618 research outputs found

    A graph-based aspect interference detection approach for UML-based aspect-oriented models

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    Aspect Oriented Modeling (AOM) techniques facilitate separate modeling of concerns and allow for a more flexible composition of these than traditional modeling technique. While this improves the understandability of each submodel, in order to reason about the behavior of the composed system and to detect conflicts among submodels, automated tool support is required. Current techniques for conflict detection among aspects generally have at least one of the following weaknesses. They require to manually model the abstract semantics for each system; or they derive the system semantics from code assuming one specific aspect-oriented language. Defining an extra semantics model for verification bears the risk of inconsistencies between the actual and the verified design; verifying only at implementation level hinders fixng errors in earlier phases. We propose a technique for fully automatic detection of conflicts between aspects at the model level; more specifically, our approach works on UML models with an extension for modeling pointcuts and advice. As back-end we use a graph-based model checker, for which we have defined an operational semantics of UML diagrams, pointcuts and advice. In order to simulate the system, we automatically derive a graph model from the diagrams. The result is another graph, which represents all possible program executions, and which can be verified against a declarative specification of invariants.\ud To demonstrate our approach, we discuss a UML-based AOM model of the "Crisis Management System" and a possible design and evolution scenario. The complexity of the system makes con°icts among composed aspects hard to detect: already in the case of two simulated aspects, the state space contains 623 di®erent states and 9 different execution paths. Nevertheless, in case the right pruning methods are used, the state-space only grows linearly with the number of aspects; therefore, the automatic analysis scales

    Rainmaker:A Tangible Work-Companion for the Personal Office Space

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    A Vulnerability Management Solution for constrained IoT devices with a Trusted Execution Environment using a Hardware Root of Trust

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    The popularity and prevalence of Internet of Things (IoT) devices has been ever increasing. They have found their way into our everyday lives and increasingly transform our living environments into smart homes. However, most of these constrained devices do not possess sufficient computational power, memory, and battery runtime in order to implement security features that are common for general purpose personal computers. Hence, the increasing numbers of interconnected consumer IoT devices are followed by an increase of their attack surface and vulnerabilities. The following thesis approaches this security issue by providing a novel approach for a Runtime IoT Security Score that provides the inexperienced user of a smart home system with profound insight into the security state of the connected IoT devices during runtime. This is achieved by combining Vulnerability Assessment with Trustworthiness Assessment of the connected devices, which has never been proposed before and represents a very valuable contribution to the state of current research. In addition to the Runtime Security Score, a holistic concept for a Vulnerability Assessment and Management (VAM) solution is proposed as another main contribution of this thesis. The effective and functional interoperability of all relevant components specified in this concept is shown with a Proof of Concept implementation.Die Popularität und Verbreitung von Geräten des Internets der Dinge (engl.~Internet of Things, IoT) nimmt ständig zu. Sie haben Einzug in unser tägliches Leben gehalten und verwandeln unsere Wohnumgebung zunehmend in ein intelligentes Zuhause. Die meisten dieser eingeschränkten Geräte verfügen jedoch nicht über genügend Rechenleistung, Speicher und Akkulaufzeit, um Sicherheitsfunktionen zu implementieren, die für allgemeine Personal Computer üblich sind. Mit der zunehmenden Zahl der vernetzten IoT-Geräte für Verbraucher steigen daher auch deren Angriffsfläche und Schwachstellen. Die vorliegende Arbeit widmet sich diesem Sicherheitsproblem, indem sie einen neuartigen Ansatz für einen Runtime IoT Security Score vorstellt, der dem unerfahrenen Benutzer eines Smart-Home-Systems einen tiefen Einblick in den Sicherheitszustand der angeschlossenen IoT-Geräte zur Laufzeit gibt. Dies wird durch die Kombination von Vulnerability Assessment mit einer Bewertung der Vertrauenswürdigkeit der angeschlossenen Geräte erreicht. Dies stellt einen neuartigen Ansatz darf und leistet damit einen sehr wertvollen Beitrag zum aktuellen Stand der Forschung. Neben dem Runtime Security Score wird als weiterer wichtiger Beitrag dieser Arbeit ein ganzheitliches Konzept für eine Vulnerability Assessment and Management (VAM) Lösung vorgeschlagen. Die effektive und funktionale Interoperabilität aller relevanten Komponenten, die in diesem Konzept spezifiziert sind, wird mit einer Proof of Concept Implementierung gezeigt

