43,900 research outputs found

    Strategic Directions in Object-Oriented Programming

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    This paper has provided an overview of the field of object-oriented programming. After presenting a historical perspective and some major achievements in the field, four research directions were introduced: technologies integration, software components, distributed programming, and new paradigms. In general there is a need to continue research in traditional areas:\ud (1) as computer systems become more and more complex, there is a need to further develop the work on architecture and design; \ud (2) to support the development of complex systems, there is a need for better languages, environments, and tools; \ud (3) foundations in the form of the conceptual framework and other theories must be extended to enhance the means for modeling and formal analysis, as well as for understanding future computer systems

    Requirements for an Adaptive Multimedia Presentation System with Contextual Supplemental Support Media

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    Investigations into the requirements for a practical adaptive multimedia presentation system have led the writers to propose the use of a video segmentation process that provides contextual supplementary updates produced by users. Supplements consisting of tailored segments are dynamically inserted into previously stored material in response to questions from users. A proposal for the use of this technique is presented in the context of personalisation within a Virtual Learning Environment. During the investigation, a brief survey of advanced adaptive approaches revealed that adaptation may be enhanced by use of manually generated metadata, automated or semi-automated use of metadata by stored context dependent ontology hierarchies that describe the semantics of the learning domain. The use of neural networks or fuzzy logic filtering is a technique for future investigation. A prototype demonstrator is under construction

    A Self-adaptive Agent-based System for Cloud Platforms

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    Cloud computing is a model for enabling on-demand network access to a shared pool of computing resources, that can be dynamically allocated and released with minimal effort. However, this task can be complex in highly dynamic environments with various resources to allocate for an increasing number of different users requirements. In this work, we propose a Cloud architecture based on a multi-agent system exhibiting a self-adaptive behavior to address the dynamic resource allocation. This self-adaptive system follows a MAPE-K approach to reason and act, according to QoS, Cloud service information, and propagated run-time information, to detect QoS degradation and make better resource allocation decisions. We validate our proposed Cloud architecture by simulation. Results show that it can properly allocate resources to reduce energy consumption, while satisfying the users demanded QoS

    A new model for solution of complex distributed constrained problems

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    In this paper we describe an original computational model for solving different types of Distributed Constraint Satisfaction Problems (DCSP). The proposed model is called Controller-Agents for Constraints Solving (CACS). This model is intended to be used which is an emerged field from the integration between two paradigms of different nature: Multi-Agent Systems (MAS) and the Constraint Satisfaction Problem paradigm (CSP) where all constraints are treated in central manner as a black-box. This model allows grouping constraints to form a subset that will be treated together as a local problem inside the controller. Using this model allows also handling non-binary constraints easily and directly so that no translating of constraints into binary ones is needed. This paper presents the implementation outlines of a prototype of DCSP solver, its usage methodology and overview of the CACS application for timetabling problems

    Using Frustration in the Design of Adaptive Videogames

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    In efforts to attract a wider audience, videogames are beginning to incorporate adaptive gameplay mechanics. Unlike the more traditional videogame, adaptive games can cater the gaming experience to the individual user and not just a particular group of users as with the former. Affective videogames, games that respond to the user's emotional state, may hold the key to creating such gameplay mechanics. In this paper we discus how the emotion frustration may be used in the design of adaptive videogames and the ongoing research into its detection and measurement

    Defining adaptation in a generic multi layer model : CAM: the GRAPPLE conceptual adaptation model

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    Authoring of Adaptive Hypermedia is a difficult and time consuming task. Reference models like LAOS and AHAM separate adaptation and content in different layers. Systems like AHA! offer graphical tools based on these models to allow authors to define adaptation without knowing any adaptation language. The adaptation that can be defined using such tools is still limited. Authoring systems like MOT are more flexible, but usability of adaptation specification is low. This paper proposes a more generic model which allows the adaptation to be defined in an arbitrary number of layers, where adaptation is expressed in terms of relationships between concepts. This model allows the creation of more powerful yet easier to use graphical authoring tools. This paper presents the structure of the Conceptual Adaptation Models used in adaptive applications created within the GRAPPLE adaptive learning environment, and their representation in a graphical authoring tool

    Defining adaptation in a generic multi layer model : CAM: the GRAPPLE conceptual adaptation model

    Get PDF
    Authoring of Adaptive Hypermedia is a difficult and time consuming task. Reference models like LAOS and AHAM separate adaptation and content in different layers. Systems like AHA! offer graphical tools based on these models to allow authors to define adaptation without knowing any adaptation language. The adaptation that can be defined using such tools is still limited. Authoring systems like MOT are more flexible, but usability of adaptation specification is low. This paper proposes a more generic model which allows the adaptation to be defined in an arbitrary number of layers, where adaptation is expressed in terms of relationships between concepts. This model allows the creation of more powerful yet easier to use graphical authoring tools. This paper presents the structure of the Conceptual Adaptation Models used in adaptive applications created within the GRAPPLE adaptive learning environment, and their representation in a graphical authoring tool
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