1,222 research outputs found
Visualization and Evolution of Software Architectures
Software systems are an integral component of our everyday life as we find them in tools and embedded in equipment all around us. In order to ensure smooth, predictable, and accurate operation of these systems, it is crucial to produce and maintain systems that are highly reliable. A well-designed and well-maintained architecture goes a long way in achieving this goal. However, due to the intangible and often complex nature of software architecture, this task can be quite complicated. The field of software architecture visualization aims to ease this task by providing tools and techniques to examine the hierarchy, relationship, evolution, and quality of architecture components. In this paper, we present a discourse on the state of the art of software architecture visualization techniques. Further, we highlight the importance of developing solutions tailored to meet the needs and requirements of the stakeholders involved in the analysis process
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makersâ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designersâ capabilities
Visualization of the Static aspects of Software: a survey
International audienceSoftware is usually complex and always intangible. In practice, the development and maintenance processes are time-consuming activities mainly because software complexity is difficult to manage. Graphical visualization of software has the potential to result in a better and faster understanding of its design and functionality, saving time and providing valuable information to improve its quality. However, visualizing software is not an easy task because of the huge amount of information comprised in the software. Furthermore, the information content increases significantly once the time dimension to visualize the evolution of the software is taken into account. Human perception of information and cognitive factors must thus be taken into account to improve the understandability of the visualization. In this paper, we survey visualization techniques, both 2D- and 3D-based, representing the static aspects of the software and its evolution. We categorize these techniques according to the issues they focus on, in order to help compare them and identify the most relevant techniques and tools for a given problem
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Material agency and performative dynamics in the practices of media art
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel UniversityThis dissertation identifies a strategy of artistic inquiry within contemporary media art practice. It applies the concept of material that acts in an agential capacity, generating performative acts. It argues that the emergent potentials of materials and their interconnectedness with the compositional layers of a work can facilitate modes of effecting change in the artistic system. Through the theoretical investigation of the production processes of physical structures and environments, the thesis focuses on the compositional dynamics within which materials actively
perform. It examines how Lars Spuybroekâs architectural design method of Material Machines (2004), and both the tactile potential as well as tactical uses of materials as generators to the formtaking
process, might describe an open and active artistic strategy for employing the experimental capacities of such materialization processes. Building on philosophical and conceptual arguments that trace concepts of agency (Bruno Latourâs Actant-Network theory) and enactment (Karen Baradâs concept of intra-acting), the
thesis introduces the two installation works ANI_MATE (described as a performative pneumatic stage machine) and ON TRACK (described as a mechanic-robotic installation). These apply the introduced artistic strategies. The analyses of these two artworks traces the particular capacities of the materials involved (respectively, their elasticity or viscosity) to negotiate forces of physical
movement, which effect the system to transiently or irreversibly transform.
ANI_MATE is a machine that is artist-operated and that explores the relationship between liveanimation procedures and the transformability and flexibility of its material environment. In contrast, ON TRACKâs performative machine ecology removes human agency. The machines act autonomously, giving rise to chance in the artistic system and allowing agency to emerge from the
dynamic interconnectivity between materials, parts, and processes, eventually producing an
entropic scenario of spilling resources.
The thesis concludes that, in the context of a post digital paradigm in-development, such artistic practice offers a new strategy for an emergent aesthetics within contemporary physical-digital performance
Hybrid modelling of time-variant heterogeneous objects.
The physical world consists of a wide range of objects of a diverse constitution. Past research was mainly focussed on the modelling of simple homogeneous objects of a uniform constitution. Such research resulted in the development of a number of advanced theoretical concepts and practical techniques for describing such physical objects. As a result, the process of modelling and animating certain types of homogeneous objects became feasible. In fact most physical objects are not homogeneous but heterogeneous in
their constitution and it is thus important that one is able to deal with such heterogeneous objects that are composed of diverse materials and may have complex internal structures. Heterogeneous object modelling is still a very
new and evolving research area, which is likely to prove useful in a wide range of application areas. Despite its great promise, heterogeneous object modelling is still at an embryonic state of development and there is a dearth
of extant tools that would allow one to work with static and dynamic heterogeneous objects. In addition, the heterogeneous nature of the modelled objects makes it appealing to employ a combination of different representations resulting in the creation of hybrid models.
In this thesis we present a new dynamic Implicit Complexes (IC) framework incorporating a number of existing representations and animation techniques. This framework can be used for the modelling of dynamic multidimensional
heterogeneous objects. We then introduce an Implicit Complexes Application Programming Interface (IC API). This IC API is designed to provide various applications with a unified set of tools allowing these to model time-variant heterogeneous objects. We also present a new Function Representation (FRep) API, which is used for the integration of FReps into complex time-variant hybrid models. This approach allows us to create a practical
multilevel modelling system suited for complex multidimensional hybrid modelling of dynamic heterogeneous objects. We demonstrate the advantages of our approach through the introduction of a novel set of tools tailored
to problems encountered in simulation applications, computer animation and computer games. These new tools empower users and amplify their creativity by allowing them to overcome a large number of extant modelling and animation
problems, which were previously considered difficult or even impossible to solve
Semantic Interaction in Web-based Retrieval Systems : Adopting Semantic Web Technologies and Social Networking Paradigms for Interacting with Semi-structured Web Data
Existing web retrieval models for exploration and interaction with web data do not take into account semantic information, nor do they allow for new forms of interaction by employing meaningful interaction and navigation metaphors in 2D/3D. This thesis researches means for introducing a semantic dimension into the search and exploration process of web content to enable a significantly positive user experience. Therefore, an inherently dynamic view beyond single concepts and models from semantic information processing, information extraction and human-machine interaction is adopted. Essential tasks for semantic interaction such as semantic annotation, semantic mediation and semantic human-computer interaction were identified and elaborated for two general application scenarios in web retrieval: Web-based Question Answering in a knowledge-based dialogue system and semantic exploration of information spaces in 2D/3D
Evaluating Metaphor Reification in Tangible Interfaces
International audienceMetaphors are a powerful conceptual device to reason about human actions. As such, they have been heavily used in designing and describing human computer interaction. Since they can address scripted text, verbal expression, imaging, sound, and gestures, they can also be considered in the design and analysis of multimodal interfaces. In this paper we discuss the description and evaluation of the relations between metaphors and their implementation in human computer interaction with a focus on tangible user interfaces (TUIs), a form of multimodal interface. The objective of this paper is to define how metaphors appear in a tangible context in order to support their evaluation. Relying on matching entities and operations between the domain of interaction and the domain of the digital application, we propose a conceptual framework based on three components: a structured representation of the mappings holding between the metaphor source, the metaphor target, the interface and the digital system; a conceptual model for describing metaphorical TUIs; three relevant properties, coherence, coverage and compliance, which define at what extent the implementation of a metaphorical tangible interface matches the metaphor. The conceptual framework is then validated and applied on a tangible prototype in an educational application
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