    Playing at a Distance

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    An essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer's influence on practices of play—and prods us to think more broadly about what it means to play

    Mechanization and overhaul of feature featherweight Java

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    Trabalho de conclusão de curso (graduação)—Universidade de Brasília, Instituto de Ciências Exatas, Departamento de Ciência da Computação, 2017.Specifying a language using an Interactive Theorem Prover (ITP) is seldom faithful to its original pen-and-paper specication. However, the process of mechanizing a language and type safety proofs might also unearth insights for improving the original specication. In this work, we detail some design decisions related to our process of first specifying Featherweight Java (FJ) in Coq and thus evolving such a specication to prove the type system properties of an revised version of Feature Featherweight Java (FFJ)-a core-calculus for a family of languages that address variability management in highly congurable systems, such as software product lines (SPLs); which we name as Overhaul Feature Featherweight Java (FFJ*). Indeed, FFJ* is the first mechanization of FFJ, and as such it might also help researchers to derive proofs about software product line renements without considering several assumptions about the underlying SPL assets. We believe that the whole process led us to a clearer, unambiguous, and equivalent syntax and semantics of FFJ, while keeping the proofs as well as our FJ extensions as simple as possible

    GAYME: The development, design and testing of an auto-ethnographic, documentary game about quarely wandering urban/suburban spaces in Central Florida.

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    GAYME is a transmedia story-telling world that I have created to conceptually explore the dynamics of queering game design through the development of varying game prototypes. The final iteration of GAYME is @deadquarewalking\u27. It is a documentary game and a performance art installation that documents a carless, gay/queer/quare man\u27s journey on Halloween to get to and from one of Orlando\u27s most well-known gay clubs - the Parliament House Resort. The art of cruising city streets to seek out queer/quare companionship particularly amongst gay, male culture(s) is well-documented in densely, populated cities like New York, San Francisco and London, but not so much in car-centric, urban environments like Orlando that are less oriented towards pedestrians. Cruising has been and continues to be risky even in pedestrian-friendly cities but in Orlando cruising takes on a whole other dimension of danger. In 2011-2012, The Advocate magazine named Orlando one of the gayest cities in America (Breen, 2012). Transportation for America (2011) also named the Orlando metropolitan region the most dangerous city in the country for pedestrians. Living in Orlando without a car can be deadly as well as a significant barrier to connecting with other people, especially queer/quare people, because of Orlando\u27s car-centric design. In Orlando, cars are sexy. At the same time, the increasing prevalence in gay, male culture(s) of geo-social, mobile phone applications using Global Positioning Systems (GPS) and location aware services, such as Grindr (Grindr, LLC., 2009) and even FourSquare (Crowley and Selvadurai, 2009) and Instagram (Systrom and Krieger, 2010), is shifting the way gay/queer/quare Orlandoans co-create social and sexual networks both online and offline. Urban and sub-urban landscapes have transformed into hybrid techno-scapes overlaying the electronic, the emotional and the social with the geographic and the physical (Hjorth, 2011). With or without a car, gay men can still geo-socially cruise Orlando\u27s car-centric, street life with mobile devices. As such emerging media has become more pervasive, it has created new opportunities to quarely visualize Orlando\u27s technoscape through phone photography and hashtag metadata while also blurring lines between the artist and the curator, the player and the game designer. This project particularly has evolved to employ game design as an exhibition tool for the visualization of geo-social photography through hashtag play. Using hashtags as a game mechanic generates metadata that potentially identifies patterns of play and ways of seeing across player experiences as they attempt to make meaning of the images they encounter in the game. @deadquarewalking also demonstrates the potential of game design and geo-social, photo-sharing applications to illuminate new ways of documenting and witnessing the urban landscapes that we both collectively and uniquely inhabit. \u27In Irish culture, quare can mean very or extremely or it can be a spelling of the rural or Southern pronunciation of the word queer. Living in the American Southeast, I personally relate more to the term quare versus queer. Cultural theorist E. Patrick Johnson (2001) also argues for quareness as a way to question the subjective bias of whiteness in queer studies that risks discounting the lived experiences and material realities of people of color. Though I do not identify as a person of color and would be categorized as white or European American, quareness has an important critical application for considering how Orlando\u27s urban design is intersectionally racialized, gendered and classed

