79,834 research outputs found

    Concurrent Design of Embedded Control Software

    Get PDF
    Embedded software design for mechatronic systems is becoming an increasingly time-consuming and error-prone task. In order to cope with the heterogeneity and complexity, a systematic model-driven design approach is needed, where several parts of the system can be designed concurrently. There is however a trade-off between concurrency efficiency and integration efficiency. In this paper, we present a case study on the development of the embedded control software for a real-world mechatronic system in order to evaluate how we can integrate concurrent and largely independent designed embedded system software parts in an efficient way. The case study was executed using our embedded control system design methodology which employs a concurrent systematic model-based design approach that ensures a concurrent design process, while it still allows a fast integration phase by using automatic code synthesis. The result was a predictable concurrently designed embedded software realization with a short integration time

    Synthetic worlds, synthetic strategies: attaining creativity in the metaverse

    Get PDF
    This text will attempt to delineate the underlying theoretical premises and the definition of the output of an immersive learning approach pertaining to the visual arts to be implemented in online, three dimensional synthetic worlds. Deviating from the prevalent practice of the replication of physical art studio teaching strategies within a virtual environment, the author proposes instead to apply the fundamental tenets of Roy Ascott’s “Groundcourse”, in combination with recent educational approaches such as “Transformative Learning” and “Constructionism”. In an amalgamation of these educational approaches with findings drawn from the fields of Metanomics, Ludology, Cyberpsychology and Presence Studies, as well as an examination of creative practices manifest in the metaverse today, the formulation of a learning strategy for creative enablement unique to online, three dimensional synthetic worlds; one which will focus upon “Play” as well as Role Play, virtual Assemblage and the visual identity of the avatar within the pursuits, is being proposed in this chapter

    Synthetic worlds, synthetic strategies: attaining creativity in the metaverse

    Get PDF
    This text will attempt to delineate the underlying theoretical premises and the definition of the output of an immersive learning approach pertaining to the visual arts to be implemented in online, three dimensional synthetic worlds. Deviating from the prevalent practice of the replication of physical art studio teaching strategies within a virtual environment, the author proposes instead to apply the fundamental tenets of Roy Ascott’s “Groundcourse”, in combination with recent educational approaches such as “Transformative Learning” and “Constructionism”. In an amalgamation of these educational approaches with findings drawn from the fields of Metanomics, Ludology, Cyberpsychology and Presence Studies, as well as an examination of creative practices manifest in the metaverse today, the formulation of a learning strategy for creative enablement unique to online, three dimensional synthetic worlds; one which will focus upon “Play” as well as Role Play, virtual Assemblage and the visual identity of the avatar within the pursuits, is being proposed in this chapter

    Toward a Semiotic Framework for Using Technology in Mathematics Education: The Case of Learning 3D Geometry

    Get PDF
    This paper proposes and examines a semiotic framework to inform the use of technology in mathematics education. Semiotics asserts that all cognition is irreducibly triadic, of the nature of a sign, fallible, and thoroughly immersed in a continuing process of interpretation (Halton, 1992). Mathematical meaning-making or meaningful knowledge construction is a continuing process of interpretation within multiple semiotic resources including typological, topological, and social-actional resources. Based on this semiotic framework, an application named VRMath has been developed to facilitate the learning of 3D geometry. VRMath utilises innovative virtual reality (VR) technology and integrates many semiotic resources to form a virtual reality learning environment (VRLE) as well as a mathematical microworld (Edwards, 1995) for learning 3D geometry. The semiotic framework and VRMath are both now being evaluated and will be re-examined continuously

    Who speaks for the future of Earth? How critical social science can extend the conversation on the Anthropocene

    Get PDF
    This paper asks how the social sciences can engage with the idea of the Anthropocene in productive ways. In response to this question we outline an interpretative research agenda that allows critical engagement with the Anthropocene as a socially and culturally bounded object with many possible meanings and political trajectories. In order to facilitate the kind of political mobilization required to meet the complex environmental challenges of our times, we argue that the social sciences should refrain from adjusting to standardized research agendas and templates. A more urgent analytical challenge lies in exposing, challenging and extending the ontological assumptions that inform how we make sense of and respond to a rapidly changing environment. By cultivating environmental research that opens up multiple interpretations of the Anthropocene, the social sciences can help to extend the realm of the possible for environmental politics

    DRIVER Technology Watch Report

    Get PDF
    This report is part of the Discovery Workpackage (WP4) and is the third report out of four deliverables. The objective of this report is to give an overview of the latest technical developments in the world of digital repositories, digital libraries and beyond, in order to serve as theoretical and practical input for the technical DRIVER developments, especially those focused on enhanced publications. This report consists of two main parts, one part focuses on interoperability standards for enhanced publications, the other part consists of three subchapters, which give a landscape picture of current and surfacing technologies and communities crucial to DRIVER. These three subchapters contain the GRID, CRIS and LTP communities and technologies. Every chapter contains a theoretical explanation, followed by case studies and the outcomes and opportunities for DRIVER in this field
    • 

    corecore