6,815 research outputs found

    The SATIN component system - a metamodel for engineering adaptable mobile systems

    Get PDF
    Mobile computing devices, such as personal digital assistants and mobile phones, are becoming increasingly popular, smaller, and more capable. We argue that mobile systems should be able to adapt to changing requirements and execution environments. Adaptation requires the ability-to reconfigure the deployed code base on a mobile device. Such reconfiguration is considerably simplified if mobile applications are component-oriented rather than monolithic blocks of code. We present the SATIN (system adaptation targeting integrated networks) component metamodel, a lightweight local component metamodel that offers the flexible use of logical mobility primitives to reconfigure the software system by dynamically transferring code. The metamodel is implemented in the SATIN middleware system, a component-based mobile computing middleware that uses the mobility primitives defined in the metamodel to reconfigure both itself and applications that it hosts. We demonstrate the suitability of SATIN in terms of lightweightedness, flexibility, and reusability for the creation of adaptable mobile systems by using it to implement, port, and evaluate a number of existing and new applications, including an active network platform developed for satellite communication at the European space agency. These applications exhibit different aspects of adaptation and demonstrate the flexibility of the approach and the advantages gaine

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

    Get PDF
    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

    Personalization in cultural heritage: the road travelled and the one ahead

    Get PDF
    Over the last 20 years, cultural heritage has been a favored domain for personalization research. For years, researchers have experimented with the cutting edge technology of the day; now, with the convergence of internet and wireless technology, and the increasing adoption of the Web as a platform for the publication of information, the visitor is able to exploit cultural heritage material before, during and after the visit, having different goals and requirements in each phase. However, cultural heritage sites have a huge amount of information to present, which must be filtered and personalized in order to enable the individual user to easily access it. Personalization of cultural heritage information requires a system that is able to model the user (e.g., interest, knowledge and other personal characteristics), as well as contextual aspects, select the most appropriate content, and deliver it in the most suitable way. It should be noted that achieving this result is extremely challenging in the case of first-time users, such as tourists who visit a cultural heritage site for the first time (and maybe the only time in their life). In addition, as tourism is a social activity, adapting to the individual is not enough because groups and communities have to be modeled and supported as well, taking into account their mutual interests, previous mutual experience, and requirements. How to model and represent the user(s) and the context of the visit and how to reason with regard to the information that is available are the challenges faced by researchers in personalization of cultural heritage. Notwithstanding the effort invested so far, a definite solution is far from being reached, mainly because new technology and new aspects of personalization are constantly being introduced. This article surveys the research in this area. Starting from the earlier systems, which presented cultural heritage information in kiosks, it summarizes the evolution of personalization techniques in museum web sites, virtual collections and mobile guides, until recent extension of cultural heritage toward the semantic and social web. The paper concludes with current challenges and points out areas where future research is needed

    Context Aware Adaptable Applications - A global approach

    Get PDF
    Actual applications (mostly component based) requirements cannot be expressed without a ubiquitous and mobile part for end-users as well as for M2M applications (Machine to Machine). Such an evolution implies context management in order to evaluate the consequences of the mobility and corresponding mechanisms to adapt or to be adapted to the new environment. Applications are then qualified as context aware applications. This first part of this paper presents an overview of context and its management by application adaptation. This part starts by a definition and proposes a model for the context. It also presents various techniques to adapt applications to the context: from self-adaptation to supervised approached. The second part is an overview of architectures for adaptable applications. It focuses on platforms based solutions and shows information flows between application, platform and context. Finally it makes a synthesis proposition with a platform for adaptable context-aware applications called Kalimucho. Then we present implementations tools for software components and a dataflow models in order to implement the Kalimucho platform
    • …
    corecore