849,342 research outputs found

    An Implementation of Nested Pattern Matching in Interaction Nets

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    Reduction rules in interaction nets are constrained to pattern match exactly one argument at a time. Consequently, a programmer has to introduce auxiliary rules to perform more sophisticated matches. In this paper, we describe the design and implementation of a system for interaction nets which allows nested pattern matching on interaction rules. We achieve a system that provides convenient ways to express interaction net programs without defining auxiliary rules

    Defining Interaction Design Patterns to Extract Knowledge from Big Data

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    [EN] The Big Data domain offers valuable opportunities to gain valuable knowledge. The User Interface (UI), the place where the user interacts to extract knowledge from data, must be adapted to address the domain complexities. Designing UIs for Big Data becomes a challenge that involves identifying and designing the user-data interaction implicated in the knowledge extraction. To design such an interaction, one widely used approach is design patterns. Design Patterns describe solutions to common interaction design problems. This paper proposes a set of patterns to design UIs aimed at extracting knowledge from the Big Data systems data conceptual schemas. As a practical example, we apply the patterns to design UI s for the Diagnosis of Genetic Diseases domain since it is a clear case of extracting knowledge from a complex set of genetic data. Our patterns provide valuable design guidelines for Big Data UIs.The authors thank the members of the PROS Center's Genome group for fruitful discussions. In addition, it is also important to highlight that Secretaria Nacional de Educacion, Ciencia y Tecnologia (SENESCYT) and Escuela Politecnica Nacional from Ecuador have supported this work. This project also has the support of Generalitat Valenciana through project IDEO (PROMETEOII/2014/039) and Spanish Ministry of Science and Innovation through project DataME (ref: TIN2016-80811-P).Iñiguez Jarrín, CE.; Panach Navarrete, JI.; Pastor López, O. (2018). Defining Interaction Design Patterns to Extract Knowledge from Big Data. Springer. 490-504. https://doi.org/10.1007/978-3-319-91563-0_30S490504Power, D.J.: ‘Big Data’ decision making use cases. In: Delibašić, B., Hernández, J.E., Papathanasiou, J., Dargam, F., Zaraté, P., Ribeiro, R., Liu, S., Linden, I. (eds.) ICDSST 2015. LNBIP, vol. 216, pp. 1–9. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-18533-0_1Genetic Alliance: Capítulo 2, Diagnóstico de una enfermedad genética (2009). https://www.ncbi.nlm.nih.gov/books/NBK132200/Pabinger, S., et al.: A survey of tools for variant analysis of next-generation genome sequencing data. Brief Bioinform. 15(2), 256–278 (2014). https://doi.org/10.1093/bib/bbs086Borchers, J.O.: Pattern approach to interaction design. In: Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, DIS 2000, pp. 369–378 (2000)Tidwell, J.: Designing Interfaces, vol. XXXIII, no. 2. O’Reilly Media, Sebastopol (2012)Van Duyne, D.K., Landay, J.A., Hong, J.I.: The Design of Sites: Patterns, Principles, and Processes for Crafting a Customer-Centered Web Experience. Addison-Wesley, Boston (2003)Schmettow, M.: User interaction design patterns for information retrieval. In: EuroPLoP 2006, pp. 489–512 (2006)IBM big data use cases – What is a big data use case and how to get started - Exploration. http://www-01.ibm.com/software/data/bigdata/use-cases.htmlDatamer e-book: Top Five High-Impact Use Cases for Big Data Analytics (2016). https://www.datameer.com/pdf/eBook-Top-Five-High-Impact-UseCases-for-Big-Data-Analytics.pdfBig Data Uses Cases | Pentaho. http://www.pentaho.com/big-data-use-casesHenderson-Sellers, B., Ralyté, J.: Situational method engineering: state-of-the-art review. J. Univers. Comput. Sci. 16(3), 424–478 (2010)Iñiguez-Jarrin, C., García, A., Reyes, J.F., Pastor, O.: GenDomus: interactive and collaboration mechanisms for diagnosing genetic diseases. In: ENASE 2017 - Proceedings of the 12th International Conference on Evaluation of Novel Approaches to Software Engineering, Porto, Portugal, 28–29 April 2017, pp. 91–102 (2017). https://doi.org/10.5220/0006324000910102Román, J.F.R., López, Ó.P.: Use of GeIS for early diagnosis of alcohol sensitivity. In: Proceedings of the BIOSTEC 2016, pp. 284–289 (2016). https://doi.org/10.5220/0005822902840289Laskowski, N.: Ten big data case studies in a nutshell. http://searchcio.techtarget.com/opinion/Ten-big-data-case-studies-in-a-nutshellMolina, P.J., Meliá, S., Pastor, O.: JUST-UI: a user interface specification model. In: Kolski, C., Vanderdonckt, J. (eds.) Computer-Aided Design of User Interfaces III, pp. 63–74. Springer, Dordrecht (2002). https://doi.org/10.1007/978-94-010-0421-3_

