22 research outputs found

    A formal framework for model management

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    El Desarrollo de Software Dirigido por Modelos es una rama de la Ingeniería del Software en la que los artefactos software se representan como modelos para incrementar la productividad, calidady eficiencia económica en el proceso de desarrollo de software, donde un modelo proporciona una representación abstracta del código final de una aplicación. En este campo, la iniciativa Model-Driven Architecture (MDA), patrocinada por la OMG, está constituida por una familia de estándares industriales, entre los que se destacan: Meta-Object Facility (MOF), Unified Modeling Language (UML), Object Constraint Language (OCL), XML Metadata Interchange (XMI), y Query/Views/Transformations (QVT). Estos estándares proporcionan unas directrices comunes para herramientas basadas en modelos y para procesos de desarrollo de software dirigidos por modelos. Su objetivo consiste en mejorar la interoperabilidad entre marcos de trabajo ejecutables, en automatizar el proceso desarrollo de software de software y en proporcionar técnicas que eviten errores durante ese proceso. El estándar MOF describe un marco de trabajo genérico que permite definir la sintaxis abstracta de lenguajes de modelado. Este estándar persigue la definición de los conceptos básicos que son utilizados en procesos de desarrollo de software dirigidos por modelos: que es un modelo, que es un metamodelo, qué es reflexión en un marco de trabajo basado en MOF, etc. Sin embargo, la mayoría de estos conceptos carecen de una semántica formal en la versión actual del estándar MOF. Además, OCL se utiliza como un lenguage de definición de restricciones que permite añadir semántica a un metamodelo MOF. Desafortunadamente, la relación entre un metamodelo y sus restricciones OCL también carece de una semántica formal. Este hecho es debido, en parte, a que los metamodelos solo pueden ser definidos como dato en un marco de trabajo basado en MOF. El estándar MOF también proporciona las llamadas facilidades de reflexión de MOF (MOF ReflectiBoronat Moll, A. (2007). A formal framework for model management [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/1964Palanci

    11th German Conference on Chemoinformatics (GCC 2015) : Fulda, Germany. 8-10 November 2015.

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    Junos Pulse Secure Access Service Administration Guide

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    This guide describes basic configuration procedures for Juniper Networks Secure Access Secure Access Service. This document was formerly titled Secure Access Administration Guide. This document is now part of the Junos Pulse documentation set. This guide is designed for network administrators who are configuring and maintaining a Juniper Networks Secure Access Service device. To use this guide, you need a broad understanding of networks in general and the Internet in particular, networking principles, and network configuration. Any detailed discussion of these concepts is beyond the scope of this guide.The Juniper Networks Secure Access Service enable you to give employees, partners, and customers secure and controlled access to your corporate data and applications including file servers, Web servers, native messaging and e-mail clients, hosted servers, and more from outside your trusted network using just a Web browser. Secure Access Service provide robust security by intermediating the data that flows between external users and your company’s internal resources. Users gain authenticated access to authorized resources through an extranet session hosted by the appliance. During intermediation, Secure Access Service receives secure requests from the external, authenticated users and then makes requests to the internal resources on behalf of those users. By intermediating content in this way, Secure Access Service eliminates the need to deploy extranet toolkits in a traditional DMZ or provision a remote access VPN for employees. To access the intuitive Secure Access Service home page, your employees, partners, and customers need only a Web browser that supports SSL and an Internet connection. This page provides the window from which your users can securely browse Web or file servers, use HTML-enabled enterprise applications, start the client/server application proxy, begin a Windows, Citrix, or Telnet/SSH terminal session, access corporate e-mail servers, start a secured layer 3 tunnel, or schedule or attend a secure online meeting

    Me, Myself, and Interface: The Role of Affordances in Digital Visual Self-Representational Practices

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    A growing number of digital games and virtual worlds allow users to create a virtual self, commonly referred to as an ‘avatar.’ Essentially, the avatar is a digital entity which is controlled by the user to attain agency within the virtual world. Avatars are visually customized by users via interfaces, referred to within the body of this work as Character Creation Interfaces (CCIs). CCIs are often framed as tools that are utilized by players to create a desired avatar. In other words, the popular approach is one that is anthropocentric in nature and neglects to take into account the ways in which interface affordances - the action possibilities afforded by an artifact - potentially constrain our interactions with them. In my dissertation, I argue that CCIs co-construct avatars with players. I mobilize Actor-Network Theory in order to re-position these interfaces as actors, rather than benign tools in digital-visual self-representational practices. In order to investigate the interface-as-actor I present an analytical framework: the Avatar Affordances Framework, and apply this framework to 20 CCIs in order to systematically study their affordances. In the second phase of this investigation, I present data on two user studies: the first, a within-subjects study investigating self-representational practices in the Massively-Multiplayer-Onlne-Game (MMOG) Rift (n = 39), the other, a between-subjects study of self-representational practices on the Nintendo WiiU console's MiiCreator (n = 24). Results of these two studies are presented alongside analytical data derived from both interfaces via the Avatar Affordances Framework in order to illustrate how interface affordances are negotiated by players. A final study, an autoethnographic chapter, situates myself within the dissertation as both a researcher and user of the technology, addressing how my own experiences with these games, and my own self-representational practices, have come to shape this research. Data from the aforementioned studies was then utilized in order to generate a list of best practices for game developers. To date, such documentation is absent from game design literature. It is my hope that the practices outlined herein help developers make design choices that invite opportunities for identity play without simultaneously creating socially exclusive spaces