    De animais a máquinas : humanos tecnicamente melhores nos imaginários de futuro da convergência tecnológica

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    Dissertação (mestrado)—Universidade de Brasília, Instituto de Ciências Sociais, Departamento de Sociologia, 2020.O tema desta investigação é discutir os imaginários sociais de ciência e tecnologia que emergem a partir da área da neuroengenharia, em sua relação com a Convergência Tecnológica de quatro disciplinas: Nanotecnologia, Biotecnologia, tecnologias da Informação e tecnologias Cognitivas - neurociências- (CT-NBIC). Estas áreas desenvolvem-se e são articuladas por meio de discursos que ressaltam o aprimoramento das capacidades físicas e cognitivas dos seres humanos, com o intuito de construir uma sociedade melhor por meio do progresso científico e tecnológico, nos limites das agendas de pesquisa e desenvolvimento (P&D). Objetivos: Os objetivos nesse cenário, são discutir as implicações éticas, econômicas, políticas e sociais deste modelo de sistema sociotécnico. Nos referimos, tanto as aplicações tecnológicas, quanto as consequências das mesmas na formação dos imaginários sociais, que tipo de relações se estabelecem e como são criadas dentro desse contexto. Conclusão: Concluímos na busca por refletir criticamente sobre as propostas de aprimoramento humano mediado pela tecnologia, que surgem enquanto parte da agenda da Convergência Tecnológica NBIC. No entanto, as propostas de melhoramento humano vão muito além de uma agenda de investigação. Há todo um quadro de referências filosóficas e políticas que defendem o aprimoramento da espécie, vertentes estas que se aliam a movimentos trans-humanistas e pós- humanistas, posições que são ao mesmo tempo éticas, políticas e econômicas. A partir de nossa análise, entendemos que ciência, tecnologia e política estão articuladas, em coprodução, em relação às expectativas de futuros que são esperados ou desejados. Ainda assim, acreditamos que há um espaço de diálogo possível, a partir do qual buscamos abrir propostas para o debate público sobre questões de ciência e tecnologia relacionadas ao aprimoramento da espécie humana.Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)The subject of this research is to discuss the social imaginaries of science and technology that emerge from the area of neuroengineering in relation with the Technological Convergence of four disciplines: Nanotechnology, Biotechnology, Information technologies and Cognitive technologies -neurosciences- (CT-NBIC). These areas are developed and articulated through discourses that emphasize the enhancement of human physical and cognitive capacities, the intuition it is to build a better society, through the scientific and technological progress, at the limits of the research and development (R&D) agendas. Objectives: The objective in this scenery, is to discuss the ethic, economic, politic and social implications of this model of sociotechnical system. We refer about the technological applications and the consequences of them in the formation of social imaginaries as well as the kind of social relations that are created and established in this context. Conclusion: We conclude looking for critical reflections about the proposals of human enhancement mediated by the technology. That appear as a part of the NBIC technologies agenda. Even so, the proposals of human enhancement go beyond boundaries that an investigation agenda. There is a frame of philosophical and political references that defend the enhancement of the human beings. These currents that ally to the transhumanism and posthumanism movements, positions that are ethic, politic and economic at the same time. From our analysis, we understand that science, technology and politics are articulated, are in co-production, regarding the expected and desired futures. Even so, we believe that there is a space of possible dialog, from which we look to open proposals for the public discussion on questions of science and technology related to enhancement of human beings

    Toward New Ecologies of Cyberphysical Representational Forms, Scales, and Modalities

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    Research on tangible user interfaces commonly focuses on tangible interfaces acting alone or in comparison with screen-based multi-touch or graphical interfaces. In contrast, hybrid approaches can be seen as the norm for established mainstream interaction paradigms. This dissertation describes interfaces that support complementary information mediations, representational forms, and scales toward an ecology of systems embodying hybrid interaction modalities. I investigate systems combining tangible and multi-touch, as well as systems combining tangible and virtual reality interaction. For each of them, I describe work focusing on design and fabrication aspects, as well as work focusing on reproducibility, engagement, legibility, and perception aspects
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