3,177 research outputs found

    CaSPiS: A Calculus of Sessions, Pipelines and Services

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    Service-oriented computing is calling for novel computational models and languages with well disciplined primitives for client-server interaction, structured orchestration and unexpected events handling. We present CaSPiS, a process calculus where the conceptual abstractions of sessioning and pipelining play a central role for modelling service-oriented systems. CaSPiS sessions are two-sided, uniquely named and can be nested. CaSPiS pipelines permit orchestrating the flow of data produced by different sessions. The calculus is also equipped with operators for handling (unexpected) termination of the partner’s side of a session. Several examples are presented to provide evidence of the flexibility of the chosen set of primitives. One key contribution is a fully abstract encoding of Misra et al.’s orchestration language Orc. Another main result shows that in CaSPiS it is possible to program a “graceful termination” of nested sessions, which guarantees that no session is forced to hang forever after the loss of its partner

    Real-time control for manufacturing space shuttle main engines: Work in progress

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    During the manufacture of space-based assemblies such as Space Shuttle Main Engines, flexibility is required due to the high-cost and low-volume nature of the end products. Various systems have been developed pursuing the goal of adaptive, flexible manufacturing for several space applications, including an Advanced Robotic Welding System for the manufacture of complex components of the Space Shuttle Main Engines. The Advanced Robotic Welding System (AROWS) is an on-going joint effort, funded by NASA, between NASA/Marshall Space Flight Center, and two divisions of Rockwell International: Rocketdyne and the Science Center. AROWS includes two levels of flexible control of both motion and process parameters: Off-line programming using both geometric and weld-process data bases, and real-time control incorporating multiple sensors during weld execution. Both control systems were implemented using conventional hardware and software architectures. The feasibility of enhancing the real-time control system using the problem-solving architecture of Schemer is investigated and described

    Interacting Components

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    SystemCSP is a graphical modeling language based on both CSP and concepts of component-based software development. The component framework of SystemCSP enables specification of both interaction scenarios and relative execution ordering among components. Specification and implementation of interaction among participating components is formalized via the notion of interaction contract. The used approach enables incremental design of execution diagrams by adding restrictions in different interaction diagrams throughout the process of system design. In this way all different diagrams are related into a single formally verifiable system. The concept of reusable formally verifiable interaction contracts is illustrated by designing set of design patterns for typical fault tolerance interaction scenarios

    Domain specific software design for decision aiding

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    McDonnell Aircraft Company (MCAIR) is involved in many large multi-discipline design and development efforts of tactical aircraft. These involve a number of design disciplines that must be coordinated to produce an integrated design and a successful product. Our interpretation of a domain specific software design (DSSD) is that of a representation or framework that is specialized to support a limited problem domain. A DSSD is an abstract software design that is shaped by the problem characteristics. This parallels the theme of object-oriented analysis and design of letting the problem model directly drive the design. The DSSD concept extends the notion of software reusability to include representations or frameworks. It supports the entire software life cycle and specifically leads to improved prototyping capability, supports system integration, and promotes reuse of software designs and supporting frameworks. The example presented in this paper is the task network architecture or design which was developed for the MCAIR Pilot's Associate program. The task network concept supported both module development and system integration within the domain of operator decision aiding. It is presented as an instance where a software design exhibited many of the attributes associated with DSSD concept

    The Use of SMIL: Multimedia Research Currently Applied on a Global Scale

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    This paper describes the current use of the multimedia standard SMIL. SMIL features that relate to active areas of multimedia research are discussed. SMIL current implementation in existing browsers is described. Examples from the Web of SMIL applications representing different types of multimedia are presented. These discussions together provide an overview of how SMIL currently addresses the needs of multimedia distributed on the Web

    Model-based engineering of animated interactive systems for the interactive television environment

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    Les interfaces graphiques étaient la plupart du temps statiques, et représentaient une succession d'états logiciels les uns après les autres. Cependant, les transitions animées entre ces états statiques font partie intégrante des interfaces utilisateurs modernes, et leurs processus de design et d'implémentations constituent un défi pour les designers et les développeurs. Cette thèse propose un processus de conception de systèmes interactifs centré sur les animations, ainsi qu'une architecture pour la définition et l'implémentation d'animations au sein des interfaces graphiques. L'architecture met en avant une approche à deux niveaux pour définir une vue haut niveau d'une animation (avec un intérêt particulier pour les objets animés, leurs propriétés à être animé et la composition d'animations) ainsi qu'une vue bas niveau traitant des aspects détaillés des animations tels que les timings et les optimisations. Concernant les spécifications formelles de ces deux niveaux, nous utilisons une approche qui facilite les réseaux de Petri orientés objets pour la conception, l'implémentation et la validation d'interfaces utilisateurs animées en fournissant une description complète et non-ambiguë de l'ensemble de l'interface utilisateur, y compris les animations. Enfin, nous décrivons la mise en pratique du processus présenté, illustré par un cas d'étude d'un prototype haute-fidélité d'une interface utilisateur, pour le domaine de la télévision interactive. Ce processus conduira à une spécification formelle et détaillée du système interactif, et incluera des animations utilisant des réseaux de Petri orientés objet (conçus avec l'outil PetShop CASE).Graphical User Interfaces used to be mostly static, representing one software state after the other. However, animated transitions between these static states are an integral part in modern user interfaces and processes for both their design and implementation remain a challenge for designers and developers. This thesis proposes a process for designing interactive systems focusing on animations, along with an architecture for the definition and implementation of animation in user interfaces. The architecture proposes a two levels approach for defining a high-level view of an animation (focusing on animated objects, their properties to be animated and on the composition of animations) and a low-level one dealing with detailed aspects of animations such as timing and optimization. For the formal specification of these two levels, we are using an approach facilitating object-oriented Petri nets to support the design, implementation and validation of animated user interfaces by providing a complete and unambiguous description of the entire user interface including animations. Finally, we describe the application of the presented process exemplified by a case study for a high-fidelity prototype of a user interface for the interactive Television domain. This process will lead to a detailed formal specification of the interactive system, including animations using object-oriented Petri nets (designed with the PetShop CASE tool)

    Adaptive model-driven user interface development systems

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    Adaptive user interfaces (UIs) were introduced to address some of the usability problems that plague many software applications. Model-driven engineering formed the basis for most of the systems targeting the development of such UIs. An overview of these systems is presented and a set of criteria is established to evaluate the strengths and shortcomings of the state-of-the-art, which is categorized under architectures, techniques, and tools. A summary of the evaluation is presented in tables that visually illustrate the fulfillment of each criterion by each system. The evaluation identified several gaps in the existing art and highlighted the areas of promising improvement
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