92 research outputs found

    Context for goal-level product line derivation

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    Product line engineering aims at developing a family of products and facilitating the derivation of product variants from it. Context can be a main factor in determining what products to derive. Yet, there is gap in incorporating context with variability models. We advocate that, in the first place, variability originates from human intentions and choices even before software systems are constructed, and context influences variability at this intentional level before the functional one. Thus, we propose to analyze variability at an early phase of analysis adopting the intentional ontology of goal models, and studying how context can influence such variability. Below we present a classification of variation points on goal models, analyze their relation with context, and show the process of constructing and maintaining the models. Our approach is illustrated with an example of a smarthome for people with dementia problems. 1

    WiredRadio: A Study of Living with Radio Awareness

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    A Mobile Application Architecture for Measuring Shaft Misalignment

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    Shaft alignment task is one of the important issues in manufacturing maintenance particularly to personnel who daily facing misalignment problem. The importance increase as shaft alignment needs high accuracy and precise measurement will reduces bearing and seal damage, minimizes energy loss, and reduces production downtime. Thus, in this paper we present an architecture in developing mobile application for shaft alignment that could saves the user the arduous task of using dial gauges. The aim is to solve engineering maintenance problem that runs on a Personal Digital Assistant (PDA) and brings the solution straight to the user’s fingertips. This would shorten processing time, provide reliable and better accuracy analysis and as a medium for data sharing thus increase communication level within a manufacturing plant

    Tangible Interactive Ambient Display Prototypes to Support Learning Scenarios

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    This paper describes the research and development of tangible interactive ambient display prototypes to support learning scenarios. Therefore a prototypical system design called the Feedback Cube is presented. The prototypes combine motion sensors, visual and auditive actuators, as well as wireless communication capabilities in a cubic layout. An initial formative study underpins the prototypes’ potential to facilitate interaction and/or indicate feedback. Based on the presented results possible applications scenarios in a learning context are outlined.METALOGUE. Seventh Framework Programme collaborative project funded by the European Commission under grant agreement number: 611073 (http://www.metalogue.eu)

    What can we expect from navigating? Exploring navigation, wearables and data through critical design concepts

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    What is it to navigate or to be navigated? How, and through what, is information communicated to us? Do our interactions with space need to be limited to when we are moving through it? This paper describes a collection of design concepts generated as part of the initial stages of a research project that combines a critical design mindset and research through design process to explore these types of questions. The project seeks to problematise and diversify the discussion and understanding around pedestrian navigation, wearable technology, crowdsourcing and human data interaction. The goal is to develop one of the concepts using research through design as part of PhD research studies, leading to possible future applications

    Extrakontext- und Applikationslogik in Anwendungssystemen zur Unterstützung virtueller Gemeinschaften

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    Die Analyse von Anwendungssystemen in kommerziellen nformationssystemen - vor allem im Bereich interaktiver Online-Systeme - erfordert häufig die Modellierung von Strukturen, die erst bei der Nutzung des fertigen Softwareproduktes, nicht aber in der Software selbst, zum Tragen kommen. Es existieren Gesichtspunkte, die mit Hilfe der meisten gängigen Modellierungsmethoden nicht oder nur unzureichend erfaßt werden können und hier unter der Bezeichnung „Extrakontext-Logik“ diskutiert werden. Am Beispiel der Modellierung eines Anwendungssystems zur Unterstützung virtueller Gemeinschaften (Virtual Community Engine) auf der Ebene von Kontextdiagrammen werden Ausprägungen der Extrakontext-Logik exemplarisch dargestellt. Ferner thematisiert der Beitrag untemehmensstrategisch-organisatorische Strukturen als Parameter der Extrakontext-Logik und bietet ein Erklärungsmodell an, das die Zusammenhänge zwischen Strategie und Analysemodellen von Anwendungssystemen mit Hilfe von Mustern verdeutlicht

    People Watcher: an app to record and analyzing spatial behavior of ubiquitous interaction technologies

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    In this paper we argue that interfaces embedded in the world, one of the core objectives of ubiquitous computing, require interaction designers and researchers to have a stronger understanding of the environment as an aspect of the interaction process. We suggest that the interaction community needs new tools to accurately record and, as importantly, analyze interaction in space. We present one solution: People Watcher, a freely downloadable, iPad Application, specifically designed to address the ‘usability in space’ issues. The paper reports a case study of the software’s use. We go on to encourage researchers to adopt this tool as part of the wider process of understanding the effect of the spatial context in interaction design

    Implementation of a User-Centric Context-Aware Playground

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    Since the introduction of the ubiquitous computing vision by Mark Weiser, we observed quite some research from various R&D projects as well as groups that focused on different aspects in the area of context-awareness. However, there is yet no result which we can easily apply in a real environment. The context-aware service development and deployment process seldom focused on reusability and realistic implementation issues. We believe these issues can be tackled by proposing a complete context-aware system package. In this package both developers and users will be supported. This idea is realised at our department as a context-aware playground. This paper explains the observation on current work and the shortcomings, and proposes how the context-aware playground approach can be a solution

    Automating Home Appliances For Elderly and Impaired People: The B-Live Approach

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    DETIThis paper describes the B-Live approach for automating home appliances for elderly and impaired people. This system has been developed at Micro I/O for enhancing the quality of life and the independence of its potential users. The target application is the retrofitting of common dwellings. The paper introduces the motivation for the B-Live system and presents a survey on current Smart Home projects and endeavours. The B-Live system is described and details on its software, hardware and communications architecture are provided. A survey of the supported appliances and interfaces is presented as well as a description of the B-live configuration and operation procedures. The suitableness of the B-Live system to improve the autonomy of the envisaged users was informally evaluated by C4, C5 and C6 patients at the CMRRC Rovisco Pais demonstrator. The conclusion is that the system has a short learning curve and can cope with the requirements of its potential users
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