30 research outputs found

    cJoin: join with communicating transactions

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    This paper proposes a formal approach to the design and programming of Long Running Transactions (LRT). We exploit techniques from process calculi to define cJoin, which is an extension of the join calculus with few well-disciplined primitives for LRT. Transactions in cJoin are intended to describe the transactional interaction of several partners, under the assumption that any partner executing a transaction may communicate only with other transactional partners. In such case, the transactions run by any party are bound to achieve the same outcome (i.e., all succeed or all fail). Hence, a distinguishing feature of cJoin, called dynamic joinability, is that ongoing transactions can be merged to complete their tasks and when this happens either all succeed or all abort. Additionally, cJoin is based on compensations, i.e., partial executions of transactions are recovered by executing user-defined programs instead of providing automatic roll-back. The expressiveness and generality of cJoin is demonstrated by many examples addressing common programming patterns. The mathematical foundation is accompanied by a prototype language implementation, which is an extension of the jocaml compiler

    Development and Specification of Virtual Environments

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    This thesis concerns the issues involved in the development of virtual environments (VEs). VEs are more than virtual reality. We identify four main characteristics of them: graphical interaction, multimodality, interface agents, and multi-user. These characteristics are illustrated with an overview of different classes of VE-like applications, and a number of state-of-the-art VEs. To further define the topic of research, we propose a general framework for VE systems development, in which we identify five major classes of development tools: methodology, guidelines, design specification, analysis, and development environments. Of each, we give an overview of existing best practices

    Designing Data Spaces

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    This open access book provides a comprehensive view on data ecosystems and platform economics from methodical and technological foundations up to reports from practical implementations and applications in various industries. To this end, the book is structured in four parts: Part I “Foundations and Contexts” provides a general overview about building, running, and governing data spaces and an introduction to the IDS and GAIA-X projects. Part II “Data Space Technologies” subsequently details various implementation aspects of IDS and GAIA-X, including eg data usage control, the usage of blockchain technologies, or semantic data integration and interoperability. Next, Part III describes various “Use Cases and Data Ecosystems” from various application areas such as agriculture, healthcare, industry, energy, and mobility. Part IV eventually offers an overview of several “Solutions and Applications”, eg including products and experiences from companies like Google, SAP, Huawei, T-Systems, Innopay and many more. Overall, the book provides professionals in industry with an encompassing overview of the technological and economic aspects of data spaces, based on the International Data Spaces and Gaia-X initiatives. It presents implementations and business cases and gives an outlook to future developments. In doing so, it aims at proliferating the vision of a social data market economy based on data spaces which embrace trust and data sovereignty

    Linda[m] and Tiamat: Providing generative communications in a changing world

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    When generative communications, as exemplified by Linda [Gel85], were originally proposed, they were intended as a mechanism for coordination of parallel processes. Since that time, they have been adapted to a variety of distributed environments with great success, as can be seen in commercial systems such as T Spaces [WMLF98]. The time, space and identity decoupling afforded to coordinating entities by generative communications also seems to be ideally suited to mobile environments where devices can come and go frequently and often without warning. Such a rapidly changing environment, however, presents a new set of challenges and attempts to introduce the generative communications paradigm into these environments have, so far, met with limited success. Indeed evaluation of research platforms, such as LIME (Linda In a Mobile Environment) [PMR99.MPR01] and L[2]imbo [DFWB98] have led some to conclude that the generative communication paradigm is not well suited to mobile environments. It is my belief, however, that it is the research platforms in question, rather than the paradigm, which do not fit well with mobile environments. These platforms either attempt to impose tight constraints on an inherently loosely constrained environment, or require significant alterations to the semantics of generative communications. I believe that these systems do not work well as they are not designed around the environment, rather they are forced onto the environment. I will begin by examining why these systems do not suit their environment. This done, I will then show that the conclusions drawn from these systems, namely that generative communications are unsuitable for mobile environments, are incorrect. Further, through construction and examination of a proof of concept system built around an environment-centric design, I will show that generative communications can be provided in a mobile environment with few (minor) semantic alterations. An evaluation of some of the mechanisms used will also be presented along with characterisation of the operation of the system. A comparison with existing mobile solutions will be used to highlight how the environment-driven design results in a system which better suits the nature of the target environment

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Querying heterogeneous data in an in-situ unified agile system