    Authoring a Web‐enhanced interface for a new language‐learning environment

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    This paper presents conceptual considerations underpinning a design process set up to develop an applicable and usable interface as well as defining parameters for a new and versatile Computer Assisted Language Learning (CALL) environment. Based on a multidisciplinary expertise combining Human Computer Interaction (HCI), Web‐based Java programming, CALL authoring and language teaching expertise, it strives to generate new CALL‐enhanced curriculum developments in language learning. The originality of the approach rests on its design rationale established on the strength of previously identified student requirements and authoring needs identifying inherent design weaknesses and interactive limitations of existing hypermedia CALL applications (Hémard, 1998). At the student level, the emphasis is placed on three important design decisions related to the design of the interface, student interaction and usability. Thus, particular attention is given to design considerations focusing on the need to (a) develop a readily recognizable, professionally robust and intuitive interface, (b) provide a student‐controlled navigational space based on a mixed learning environment approach, and (c) promote a flexible, network‐based, access mode reconciling classroom with open access exploitations. At the author level, design considerations are essentially orientated towards adaptability and flexibility with the integration of authoring facilities, requiring no specific authoring skills, to cater for and support the need for a flexible approach adaptable to specific language‐learning environments. This paper elaborates on these conceptual considerations within the design process with particular emphasis on the adopted principled methodology and resulting design decisions and solutions

    Defining in talk-in-interaction : Recipient-design through negative definitional components

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    This article examines a recurrent format that speakers use for defining ordinary expressions or technical terms. Drawing on data from four different languages-Flemish, French, German, and Italian-it focuses on definitions in which a definiendum is first followed by a negative definitional component ('definiendum is not X'), and then by a positive definitional component ('definiendum is Y'). The analysis shows that by employing this format, speakers display sensitivity towards a potential meaning of the definiendum that recipients could have taken to be valid. By negating this meaning, speakers discard this possible, yet unintended understanding. The format serves three distinct interactional purposes: (a) it is used for argumentation, e.g. in discussions and political debates, (b) it works as a resource for imparting knowledge, e.g. in expert talk and instructions, and (c) it is employed, in ordinary conversation, for securing the addressee's correct understanding of a possibly problematic expression. The findings contribute to our understanding of how epistemic claims and displays relate to the turn-constructional and sequential organization of talk. They also show that the much quoted 'problem of meaning' is, first and foremost, a participant's problem. (C) 2018 Elsevier B.V. All rights reserved.Peer reviewe

    An Adaptive Design Methodology for Reduction of Product Development Risk

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    Embedded systems interaction with environment inherently complicates understanding of requirements and their correct implementation. However, product uncertainty is highest during early stages of development. Design verification is an essential step in the development of any system, especially for Embedded System. This paper introduces a novel adaptive design methodology, which incorporates step-wise prototyping and verification. With each adaptive step product-realization level is enhanced while decreasing the level of product uncertainty, thereby reducing the overall costs. The back-bone of this frame-work is the development of Domain Specific Operational (DOP) Model and the associated Verification Instrumentation for Test and Evaluation, developed based on the DOP model. Together they generate functionally valid test-sequence for carrying out prototype evaluation. With the help of a case study 'Multimode Detection Subsystem' the application of this method is sketched. The design methodologies can be compared by defining and computing a generic performance criterion like Average design-cycle Risk. For the case study, by computing Average design-cycle Risk, it is shown that the adaptive method reduces the product development risk for a small increase in the total design cycle time.Comment: 21 pages, 9 figure

    Habitability: CAMELOT 4

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    During 1988 to 1989 the NASA/USRA Advanced Design Program sponsored research and design efforts aimed at developing habitability criteria and at defining a habitability concept as a useful tool in understanding and evaluating dwellings for prolonged stays in extraterrestrial space. The Circulating Auto sufficient Mars-Earth Luxurious Orbital Transport (CAMELOT) was studied as a case in which the students would try to enhance the quality of life of the inhabitants by applying architectural design methodology. The study proposed 14 habitability criteria considered necessary to fulfill the defined habitability concept, which is that state of equilibrium that results from the interaction between components of the Individual Architecture Mission Complex, which allows a person to sustain physiological homeostatis, adequate performance, and acceptable social relationships. Architecture, design development, refinements and revisions to improve the quality of life, new insights on artificial gravity, form and constitution problems, and the final design concept are covered

    Exploring Design Seeds for Urban Transformation

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    There is a growing interest in considering interaction aspects for the design of urban public places. Emerging approaches present different frames inherent to the interplay among people and information between us and address the role of urban infrastructures and technologies in encouraging interactions. In this paper we use the concept of Urban Interaction Design to provide a framework for understanding transformations due to urban design, while bringing new values and perspectives into the design process itself. This framework is a product of three design seeds: participatory urbanism, urban data visualization and urban gamification. Each one of them contributes with specific insights and mechanics to re-defining urban interaction. We use three design cases to illustrate how Urban Interaction Design is a promising path to follow in the context of sustainable HCI. The concepts are discussed highlighting the main assets for future development
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