37 research outputs found

    Sixth Workshop and Tutorial on Practical Use of Coloured Petri Nets and the CPN Tools Aarhus, Denmark, October 24-26, 2005

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    This booklet contains the proceedings of the Sixth Workshop on Practical Use of Coloured Petri Nets and the CPN Tools, October 24-26, 2005. The workshop is organised by the CPN group at the Department of Computer Science, University of Aarhus, Denmark. The papers are also available in electronic form via the web pages: http://www.daimi.au.dk/CPnets/workshop0

    GRIDCC: A Real-Time Grid Workflow System with QoS

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    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)

    User Interface Abstraction for enabling TV set based Inclusive Access to the Information Society

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    199 p.The television (TV) set is present in most homes worldwide, and is the most used Information and Communication Technology (ICT). Despite its large implantation in the market, the interactive services consumption on TV set is limited. This thesis focuses on overcoming the following limiting factors: (i) limited Human Computer Interaction and (ii) lack of considering user’s real life context in the digital television (dTV) service integration strategy. Making interactive services accessible to TV set’s large user base, and especially to the most vulnerable ones, is understood as the path to integrate the mankind with the information society. This thesis explores the use of user interface abstraction technologies to reach the introduced goals. The main contributions of this thesis are: (i) an approach to enable the universally accessible remote control of the TV set, (ii) an approach for the provision of universally accessible interactive services through TV sets, and (iii) an approach for the provision of universally accessible services in the TV user’s real life context. We have implemented the contributing approaches for different use cases, and we have evaluated them with real users, achieving good results

    Workflow Behavior Auditing for Mission Centric Collaboration

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    Successful mission-centric collaboration depends on situational awareness in an increasingly complex mission environment. To support timely and reliable high level mission decisions, auditing tools need real-time data for effective assessment and optimization of mission behaviors. In the context of a battle rhythm, mission health can be measured from workflow generated activities. Though battle rhythm collaboration is dynamic and global, a potential enabling technology for workflow behavior auditing exists in process mining. However, process mining is not adequate to provide mission situational awareness in the battle rhythm environment since event logs may contain dynamic mission states, noise and timestamp inaccuracy. Therefore, we address a few key near-term issues. In sequences of activities parsed from network traffic streams, we identify mission state changes in the workflow shift detection algorithm. In segments of unstructured event logs that contain both noise and relevant workflow data, we extract and rank workflow instances for the process analyst. When confronted with timestamp inaccuracy in event logs from semi automated, distributed workflows, we develop the flower chain network and discovery algorithm to improve behavioral conformance. For long term adoption of process mining in mission centric collaboration, we develop and demonstrate an experimental framework for logging uncertainty testing. We show that it is highly feasible to employ process mining techniques in environments with dynamic mission states and logging uncertainty. Future workflow behavior auditing technology will benefit from continued algorithmic development, new data sources and system prototypes to propel next generation mission situational awareness, giving commanders new tools to assess and optimize workflows, computer systems and missions in the battle space environment

    Proceedings of VVSS2007 - verification and validation of software systems, 23rd March 2007, Eindhoven, The Netherlands

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    Proceedings of VVSS2007 - verification and validation of software systems, 23rd March 2007, Eindhoven, The Netherlands

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    Advances in Data Mining Knowledge Discovery and Applications

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    Advances in Data Mining Knowledge Discovery and Applications aims to help data miners, researchers, scholars, and PhD students who wish to apply data mining techniques. The primary contribution of this book is highlighting frontier fields and implementations of the knowledge discovery and data mining. It seems to be same things are repeated again. But in general, same approach and techniques may help us in different fields and expertise areas. This book presents knowledge discovery and data mining applications in two different sections. As known that, data mining covers areas of statistics, machine learning, data management and databases, pattern recognition, artificial intelligence, and other areas. In this book, most of the areas are covered with different data mining applications. The eighteen chapters have been classified in two parts: Knowledge Discovery and Data Mining Applications
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