    A New Definition And Classification Of Antibody Complementarity Determining Regions: Unsupervised Learning Of Protein Backbone Conformations Informs Antibody Structural Bioinformatics And Design

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    One of the main challenges in modern molecular biology is to establish general, robust, and precise descriptions of the relationship between structural features of molecules (DNA, RNA, proteins, and glycans) and the sequence of their constituent chemical building blocks (nucleotides, amino acids, monosachharides). In his 1951 Nobel lecture, Linus Pauling predicted that chemistry of the future would rely upon these descriptions to solve problems in biological medicine relevant to human health. As of July 8, 2021, X-ray crystallography, NMR, and Cryo-EM have solved 179,842 molecular structures, which have been deposited in the Protein Data Bank (PDB) along with their associated sequences. Antibodies are the largest such family of deposited protein structures in the PDB, and their importance to human health and research in molecular biology is widely acknowledged. In this work, I first show the development and validation of unsupervised learning software to cluster protein backbone conformations (clustering of backbones for Ramachandran analysis, or COBRA). I then describe the application of this software to the wealth of antibody data in the PDB to provide a novel, electron density validated classification of the antibody complementarity determining regions (CDRs). I compare this new classification to previous classifications of the CDRs to show the improvement of the association between the sequences and structures of the CDRs, the ability to robustly separate various CDR families, and the ability to assess the confidence in the quality of CDR families using electron density as support. In addition to providing a new classification of the antibody CDRs by clustering their backbone conformations, I provide an expanded definition of the antibody binding region by defining, naming, and classifying an antibody V-region segment named the “DE loop”, which resembles the other six CDRs in sequence and structural variability, ability to bind antigen, and ability to stabilize antibodies, but has no current recognition as a canonical member of the CDRs. Finally, I show examples implementing these analyses in RosettaAntibodyDesign (RAbD) software to design antibodies towards SARS-COV-2 Spike Protein Type 1 (S1) Receptor Binding Domain (RBD), and show the experimental data for the generated antibody designs

    Security Audit Compliance for Cloud Computing

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    Cloud computing has grown largely over the past three years and is widely popular amongst today's IT landscape. In a comparative study between 250 IT decision makers of UK companies they said, that they already use cloud services for 61% of their systems. Cloud vendors promise "infinite scalability and resources" combined with on-demand access from everywhere. This lets cloud users quickly forget, that there is still a real IT infrastructure behind a cloud. Due to virtualization and multi-tenancy the complexity of these infrastructures is even increased compared to traditional data centers, while it is hidden from the user and outside of his control. This makes management of service provisioning, monitoring, backup, disaster recovery and especially security more complicated. Due to this, and a number of severe security incidents at commercial providers in recent years there is a growing lack of trust in cloud infrastructures. This thesis presents research on cloud security challenges and how they can be addressed by cloud security audits. Security requirements of an Infrastructure as a Service (IaaS) cloud are identified and it is shown how they differ from traditional data centres. To address cloud specific security challenges, a new cloud audit criteria catalogue is developed. Subsequently, a novel cloud security audit system gets developed, which provides a flexible audit architecture for frequently changing cloud infrastructures. It is based on lightweight software agents, which monitor key events in a cloud and trigger specific targeted security audits on demand - on a customer and a cloud provider perspective. To enable these concurrent cloud audits, a Cloud Audit Policy Language is developed and integrated into the audit architecture. Furthermore, to address advanced cloud specific security challenges, an anomaly detection system based on machine learning technology is developed. By creating cloud usage profiles, a continuous evaluation of events - customer specific as well as customer overspanning - helps to detect anomalies within an IaaS cloud. The feasibility of the research is presented as a prototype and its functionality is presented in three demonstrations. Results prove, that the developed cloud audit architecture is able to mitigate cloud specific security challenges

    In Gameplay : the invariant structures and varieties of the video game gameplay experience

