4,870 research outputs found
The King's many bodies: the self-deconstruction of law's hierarchy
The article connects two strands of the recent sociolegal debate: (1) the empirical discovery of new forms of spontaneous law in die Course of globalization, and (2) the emergence of deconstructive theories of law that undermine the law's hierarchy. The article puts forward the thesis that law's hierarchy has successfully resisted all old and new attempts at its deconstruction; it breaks, however, under the pressures of globalization that produced a global law without the state, as self-created law of global society that has no institutionalized support whatsoever in international poliucs and public international law. Consequently, the article criticizes deconstructive theories for their lack of autological analysis. These theories do not take into account the historical condicions of deconstruction. Accordingly, deconstructive analysis of law would have to look for new legal distinctions that are plausible under the new condicions of a doubly fragmented global society. The article sketches the contours of an emerging polycontextural law
Innocent strategies as presheaves and interactive equivalences for CCS
Seeking a general framework for reasoning about and comparing programming
languages, we derive a new view of Milner's CCS. We construct a category E of
plays, and a subcategory V of views. We argue that presheaves on V adequately
represent innocent strategies, in the sense of game semantics. We then equip
innocent strategies with a simple notion of interaction. This results in an
interpretation of CCS.
Based on this, we propose a notion of interactive equivalence for innocent
strategies, which is close in spirit to Beffara's interpretation of testing
equivalences in concurrency theory. In this framework we prove that the
analogues of fair and must testing equivalences coincide, while they differ in
the standard setting.Comment: In Proceedings ICE 2011, arXiv:1108.014
Coordination via Interaction Constraints I: Local Logic
Wegner describes coordination as constrained interaction. We take this
approach literally and define a coordination model based on interaction
constraints and partial, iterative and interactive constraint satisfaction. Our
model captures behaviour described in terms of synchronisation and data flow
constraints, plus various modes of interaction with the outside world provided
by external constraint symbols, on-the-fly constraint generation, and
coordination variables. Underlying our approach is an engine performing
(partial) constraint satisfaction of the sets of constraints. Our model extends
previous work on three counts: firstly, a more advanced notion of external
interaction is offered; secondly, our approach enables local satisfaction of
constraints with appropriate partial solutions, avoiding global synchronisation
over the entire constraints set; and, as a consequence, constraint satisfaction
can finally occur concurrently, and multiple parts of a set of constraints can
be solved and interact with the outside world in an asynchronous manner, unless
synchronisation is required by the constraints. This paper describes the
underlying logic, which enables a notion of local solution, and relates this
logic to the more global approach of our previous work based on classical
logic
Full abstraction for fair testing in CCS (expanded version)
In previous work with Pous, we defined a semantics for CCS which may both be
viewed as an innocent form of presheaf semantics and as a concurrent form of
game semantics. We define in this setting an analogue of fair testing
equivalence, which we prove fully abstract w.r.t. standard fair testing
equivalence. The proof relies on a new algebraic notion called playground,
which represents the `rule of the game'. From any playground, we derive two
languages equipped with labelled transition systems, as well as a strong,
functional bisimulation between them.Comment: 80 page
What is an Analogue for the Semantic Web and Why is Having One Important?
This paper postulates that for the Semantic Web to grow and gain input from fields that will surely benefit it, it needs to develop an analogue that will help people not only understand what it is, but what the potential opportunities are that are enabled by these new protocols. The model proposed in the paper takes the way that Web interaction has been framed as a baseline to inform a similar analogue for the Semantic Web. While the Web has been represented as a Page + Links, the paper presents the argument that the Semantic Web can be conceptualized as a Notebook + Memex. The argument considers how this model also presents new challenges for fundamental human interaction with computing, and that hypertext models have much to contribute to this new understanding for distributed information systems
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-makersâ 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 designersâ capabilities
Preserving today for tomorrow: a case study of an archive of Interactive Music Installations
ΠΔÏÎčÎÏΔÎč ÏÎż ÏλΟÏÎ”Ï ÎșÎ”ÎŻÎŒÎ”ÎœÎżThis work presents the problems addressed
and the first results obtained by a project aimed at
the preservation of Interactive Music Installations (IMI).
Preservation requires that besides all the necessary components
for the (re)production of a performance, also the
knowledge about these components is kept, so that the
original process can be repeated at any given time. This
work proposes a multilevel approach for the preservation
of IMI. As case studies, the Pinocchio Square (installed in
EXPO 2002) and the Il Caos delle Sfere are considered
Towards a declarative approach to constructing dialogue games.
In this paper we sketch a new approach to the development of dialogue games that builds upon the knowledge gained from several decades of dialogue game research across a variety of communities and which leverages the capabilities of the Dialogue Game Description Language as a means to describe the constituent parts of dialogue games. Our ultimate aim is to produce a method for rapidly describing and implementing games that conform to the designer's needs by declaring what is required and then automatically constructing the game from components, called 'fragments', that are distilled from existing dialogue games
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