechanisms. The present paper is concerned with the formalism of Symbol–Relation Grammars (SR grammars, for short). Each sentence in an SR language is composed of a set of symbol occurrences representing visual elementary objects, which are related through a set of binary relational items. The main feature of SR grammars is the uniform way they use context-free productions to rewrite symbol occurrences as well as relation items. The clearness and uniformity of the derivation process for SR grammars allow the extension of well-established techniques of syntactic and semantic analysis to the case of SR grammars. The paper provides an accurate analysis of the derivation mechanism and the expressive power of the SR formalism. This is necessary to fully exploit the capabilities of the model. The most meaningful features of SR grammars as well as their generative power are compared with those of well-known graph grammar families. In spite of their structural simplicity, variations of SR grammars have a generative power comparable with that of expressive classes of graph grammars, such as the edNCE and the N-edNCE classes

    Modélisation par les grammaires de graphes de la génération de la diversité dans les familles de produits.

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    This paper proposes a methodology to generate the diversity in a products family with Programmed Attributed Graph Grammars. Starting from the model of a Base-Product, this tool allows to obtain the family architecture and to generate the variants, using four types of operators. We illustrate our purpose with some parts of a kitchen

    On semantic annotation of decision models

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    The growth of service sector in recent years has led to renewed research interests in the design and management of service systems. Decision support systems (DSS) play an important role in supporting this endeavor, through management of organizational resources such as models and data, thus forming the “back stage” of service systems. In this article, we identify the requirements for semantically annotating decision models and propose a model representation scheme, termed Semantically Annotated Structure Modeling Markup Language (SA-SMML) that extends Structure Modeling Markup Language (SMML) by incorporating mechanisms for linking semantic models such as ontologies that represent problem domain knowledge concepts. This model representation format is also amenable to a scalable Service-Oriented Architecture (SOA) for managing models in distributed environments. The proposed model representation technique leverages recent advances in the areas of semantic web, and semantic web services. Along with design considerations, we demonstrate the utility of this representation format with an illustrative usage scenarios with a particular emphasis on model discovery and composition in a distributed environment

    Symbol Recognition: Current Advances and Perspectives

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    Abstract. The recognition of symbols in graphic documents is an intensive research activity in the community of pattern recognition and document analysis. A key issue in the interpretation of maps, engineering drawings, diagrams, etc. is the recognition of domain dependent symbols according to a symbol database. In this work we first review the most outstanding symbol recognition methods from two different points of view: application domains and pattern recognition methods. In the second part of the paper, open and unaddressed problems involved in symbol recognition are described, analyzing their current state of art and discussing future research challenges. Thus, issues such as symbol representation, matching, segmentation, learning, scalability of recognition methods and performance evaluation are addressed in this work. Finally, we discuss the perspectives of symbol recognition concerning to new paradigms such as user interfaces in handheld computers or document database and WWW indexing by graphical content

    Interactive Technologies for the Public Sphere Toward a Theory of Critical Creative Technology

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    Digital media cultural practices continue to address the social, cultural and aesthetic contexts of the global information economy, perhaps better called ecology, by inventing new methods and genres that encourage interactive engagement, collaboration, exploration and learning. The theoretical framework for creative critical technology evolved from the confluence of the arts, human computer interaction, and critical theories of technology. Molding this nascent theoretical framework from these seemingly disparate disciplines was a reflexive process where the influence of each component on each other spiraled into the theory and practice as illustrated through the Constructed Narratives project. Research that evolves from an arts perspective encourages experimental processes of making as a method for defining research principles. The traditional reductionist approach to research requires that all confounding variables are eliminated or silenced using methods of statistics. However, that noise in the data, those confounding variables provide the rich context, media, and processes by which creative practices thrive. As research in the arts gains recognition for its contributions of new knowledge, the traditional reductive practice in search of general principles will be respectfully joined by methodologies for defining living principles that celebrate and build from the confounding variables, the data noise. The movement to develop research methodologies from the noisy edges of human interaction have been explored in the research and practices of ludic design and ambiguity (Gaver, 2003); affective gap (Sengers et al., 2005b; 2006); embodied interaction (Dourish, 2001); the felt life (McCarthy & Wright, 2004); and reflective HCI (Dourish, et al., 2004). The theory of critical creative technology examines the relationships between critical theories of technology, society and aesthetics, information technologies and contemporary practices in interaction design and creative digital media. The theory of critical creative technology is aligned with theories and practices in social navigation (Dourish, 1999) and community-based interactive systems (Stathis, 1999) in the development of smart appliances and network systems that support people in engaging in social activities, promoting communication and enhancing the potential for learning in a community-based environment. The theory of critical creative technology amends these community-based and collaborative design theories by emphasizing methods to facilitate face-to-face dialogical interaction when the exchange of ideas, observations, dreams, concerns, and celebrations may be silenced by societal norms about how to engage others in public spaces. The Constructed Narratives project is an experiment in the design of a critical creative technology that emphasizes the collaborative construction of new knowledge about one's lived world through computer-supported collaborative play (CSCP). To construct is to creatively invent one's world by engaging in creative decision-making, problem solving and acts of negotiation. The metaphor of construction is used to demonstrate how a simple artefact - a building block - can provide an interactive platform to support discourse between collaborating participants. The technical goal for this project was the development of a software and hardware platform for the design of critical creative technology applications that can process a dynamic flow of logistical and profile data from multiple users to be used in applications that facilitate dialogue between people in a real-time playful interactive experience
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