8,185 research outputs found

    Virtual learning process environment (VLPE): a BPM-based learning process management architecture

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    E-learning systems have significantly impacted the way that learning takes place within universities, particularly in providing self-learning support and flexibility of course delivery. Virtual Learning Environments help facilitate the management of educational courses for students, in particular by assisting course designers and thriving in the management of the learning itself. Current literature has shown that pedagogical modelling and learning process management facilitation are inadequate. In particular, quantitative information on the process of learning that is needed to perform real time or reflective monitoring and statistical analysis of students’ learning processes performance is deficient. Therefore, for a course designer, pedagogical evaluation and reform decisions can be difficult. This thesis presents an alternative e-learning systems architecture - Virtual Learning Process Environment (VLPE) - that uses the Business Process Management (BPM) conceptual framework to design an architecture that addresses the critical quantitative learning process information gaps associated with the conventional VLE frameworks. Within VLPE, course designers can model desired education pedagogies in the form of learning process workflows using an intuitive graphical flow diagram user-interface. Automated agents associated with BPM frameworks are employed to capture quantitative learning information from the learning process workflow. Consequently, course designers are able to monitor, analyse and re-evaluate in real time the effectiveness of their chosen pedagogy using live interactive learning process dashboards. Once a course delivery is complete the collated quantitative information can also be used to make major revisions to pedagogy design for the next iteration of the course. An additional contribution of this work is that this new architecture facilitates individual students in monitoring and analysing their own learning performances in comparison to their peers in a real time anonymous manner through a personal analytics learning process dashboard. A case scenario of the quantitative statistical analysis of a cohort of learners (10 participants in size) is presented. The analytical results of their learning processes, performances and progressions on a short Mathematics course over a five-week period are also presented in order to demonstrate that the proposed framework can significantly help to advance learning analytics and the visualisation of real time learning data

    Industry-driven innovative system development for the construction industry: The DIVERCITY project

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    Collaborative working has become possible using the innovative integrated systems in construction as many activities are performed globally with stakeholders situated in various locations. The Integrated VR based information systems can bind the fragmentation and provide communication and collaboration between the distributed stakeholders n various locations. The development of these technologies is vital for the uptake of these systems by the construction industry. This paper starts by emphasising the importance of construction IT research and reviews some future research directions in this area. In particular, the paper explores how virtual prototyping can improve the productivity and effectiveness of construction projects, and presents DIVERCITY, which is th as a case study of the research in virtual prototyping. Besides, the paper explores the requirements engineering of the DIVERCITY project. DIVERCITY has large and evolving requirements, which considered the perspectives of multiple stakeholders, such as clients, architects and contractors. However, practitioners are often unsure of the detail of how virtual environments would support the construction process, and how to overcome some barriers to the introduction of new technologies. This complicates the requirements engineering process

    Workflow models for heterogeneous distributed systems

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    The role of data in modern scientific workflows becomes more and more crucial. The unprecedented amount of data available in the digital era, combined with the recent advancements in Machine Learning and High-Performance Computing (HPC), let computers surpass human performances in a wide range of fields, such as Computer Vision, Natural Language Processing and Bioinformatics. However, a solid data management strategy becomes crucial for key aspects like performance optimisation, privacy preservation and security. Most modern programming paradigms for Big Data analysis adhere to the principle of data locality: moving computation closer to the data to remove transfer-related overheads and risks. Still, there are scenarios in which it is worth, or even unavoidable, to transfer data between different steps of a complex workflow. The contribution of this dissertation is twofold. First, it defines a novel methodology for distributed modular applications, allowing topology-aware scheduling and data management while separating business logic, data dependencies, parallel patterns and execution environments. In addition, it introduces computational notebooks as a high-level and user-friendly interface to this new kind of workflow, aiming to flatten the learning curve and improve the adoption of such methodology. Each of these contributions is accompanied by a full-fledged, Open Source implementation, which has been used for evaluation purposes and allows the interested reader to experience the related methodology first-hand. The validity of the proposed approaches has been demonstrated on a total of five real scientific applications in the domains of Deep Learning, Bioinformatics and Molecular Dynamics Simulation, executing them on large-scale mixed cloud-High-Performance Computing (HPC) infrastructures

    Developing a hybrid video synthesiser for audiovisual performance and composition

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    This thesis presents the development process and analysis of a hybrid video synthesiser that was designed towards use in audiovisual performance and composition. Though there are various instruments, platforms, and approaches towards audiovisual performance and composition, this practice-based thesis, through the development of an instrument, addresses a very specific gap – the lack of a hybrid, i.e., a software-based physical modular video synthesiser. This thesis will trace the historical origins of the video synthesiser, contextualise audiovisual performance and composition, and discuss the development of this hybrid video synthesiser. This thesis will document the iterative development process, provide key takeaways from performances and finally, provide a discussion, certain recommendations, and contributions that this instrument makes within the field of video synthesisers and audiovisual performance

    Biomedical Knowledge Engineering Using a Computational Grid

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    Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies

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    This paper argues that traditional and mainstream mythologies, which have been continually told within the Information Technology domain among designers and advocators of conceptual modelling since the 1960s in different fields of computing sciences, could now be renovated or substituted in the mould of more recent discourses about performativity, complexity and end-user creativity that have been constructed across different fields in the meanwhile. In the paper, it is submitted that these discourses could motivate IT professionals in undertaking alternative approaches toward the co-construction of socio-technical systems, i.e., social settings where humans cooperate to reach common goals by means of mediating computational tools. The authors advocate further discussion about and consolidation of some concepts in design research, design practice and more generally Information Technology (IT) development, like those of: task-artifact entanglement, universatility (sic) of End-User Development (EUD) environments, bricolant/bricoleur end-user, logic of bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical construction. Points backing these and similar concepts are made to promote further discussion on the need to rethink the main assumptions underlying IT design and development some fifty years later the coming of age of software and modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D. Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded Technologies: A European Challenge (2013, forthcoming) with the title "Building Socially Embedded Technologies: Implications on Design" within an EUSSET editorial initiative (www.eusset.eu/

    The development and application of an optimization tool in industrial design

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    AbstractDesigners are identified, in industry 4.0, as the professional figures that have to design well performing new object. In order to do this, it is necessary to take into account a series of properties called design objectives. Often the structural problem of new design is underestimated or even not considered. This can be a real problem because this objective is in competitive and in contrast with other design objectives. So, this can bring to substantial change in a design in the final phase and sometimes to the complete change. In this paper is presented an optimization workflow that adopt a Multi Objective Optimization engine so called "Octopus" and Karamba3D, that is a Finite Elements (FE) plug-in, typically used in structural simulations, these extensions run in a software: Grassopper3D, that is a parametric design tool. The workflow allows designers to explore a large range of solutions and at the same time permits to filter and sort the optimized models in order to analyze the tradeoff of the resultant solution space, both qualitatively and quantitatively. In such way designers can obtain easily a lot of information of the generate design and identify potential solution for immediate use or for further optimization. In this paper is analyzed a design problem of an ergonomic chair in order to provide the efficiency of the workflow. The design criteria and the structural problem for this type of design object are identified as the main optimization objectives in order to iteratively improve the design solutions
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