4,011 research outputs found

    VR/Urban: spread.gun - design process and challenges in developing a shared encounter for media façades

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    Designing novel interaction concepts for urban environments is not only a technical challenge in terms of scale, safety, portability and deployment, but also a challenge of designing for social configurations and spatial settings. To outline what it takes to create a consistent and interactive experience in urban space, we describe the concept and multidisciplinary design process of VR/Urban's media intervention tool called Spread.gun, which was created for the Media Façade Festival 2008 in Berlin. Main design aims were the anticipation of urban space, situational system configuration and embodied interaction. This case study also reflects on the specific technical, organizational and infrastructural challenges encountered when developing media façade installations

    Transaction Streams: Definition and Implications for Trust in Internet-Based Electronic Commerce.

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    In this paper we analyze how transactions related to the exchange of goods and services are being performed on the Internet. The adoption of electronic markets in an industry has a disintermediation potential because it can create a direct link between the producer and the consumer (without the need for the intermediation role of distributors). Electronic markets lower the search cost, allowing customers to choose among more providers (which ultimately reduces both the costs for the customer and the profits for the producer). In this paper we contend that electronic markets on the Internet have the opposite effect, resulting in our increase in the number of intermediators. We introduce transaction streams, which model how transactions are being conducted and help explain the types of new intermediators that are appearing on the Internet. We also describe mechanisms by which companies are exploring ways of extending transaction streams. To illustrate the model and validate our findings, we analyze transaction streams in the insurance industry and review associated concepts such as trust and brands.transactions; electronic markets;

    Developing a distributed electronic health-record store for India

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    The DIGHT project is addressing the problem of building a scalable and highly available information store for the Electronic Health Records (EHRs) of the over one billion citizens of India

    Desarrollo de servicios de IoT seguros: una revisiĂłn de las plataformas de IoT orientada a la seguridad

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    Undoubtedly, the adoption of the Internet of Things (IoT) paradigm has impacted on our every-day life, surrounding us with smart objects. Thus, the potentialities of this new market attracted the industry, so that many enterprises developed their own IoT platforms aiming at helping IoT services’ developers. In the multitude of possible platforms, selecting the most suitable to implement a specific service is not straightforward, especially from a security perspective. This paper analyzes some of the most prominent proposals in the IoT platforms market-place, performing an in-depth security comparison using five common criteria. These criteria are detailed in sub-criteria, so that they can be used as a baseline for the development of a secure IoT service. Leveraging the knowledge gathered from our in-depth study, both researchers and developers may select the IoT platform which best fits their needs. Additionally, an IoT service for monitoring commercial flights is implemented in two previously analyzed IoT platforms, giving an adequate detail level to represent a solid guideline for future IoT developer

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Technical Challenges of Microservices Migration

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    The microservices architecture is a recent trend in the software engineering community, with the number of research articles in the field increasing, and more companies adopting the architectural style every year. However, the migration of a monolith to the microservices architecture is an error-prone process with a lack of guidelines for its execution. Also, microservices introduce a lot of different challenges that are not faced when following a monolithic architecture. This work aims to fill some gaps in current microservices research by providing a catalogue of the currently most common challenges of adopting this architectural style, and possible solutions for them. For this reason, a systematic mapping study was executed analysing 54 different articles. Also, 30 industry professionals participated in a questionnaire regarding the topic. Furthermore, a participant observation experiment was performed to retrieve additional industry data. Moreover, one of the identified challenges – distributed transactions management – was further detailed and a solution implemented using the choreographed saga pattern. The solution is publicly available as an open-source project. Finally, multiple experts in the microservices field validated the results of the research and the distributed transactions solution and provided insights regarding the value of this work.A arquitetura de microserviços Ă© uma tendĂȘncia recente na comunidade de engenharia de software, com o nĂșmero de artigos publicados sobre o tema a aumentar, assim como o nĂșmero de empresas a adoptar o estilo arquitetural todos os anos. No entanto, o processo de migração de um monolito para uma arquitetura orientada a microserviços tem um alto potencial de erros, uma vez que existe falta de orientaçÔes sobre como conduzir o processo corretamente. Para alĂ©m disso, os microserviços introduzem muitos desafios diferentes que nĂŁo sĂŁo enfrentados no desenvolvimento de um sistema monolitico. Este trabalho pretende preencher algumas destas lacunas na investigação da arquitetura de microserviços atravĂ©s da construção de um catalogo dos principais desafios enfrentados ao adoptar o estilo arquitetural e soluçÔes possĂ­veis para estes. Por este motivo, um systematic mapping study foi desenvolvido, analisando 54 artigos diferentes. Para alĂ©m disso, 30 profissionais da industria responderam a questionario sobre o tema. Finalmente, para obter dados adicionais da indĂșstria, uma experiĂȘncia de migração foi realizada e observada de forma ativa. Ainda, um dos desafios identificados – gestĂŁo de transaçÔes distribuĂ­das – foi detalhado e uma solução implementada usando o padrĂŁo de sagas coreografadas. A solução estĂĄ publicamente disponĂ­vel como um projecto open-source. Finalmente, vĂĄrios peritos em microserviços avaliaram os resultados deste trabalho, incluindo a solução desenvolvida para gestĂŁo de transaçÔes distribuĂ­das, e deram feedback relativamente ao valor deste trabalho

    Innovation Adoption and Diffusion in Synchronous Tutoring Owls: A Cross-Contextual Case Study Using Diffusion of Innovations Theory

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    Synchronous online tutoring shares many attributes with face-to-face tutoring such as real-time, document collaboration, and conversational cues provided by audio and video, yet writing center professionals know seemingly little about synchronous tutoring OWLs due to the lack of formal publications about synchronous online tutoring coupled with the prevailing paradigm that seeks to transfer face-to-face tutoring practices to online synchronous tutoring, which overshadows the innovation processes taking place in synchronous OWLs. The purpose of this study was to document emergent practices in the use of two different synchronous tutoring technologies and the processes by which those practices were adopted and implemented in each OWL, using the theoretical framework of Diffusion of Innovations (DOI). A qualitative, case-study methodology was used to explore the contextual-based knowledge of tutors and writing center directors within each case. Several DOI principles emerged to explain the relationship between the prevailing face-to-face paradigm and the selection, reinvention, and adoption of each synchronous tutoring technology and its related tutoring practices. The findings suggest that writing center professionals could benefit from enhancing their understanding of DOI’s social system concept and its symbiotic relationship with the established roles of metaphor and previous experience in synchronous tutoring innovations
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