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    Data integration provides a unified view of data by combining different data sources. In today’s multi-disciplinary and collaborative research environments, data is often produced and consumed by various means, multiple researchers operate on the data in different divisions to satisfy various research requirements, and using different query processors and analysis tools. This makes data integration a crucial component of any successful data intensive research activity. The fundamental difficulty is that data is heterogeneous not only in syntax, structure, and semantics, but also in the way it is accessed and queried. We introduce QUIS (QUery In-Situ), an agile query system equipped with a unified query language and a federated execution engine. It is capable of running queries on heterogeneous data sources in an in-situ manner. Its language provides advanced features such as virtual schemas, heterogeneous joins, and polymorphic result set representation. QUIS utilizes a federation of agents to transform a given input query written in its language to a (set of) computation models that are executable on the designated data sources. Federative query virtualization has the disadvantage that some aspects of a query may not be supported by the designated data sources. QUIS ensures that input queries are always fully satisfied. Therefore, if the target data sources do not fulfill all of the query requirements, QUIS detects the features that are lacking and complements them in a transparent manner. QUIS provides union and join capabilities over an unbound list of heterogeneous data sources; in addition, it offers solutions for heterogeneous query planning and optimization. In brief, QUIS is intended to mitigate data access heterogeneity through query virtualization, on-the-fly transformation, and federated execution. It offers in-Situ querying, agile querying, heterogeneous data source querying, unifeied execution, late-bound virtual schemas, and Remote execution

    Domain-Specific Modelling for Coordination Engineering

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    Multi-core processors offer increased speed and efficiency on various devices, from desktop computers to smartphones. But the challenge is not only how to gain the utmost performance, but also how to support portability, continuity with prevalent technologies, and the dissemination of existing principles of parallel software design. This thesis shows how model-driven software development can help engineering parallel systems. Rather than simply offering yet another programming approach for concurrency, it proposes using an explicit coordination model as the first development artefact. Key topics include: Basic foundations of parallel software design, coordination models and languages, and model-driven software development How Coordination Engineering eases parallel software design by separating concerns and activities across roles How the Space-Coordinated Processes (SCOPE) coordination model combines coarse-grained choreography of parallel processes with fine-grained parallelism within these processes Extensive experimental evaluation on SCOPE implementations and the application of Coordination Engineerin

    Design and semantics of form and movement : DeSForM 2006

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    Design and semantics of form and movement : DeSForM 2006

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    PRINCIPLES OF METADESIGN Processes and Levels of Co-Creation in the New Design Space

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    In the tight of the material and cultural conditions of the present world and within the context of current design theories, this research aims to provide an understanding of Metadesign as emerging design cutture, and to integrate and advance its conceptual framework and principles through a tra nsdisci pli nary dialogue with the aesthetics and practice of Net Art. By rejecting the notion of Metadesign as an established design approach and practice, the creation of an etymological hypothesis based on the meanings of the prefix "-meta" (behind, together, between) becomes possible. Following this historical and cultural path, the research describes theories, frameworks and practices of Metadesign that have occurred in art, culture and media since the 1980s, in fields, such as, graphic design, industrial design, software engineering, information design, interaction design, biotechnotogical design, telecommunication art, experimental aesthetics, and architecture. The comparison and integration of all these approaches and viewpoints attows the identification of some design trends. More significantly, however, such an analysis enables the deconstruction of clusters of concepts and the production of a map of coherent etements. The anticipatory, participatory and sociotechnical issues raised 4 by the emerging and interconnected concepts that underlie Metadesign can be articulated and summarized in a three-fotd path based on the initial epistemological hypothesis. This can be characterized by three specific terms: 1) behind (designing design); 2) with (designing together); 3) betweenlamon3 (designing the "inbetween "). Interactive Art practitioners and theorists, both at an aesthetic and practical level, also share concerns about interaction, participation and co-creation. Compared to more financially oriented fields, Interactive Art, and collaborative practices of Net Art specificalty, have been We to answer to the new materiat and existentiat condition outlined by interconnectivity with a more dismantling experimentalism. The insights and advances they have produced in relation to the embodied and intersubjective dimension of human experience and creativity are stilt to be fully explored. Such insights can significantly fortify the three-fold path elaborated by this research, particutarty the third fo(d, which is concerned with the design of the 0rinbetween ". Focusing on collaborative systems for graphical interaction, as more suitable to the goal of understanding basic embodied and intersubjective processes of co-creation, the research identifies and analyses three projects of Net Art as case studies (GL&n6rateur Po*i 6tique, Open Studio, SITO Synergy Gridcosm). The results of these case studies provide an understanding of the experience of co-creation, a grasp of motivationat paths to co-creation, and a description of the features of the computationat environment which can sustain co-creation
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