242,558 research outputs found

    Situated and distributed cognition in artifact negotiation and trade-specific skills: A cognitive ethnography of Kashmiri carpet weaving practice

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    This article describes various ways actors in Kashmiri carpet weaving practice deploy a range of artifacts, from symbolic, to material, to hybrid, in order to achieve diverse cognitive accomplishments in their particular task domains: information representation, inter and intra-domain communication, distribution of cognitive labor across people and time, coordination of team activities, and carrying of cultural heritage. In this repertoire, some artifacts position themselves as naïve tools in the actors’ environment to the point of being ignored; however, their usage-in-context unfolds their cognitive involvement in the tasks. These usages-in-context are shown through artifact analysis of their routine, improvised, and opportunistic uses, where cognitive artifacts like talim—the central artifact of this practice—are shown to play not only multifunctional roles beyond representation, but are also complemented by trade-specific skills bearing strong cognitive implications in a task

    Design as communication in micro-strategy — strategic sensemaking and sensegiving mediated through designed artefacts.

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    This paper relates key concepts of strategic cognition in microstrategy to design practice. It considers the potential roles of designers' output in strategic sensemaking and sensegiving. Designed artifacts play well-known roles as communication media; sketches, renderings, models, and prototypes are created to explore and test possibilities and to communicate these options within and outside the design team. This article draws on design and strategy literature to propose that designed artifacts can and do play a role as symbolic communication resources in sensemaking and sensegiving activities that impact strategic decision making and change. Extracts from interviews with three designers serve as illustrative examples. This article is a call for further empirical exploration of such a complex subject

    Formalizing the software development process

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    Object-oriented software development process, such as the Unified Process [Jacobson 99], Catalysis [D®Souza 98] and Fusion [Coleman 94] among others, is a set of activities needed to transform user’s requirements into a software system. A software development process typically consists of a set of software development artifacts together with a graph of tasks and activities. Software artifacts are the products resulting from software development, for example, a use case model, a class model or source code. Tasks are small behavioral units that usually results in a software artifact. Examples of tasks are construction of a use case model, construction of a class model and writing code. Activities (or workflows) are units that are larger than a task. Activities generally include several tasks and software artifacts. Examples of activities are requirements, analysis, design and implementation.\nModern software development processes are iterative and incremental, they repeat over a series of iterations making up the life cycle of a system. Each iteration takes place over time and it consists of one pass through the requirements, analysis, design, implementation and test activities, building a number of different artifacts. All these artifacts are not independent. They are related to each other, they are semantically overlapping and together represent the system as a whole. Elements in one artifact have trace dependencies to other artifacts.\nFor instance, a use case (in the use-case model) can be traced to a collaboration (in the design model) representing its realization.Eje: Ingeniería del Softwar

    Using smartphones as a proxy for forensic evidence contained in cloud storage services

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    Cloud storage services such as Dropbox, Box and SugarSync have been embraced by both individuals and organizations. This creates an environment that is potentially conducive to security breaches and malicious activities. The investigation of these cloud environments presents new challenges for the digital forensics community. It is anticipated that smartphone devices will retain data from these storage services. Hence, this research presents a preliminary investigation into the residual artifacts created on an iOS and Android device that has accessed a cloud storage service. The contribution of this paper is twofold. First, it provides an initial assessment on the extent to which cloud storage data is stored on these client-side devices. This view acts as a proxy for data stored in the cloud. Secondly, it provides documentation on the artifacts that could be useful in a digital forensics investigation of cloud services

    Artifacts, Activities, Benefits and Blockers: Exploring Enterprise Architecture Practice in Depth

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    Enterprise architecture (EA) is a collection of artifacts describing an organization from an integrated business and IT perspective and intended to improve business and IT alignment. The purpose of this study is to identify benefits and blockers associated with specific EA-related activities and respective artifacts. Most existing studies discuss the benefits and problems of EA practice in general without relating them to specific activities constituting EA practice. This study is based on 18 interviews with architects and leverages the grounded theory approach. As a result of our analysis, we identify eight consistent activity areas constituting EA practice. Each activity area implies certain activities supported by some EA artifacts leading to specific benefits often impeded by some blockers. Our analysis indicates that EA practice includes many diverse activities usually, though not always, closely associated with specific types of EA artifacts. Moreover, benefits and blockers of EA practice are also very activity-specific