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    This dissertation is a multidisciplinary study on video game gameplay as an autonomous form of vernacular experience. Plays and games are traditional research subjects in folkloristics, but commercial video games have not been studied yet. For this reason, methods and concepts of the folkloristic research tradition have remained unknown in contemporary games studies. This thesis combines folkloristics, game studies and phenomenological enactive cognitive science in its investigations into player–game interaction and the video game gameplay experience at large. In this dissertation, three representative survey samples (N=2,594, N=845, N=1,053) on “Rewarding gameplay experience” are analyzed using statistical analysis methods. The samples were collected in 2014–2017 from Finnish and Danish adult populations. This dissertation also analyzes data from 32 interviews, through which the survey respondents’ gameplay preferences, gaming memories, and motivations to play were further investigated. By combining statistical and qualitative data analyses, this work puts forward a mixed-methods research strategy and discusses how the findings relate to prior game research from several disciplines and schools of thought. Based on theoretical discussions, this dissertation argues that the video game gameplay experience as a cultural phenomenon consists of eight invariants in relation to which each individual gameplay experience can be interpreted: The player must demonstrate a lusory attitude (i), and a motivation to play (ii). The gameplay experience consists of explorative and coordinative practices (iii), which engender a change in the player’s self-experience (iv). This change renders the gameplay experience inherently emotional (v) and performative (vi) in relation to the gameworld (vii). The gameplay experience has the dramatic structure of a prototypical narrative (viii) although a game as an object cannot be regarded a narrative in itself. As a key result of factor analytical studies and qualitative interview analyses, a novel approach to understanding player–game interaction is put forward. An original gameplay preference research tool and a player typology are introduced. This work argues, that, although video games as commercial products would not be intuitive research subjects for folkloristics, video game gameplay, player–game interaction, and the traditions in experiencing and narrating gameplay do not differ drastically from those of traditional social games. In contrast to this, all forms of gameplay are argued to be manifestations of the same vernacular phenomenon. Indeed, folkloristic research could pay more attention to how culture is experienced, modified, varied and expressed, regardless of whether the research subject is a commercial product or not.Käsillä oleva väitöskirja on monitieteellinen tutkimus videopelien pelaamisesta itsenäisenä kansanomaisen kokemuksen muotona. Pelien ja leikkien tutkimus on perinteikäs tutkimusaihe folkloristiikassa, mutta kaupallisten videopelien tutkimusta ei ole juuri tehty. Tästä syystä folkloristiikan tutkimusmenetelmät ja -käsitteet ovat jääneet tuntemattomaksi nykyaikaisessa pelitutkimuksessa. Tutkimus yhdistää folkloristiikan ja pelitutkimuksen näkökulmien lisäksi enaktiivisen kognition fenomenologista teoriaa pelaaja–peli-vuorovaikutuksen tutkimukseen sekä pelikokemuksen analyysiin. Tutkimuksessa analysoidaan tilastotieteellisin menetelmin kolmea aikuisväestöä edustavaa ”Palkitseva pelikokemus” -kyselytutkimusaineistoa (N=2,594, N=845, N=1,053), jotka kerättiin Suomesta ja Tanskasta vuosina 2014–2017. Kyselytutkimusaineiston rinnalla analysoidaan 32 teemahaastattelun aineistoa. Haastatteluilla tuotettiin syvempää ymmärrystä kyselyyn vastanneiden henkilöiden pelimieltymyksistä, pelimuistoista ja pelimotivaatioista. Tilastoaineiston ja haastatteluaineiston analyysi tuodaan yhteen monimenetelmällisellä ja dialogisella tutkimusotteella, joka yhdistää havainnot usealla eri tutkimusalalla tehtyyn pelitutkimukseen. Teoreettisen analyysin tuloksena argumentoidaan, että videopelien pelikokemusta ilmiönä määrittää kahdeksan muuttumatonta ominaisuutta, joiden suhteen kunkin yksittäisen pelikokemuksen ainutlaatuisuutta voidaan tarkastella: Pelaajalla tulee olla leikkisä asenne (i) ja motivaatio pelaamiseen (ii). Pelaamisen kokemus rakentuu tutkivista ja suorittavista käyntänteistä (iii), jotka tuovat väliaikaisen muutoksen pelaavan henkilön minäkokemukseen (iv). Tämän muutoksen myötä pelaajuudesta muodostuu emotionaalinen (v) ja performatiivinen (vi) positio suhteessa pelimaailmaan (vii). Näin syntyvän omakohtaisen pelikokemuksen rakenne vastaa kertomuksen dramaattista perusrakennetta (viii), vaikka peliä itsessään ei voida pitää kertomuksena. Tutkimuksen empiirisenä tuloksena esitellään faktorianalyyttisiin tapaustutkimuksiin ja laadullisten aineistojen analyysiin perustuva uudenlainen näkökulma ja menetelmä pelaaja–peli-vuorovaikutuksen ja pelimieltymyksen tutkimukseen, sekä edelliseen perustuva pelaajatyyppiluokittelu. Samalla väitetään, että vaikka videopelit kaupallisina esineinä eivät olisi folkloristiikan tutkimuskohteita, videopelien pelaaminen, pelaaja–peli-vuorovaikutus ja pelien kokemisen tavat eivät eroa ratkaisevasti pihaleikeistä vaan ovat saman kansanomaisen ilmiön esiintymiä. Folkloristisen tutkimuksen soisikin kiinnittävän nykyistä painokkaampaa huomiota kulttuurin kokemisen, muokkaamisen ja ilmaisun tapoihin riippumatta siitä, onko tarkastelun kohteena kaupallinen tuote vai ei
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