5,802 research outputs found

    Model-driven design, simulation and implementation of service compositions in COSMO

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    The success of software development projects to a large extent depends on the quality of the models that are produced in the development process, which in turn depends on the conceptual and practical support that is available for modelling, design and analysis. This paper focuses on model-driven support for service-oriented software development. In particular, it addresses how services and compositions of services can be designed, simulated and implemented. The support presented is part of a larger framework, called COSMO (COnceptual Service MOdelling). Whereas in previous work we reported on the conceptual support provided by COSMO, in this paper we proceed with a discussion of the practical support that has been developed. We show how reference models (model types) and guidelines (design steps) can be iteratively applied to design service compositions at a platform independent level and discuss what tool support is available for the design and analysis during this phase. Next, we present some techniques to transform a platform independent service composition model to an implementation in terms of BPEL and WSDL. We use the mediation scenario of the SWS challenge (concerning the establishment of a purchase order between two companies) to illustrate our application of the COSMO framework

    Lessons learned from the design of a mobile multimedia system in the Moby Dick project

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    Recent advances in wireless networking technology and the exponential development of semiconductor technology have engendered a new paradigm of computing, called personal mobile computing or ubiquitous computing. This offers a vision of the future with a much richer and more exciting set of architecture research challenges than extrapolations of the current desktop architectures. In particular, these devices will have limited battery resources, will handle diverse data types, and will operate in environments that are insecure, dynamic and which vary significantly in time and location. The research performed in the MOBY DICK project is about designing such a mobile multimedia system. This paper discusses the approach made in the MOBY DICK project to solve some of these problems, discusses its contributions, and accesses what was learned from the project

    Exploring the Internet of "Educational Things"(IoET) in rural underprivileged areas

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    Smart cards: State-of-the-art to future directions

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    The evolution of smart card technology provides an interesting case study of the relationship and interactions between security and business requirements. This paper maps out the milestones for smart card technology, discussing at each step the opportunities and challenges. The paper reviews recently proposed innovative ownership/management models and the security challenges associated with them. The paper concludes with a discussion of possible future directions for the technology, and the challenges these present

    The Design of a System Architecture for Mobile Multimedia Computers

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    This chapter discusses the system architecture of a portable computer, called Mobile Digital Companion, which provides support for handling multimedia applications energy efficiently. Because battery life is limited and battery weight is an important factor for the size and the weight of the Mobile Digital Companion, energy management plays a crucial role in the architecture. As the Companion must remain usable in a variety of environments, it has to be flexible and adaptable to various operating conditions. The Mobile Digital Companion has an unconventional architecture that saves energy by using system decomposition at different levels of the architecture and exploits locality of reference with dedicated, optimised modules. The approach is based on dedicated functionality and the extensive use of energy reduction techniques at all levels of system design. The system has an architecture with a general-purpose processor accompanied by a set of heterogeneous autonomous programmable modules, each providing an energy efficient implementation of dedicated tasks. A reconfigurable internal communication network switch exploits locality of reference and eliminates wasteful data copies

    Octopus - an energy-efficient architecture for wireless multimedia systems

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    Multimedia computing and mobile computing are two trends that will lead to a new application domain in the near future. However, the technological challenges to establishing this paradigm of computing are non-trivial. Personal mobile computing offers a vision of the future with a much richer and more exciting set of architecture research challenges than extrapolations of the current desktop architectures. In particular, these devices will have limited battery resources, will handle diverse data types, and will operate in environments that are insecure, dynamic and which vary significantly in time and location. The approach we made to achieve such a system is to use autonomous, adaptable modules, interconnected by a switch rather than by a bus, and to offload as much as work as possible from the CPU to programmable modules that is placed in the data streams. A reconfigurable internal communication network switch called Octopus exploits locality of reference and eliminates wasteful data copies

    Sustainability principles through educational e-textile kit

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    Innovations in smart textiles technology are on the rise with a promise to add value to the consumer's life (Goodman et al., 2018). However, these innovations and the high development speed involved also raise concerns about environmental issues related to these trends (Van der Velden et al., 2015). Therefore, TTorch project was created which aim is to bring different fields, like electronics and textile engineering, together to create a kit for educational purposes and follow circular economy principles while doing it. TTorch is a creative toy with a development kit for up to 10-year-old children, using e-textile principles. The product kit creates a bridge between engineering and design, by letting the user explore a personal light source and build surroundings to it. The goal of the project is to show how interdisciplinary fields can work together and with that creating different opportunities. This paper gives a short overview of e-textiles, research on e-waste, textile waste and e-textile waste management. Further on it will focus on the necessary collaboration between design, engineering and industry by emphasising difference between core team and network around the core team. The collaboration aim it to create ecological product kit for educational purposes following the concept of STEAM. Discussions will include how collaboration between team members with diverse backgrounds, and surrounding network was necessary to identify specific gap in the market and to evolve the idea from product to development kit
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