    A Functional and Distributional Analysis of Certain Notched, Grooved and Perforated Stone Artifacts from North America

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    The distribution and possible functions of notched, grooved and perforated stone artifacts commonly referred to in the archaeological literature are examined. These artifacts are primarily found on sites located in environmental settings which suggest that they were associated with fishing activities. In different regions of North America, however, variations in subsistence activities dictated the manner in which these artifacts functioned. Archaeological and environmental site data and ethnographic/ethnohistoric evidence are utilized as tools for testing the numerous hypothesized functions of notched, grooved and preformed stones. Data examined in a case study involving notched stones from the lower Little Tennessee River Valley of East Tennessee lend support to the hypothesis that notched stones from this particular area were associated with fishing activities

    Activity Theory Analysis of Heart Failure Self-Care

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    The management of chronic health conditions such as heart failure is a complex process emerging from the activity of a network of individuals and artifacts. This article presents an Activity Theory-based secondary analysis of data from a geriatric heart failure management study. Twenty-one patients' interviews and clinic visit observations were analyzed to uncover eight configurations of roles and activities involving patients, clinicians, and others in the sociotechnical network. For each configuration or activity pattern, we identify points of tension and propose guidelines for developing interventions for future computer-supported healthcare systems

    Formalizing the software development process

    Get PDF
    Object-oriented software development process, such as the Unified Process [Jacobson 99], Catalysis [D®Souza 98] and Fusion [Coleman 94] among others, is a set of activities needed to transform user’s requirements into a software system. A software development process typically consists of a set of software development artifacts together with a graph of tasks and activities. Software artifacts are the products resulting from software development, for example, a use case model, a class model or source code. Tasks are small behavioral units that usually results in a software artifact. Examples of tasks are construction of a use case model, construction of a class model and writing code. Activities (or workflows) are units that are larger than a task. Activities generally include several tasks and software artifacts. Examples of activities are requirements, analysis, design and implementation. Modern software development processes are iterative and incremental, they repeat over a series of iterations making up the life cycle of a system. Each iteration takes place over time and it consists of one pass through the requirements, analysis, design, implementation and test activities, building a number of different artifacts. All these artifacts are not independent. They are related to each other, they are semantically overlapping and together represent the system as a whole. Elements in one artifact have trace dependencies to other artifacts. For instance, a use case (in the use-case model) can be traced to a collaboration (in the design model) representing its realization.Eje: Ingeniería del SoftwareRed de Universidades con Carreras en Informática (RedUNCI

    Virtual Exploration of Underwater Archaeological Sites : Visualization and Interaction in Mixed Reality Environments

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    This paper describes the ongoing developments in Photogrammetry and Mixed Reality for the Venus European project (Virtual ExploratioN of Underwater Sites, http://www.venus-project.eu). The main goal of the project is to provide archaeologists and the general public with virtual and augmented reality tools for exploring and studying deep underwater archaeological sites out of reach of divers. These sites have to be reconstructed in terms of environment (seabed) and content (artifacts) by performing bathymetric and photogrammetric surveys on the real site and matching points between geolocalized pictures. The base idea behind using Mixed Reality techniques is to offer archaeologists and general public new insights on the reconstructed archaeological sites allowing archaeologists to study directly from within the virtual site and allowing the general public to immersively explore a realistic reconstruction of the sites. Both activities are based on the same VR engine but drastically differ in the way they present information. General public activities emphasize the visually and auditory realistic aspect of the reconstruction while archaeologists activities emphasize functional aspects focused on the cargo study rather than realism which leads to the development of two parallel VR demonstrators. This paper will focus on several key points developed for the reconstruction process as well as both VR demonstrators (archaeological and general public) issues. The ?rst developed key point concerns the densi?cation of seabed points obtained through photogrammetry in order to obtain high quality terrain reproduction. The second point concerns the development of the Virtual and Augmented Reality (VR/AR) demonstrators for archaeologists designed to exploit the results of the photogrammetric reconstruction. And the third point concerns the development of the VR demonstrator for general public aimed at creating awareness of both the artifacts that were found and of the process with which they were discovered by recreating the dive process from ship to seabed
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