26,762 research outputs found
Cognitive networks: brains, internet, and civilizations
In this short essay, we discuss some basic features of cognitive activity at
several different space-time scales: from neural networks in the brain to
civilizations. One motivation for such comparative study is its heuristic
value. Attempts to better understand the functioning of "wetware" involved in
cognitive activities of central nervous system by comparing it with a computing
device have a long tradition. We suggest that comparison with Internet might be
more adequate. We briefly touch upon such subjects as encoding, compression,
and Saussurean trichotomy langue/langage/parole in various environments.Comment: 16 page
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Grid service orchestration using the Business Process Execution Language (BPEL)
Modern scientific applications often need to be distributed across grids. Increasingly
applications rely on services, such as job submission, data transfer or data
portal services. We refer to such services as grid services. While the invocation
of grid services could be hard coded in theory, scientific users want to orchestrate
service invocations more flexibly. In enterprise applications, the orchestration of
web services is achieved using emerging orchestration standards, most notably
the Business Process Execution Language (BPEL). We describe our experience
in orchestrating scientific workflows using BPEL. We have gained this experience
during an extensive case study that orchestrates grid services for the automation of
a polymorph prediction application
A Brief History of Web Crawlers
Web crawlers visit internet applications, collect data, and learn about new
web pages from visited pages. Web crawlers have a long and interesting history.
Early web crawlers collected statistics about the web. In addition to
collecting statistics about the web and indexing the applications for search
engines, modern crawlers can be used to perform accessibility and vulnerability
checks on the application. Quick expansion of the web, and the complexity added
to web applications have made the process of crawling a very challenging one.
Throughout the history of web crawling many researchers and industrial groups
addressed different issues and challenges that web crawlers face. Different
solutions have been proposed to reduce the time and cost of crawling.
Performing an exhaustive crawl is a challenging question. Additionally
capturing the model of a modern web application and extracting data from it
automatically is another open question. What follows is a brief history of
different technique and algorithms used from the early days of crawling up to
the recent days. We introduce criteria to evaluate the relative performance of
web crawlers. Based on these criteria we plot the evolution of web crawlers and
compare their performanc
- âŚ