208,655 research outputs found
'Breaking the glass': preserving social history in virtual environments
New media technologies play an important role in the evolution of our society. Traditional museums and heritage sites have evolved from the âcabinets of curiosityâ that focused mainly on the authority of the voice organising content, to the places that offer interactivity as a means to experience historical and cultural events of the past. They attempt to break down the division between visitors and historical artefacts, employing modern technologies that allow the audience to perceive a range of perspectives of the historical event. In this paper, we discuss virtual reconstruction and interactive storytelling techniques as a research methodology and educational and presentation practices for cultural heritage sites. We present the Narrating the Past project as a case study, in order to illustrate recent changes in the preservation of social history and guided tourist trails that aim to make the visitorâs experience more than just an architectural walk through
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Model-based groupware solution for distributed real-time collaborative 4D planning via teamwork
Construction planning plays a fundamental role in construction project management that requires team working among planners from a diverse range of disciplines and in geographically dispersed working situations. Model-based four-dimensional (4D) computer-aided design (CAD) groupware, though considered a possible approach to supporting collaborative planning, is still short of effective collaborative mechanisms for teamwork due to methodological, technological and social challenges. Targeting this problem, this paper proposes a model-based groupware solution to enable a group of multidisciplinary planners to perform real-time collaborative 4D planning across the Internet. In the light of the interactive definition method, and its computer-supported collaborative work (CSCW) design analysis, the paper discusses the realization of interactive collaborative mechanisms from software architecture, application mode, and data exchange protocol. These mechanisms have been integrated into a groupware solution, which was validated by a planning team in a truly geographically dispersed condition. Analysis of the validation results revealed that the proposed solution is feasible for real-time collaborative 4D planning to gain a robust construction plan through collaborative teamwork. The realization of this solution triggers further considerations about its enhancement for wider
groupware applications
Autonomic State Management for Optimistic Simulation Platforms
We present the design and implementation of an autonomic state manager (ASM) tailored for integration within optimistic parallel discrete event simulation (PDES) environments based on the C programming language and the executable and linkable format (ELF), and developed for execution on x8664 architectures. With ASM, the state of any logical process (LP), namely the individual (concurrent) simulation unit being part of the simulation model, is allowed to be scattered on dynamically allocated memory chunks managed via standard API (e.g., malloc/free). Also, the application programmer is not required to provide any serialization/deserialization module in order to take a checkpoint of the LP state, or to restore it in case a causality error occurs during the optimistic run, or to provide indications on which portions of the state are updated by event processing, so to allow incremental checkpointing. All these tasks are handled by ASM in a fully transparent manner via (A) runtime identification (with chunk-level granularity) of the memory map associated with the LP state, and (B) runtime tracking of the memory updates occurring within chunks belonging to the dynamic memory map. The co-existence of the incremental and non-incremental log/restore modes is achieved via dual versions of the same application code, transparently generated by ASM via compile/link time facilities. Also, the dynamic selection of the best suited log/restore mode is actuated by ASM on the basis of an innovative modeling/optimization approach which takes into account stability of each operating mode with respect to variations of the model/environmental execution parameters
Analysis domain model for shared virtual environments
The field of shared virtual environments, which also
encompasses online games and social 3D environments, has a
system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
Target group segmentation in the virtual space as a tool for defining the concept of a territory brand
Purpose: The article is aimed at investigating the possibility of competitiveness increase and investment attractiveness of the territory by means of virtual space segmentation where territorial entities interact.
Design/Methodology/Approach: At present, interaction of most economic agents is conducted by means of internet technologies and web platforms. In the framework of territory development special emphasis is given to a territory brand to attract investments. Sustainable territory development in the competitive environment directly depends on the unleashing of territory potential, which in its turn is closely related to the problem of attracting resources and investments. In the context of the developed information society competitiveness of territorial entities is largely determined by the level and activeness of their representation in the internet space. Since the quality of the territory is determined by a number of advantages over other territories claiming to the same investments, one of the key mechanisms of forming such advantages is an effective presence of a territorial entity in the internet space.
Findings: A three-tier synthetic model of the target group segmentation in the territory virtual space defining the brand concept is elaborated and justified.
Practical implications: In practice, a proposed toolkit allows organizing internet representation of the territory, which lets take the territory represented to a new level of competitiveness.
Originality/value: An original tool mechanism of forming the concept of territory brand by means of the target segmentation of the virtual space is proposed.peer-reviewe
Informatics Research Institute (IRIS) September 2008 newsletter
2007-8 was a very busy year for IRIS. It was a bumper year for visiting Profs with Prof Michael Myers visiting from New Zealand, Prof Brian Fitzgerald visiting from University of Limerick, Ireland, Prof. Uzay Kaymak visiting from Erasmus University Netherlands and Prof Steve
Sawyer visiting from Pennsylvania State University, USA. Their visits enriched our doctoral school, seminar programme workshops and our research. We were very lucky to have such a distinguished line up of visiting professors and we offer them hearty thanks and hope to keep
ongoing research links with them
The Translocal Event and the Polyrhythmic Diagram
This thesis identifies and analyses the key creative protocols in translocal performance practice, and ends with suggestions for new forms of transversal live and mediated
performance practice, informed by theory. It argues that ontologies of emergence in dynamic systems nourish contemporary practice in the digital arts. Feedback
in self-organised, recursive systems and organisms elicit change, and change transforms. The arguments trace concepts from chaos and complexity theory to virtual multiplicity, relationality, intuition and individuation (in the work of Bergson, Deleuze, Guattari, Simondon, Massumi, and other process theorists). It then examines the intersection of methodologies in philosophy, science and art and the
radical contingencies implicit in the technicity of real-time, collaborative composition. Simultaneous forces or tendencies such as perception/memory, content/
expression and instinct/intellect produce composites (experience, meaning, and intuition- respectively) that affect the sensation of interplay. The translocal
event is itself a diagram - an interstice between the forces of the local and the global, between the tendencies of the individual and the collective. The translocal is
a point of reference for exploring the distribution of affect, parameters of control and emergent aesthetics. Translocal interplay, enabled by digital technologies and network protocols, is ontogenetic and autopoietic; diagrammatic and synaesthetic; intuitive and transductive. KeyWorx is a software application developed for realtime, distributed, multimodal media processing. As a technological tool created by artists, KeyWorx supports this intuitive type of creative experience: a real-time, translocal âjammingâ that transduces the lived experience of a âbiogram,â a synaesthetic hinge-dimension. The emerging aesthetics are processual â intuitive, diagrammatic and transversal
Generating collaborative systems for digital libraries: A model-driven approach
This is an open access article shared under a Creative Commons Attribution 3.0 Licence (http://creativecommons.org/licenses/by/3.0/). Copyright @ 2010 The Authors.The design and development of a digital library involves different stakeholders, such as: information architects, librarians, and domain experts, who need to agree on a common language to describe, discuss, and negotiate the services the library has to offer. To this end, high-level, language-neutral models have to be devised. Metamodeling techniques favor the definition of domainspecific visual languages through which stakeholders can share their views and directly manipulate representations of the domain entities. This paper describes CRADLE (Cooperative-Relational Approach to Digital Library Environments), a metamodel-based framework and visual language for the definition of notions and services related to the development of digital libraries. A collection of tools allows the automatic generation of several services, defined with the CRADLE visual language, and of the graphical user interfaces providing access to them for the final user. The effectiveness of the approach is illustrated by presenting digital libraries generated with CRADLE, while the CRADLE environment has been evaluated by using the cognitive dimensions framework
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