7 research outputs found

    A Pattern-Language for Self-Healing Internet-of-Things Systems

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    Internet-of-Things systems are assemblies of highly-distributed and heterogeneous parts that, in orchestration, work to provide valuable services to end-users in many scenarios. These systems depend on the correct operation of sensors, actuators, and third-party services, and the failure of a single one can hinder the proper functioning of the whole system, making error detection and recovery of paramount importance, but often overlooked. By drawing inspiration from other research areas, such as cloud, embedded, and mission-critical systems, we present a set of patterns for self-healing IoT systems. We discuss how their implementation can improve system reliability by providing error detection, error recovery, and health mechanisms maintenance. (c) 2020 ACM

    The video game asset pipeline - A pattern approach to visualization

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    Video games consist of virtual worlds modelled as an approximation of either a real or imaginary environment. The amount of content required to populate the environments for Triple-A (AAA) video games doubles every few years to satisfy the expectations of the end-users. For this reason, the art and design discipline now constitute the majority of those employed in a video game studio. The artists use Digital Content Creation (DCC) tools to design and create their content; tools not originally designed for video game asset creation. Ultimately the artists require to preview their content in the form of source assets in the runtime environment, the game engine, to ensure they provide an accurate rendering of their original vision. However, there exists a barrier to achieve this workflow; the original source assets are persisted in a proprietary format, information rich to handle future edits, and the final runtime environment requires the assets to be lightweight ready for fast and efficient loading into the game engine. The video game industry has solved this problem by introducing a fast and efficient workflow known as the asset pipeline. The asset pipeline is recognized within video games technology as a general reusable solution to the common problem of converting source assets into their final runtime form as expected by the runtime game engine. Although the asset pipeline defines a series of stages that all content must follow from inception to their final realization a single solution does not exist to satisfy all projects. Likewise, within the discourse of patterns, a pattern is defined as a general reusable solution to a problem operating under a certain context. Originating in the field of architecture (Alexander, 1979) patterns have now been discovered and mined in numerous domains including software engineering (Gamma et al., 1995). Within the field of software engineering patterns exists at several levels of abstraction including architectural, design-level and low-level idioms. The world of video games technology and patterns intersects in the form of one set of patterns identified by Nystrom (2014), although these are very much low-level idioms and certainly do not encompass the challenge of the asset pipeline as found in video game production. This research addresses this shortfall and formalizes the asset pipeline into a catalogue of patterns for use both within the video game industry and to satisfy the wider audience of interactive real-time visualization in general. Interactive real-time visualizations consist of both the navigation and viewing application, executing in a runtime environment, and the digital content providing the data source for the visualization. Their workflow production draws parallels with that of the video game industry. The designers of such visualizations use the iterative process of create, review and modify. Creation of the source asset within the DCC tool, preview within the visualization runtime and subsequent modification in the DCC tool. However, the video game industry is tempered by a number of problems hindering proliferation of the asset pipeline as a general reusable solution. The video game industry is shrouded in secrecy preventing the natural dissemination of information. Software developers operating within the industry are subject to Non-Disclosure Agreements (NDAs) protecting intellectual property invested in software tools such as the asset pipeline. The video game industry is relatively young, being fifty years old, and as such a set of agreed-upon terms and their definition has been slow to develop. This is compounded by the asset pipeline technology operating at the fault line of two disciplines: the engineers developing the runtime and the artists creating digital content. In such an interdisciplinary field language barriers exist. The characteristics and properties of patterns address these problems. They identify, name and provide a common vocabulary for specific problem-solution abstractions. They capture expertise and make knowledge accessible to non-experts. The communication of which enables domain independent solutions.This novel research formalizes the asset pipeline into a catalogue of patterns consisting of an architectural pattern named the ASSET PIPELINE and the component patterns of DCC EXPORT, INTERMEDIATE FILE FORMAT and ASSET BUILD PROCESS. Under the iterative spiral model methodology aligned to the framework of the Pattern Languages of Programs(PLoP) workflow. This involves the unique approach of shepherding, pattern mining, a writers’ workshop and pattern writing. All of which culminated in the publication of the pattern catalogue in the Association for Computing Machinery (ACM) for wider consumption and use in further domains of visualization.The asset pipeline catalogue was instantiated and applied in two domains: architectural visualization (ArchViz) and graph visualization (GraphViz) under the process of sequential application of the pattern components. This resulted in real-time exploratory visualizations that not only validate the pattern application but serve for wider research opportunities in the future. Such opportunities include expansion of the pattern language, refinement of the instantiated visualizations, development of a software framework and further pattern mining in other avenues of games technology

    Políticas de Copyright de Publicações Científicas em Repositórios Institucionais: O Caso do INESC TEC

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    A progressiva transformação das práticas científicas, impulsionada pelo desenvolvimento das novas Tecnologias de Informação e Comunicação (TIC), têm possibilitado aumentar o acesso à informação, caminhando gradualmente para uma abertura do ciclo de pesquisa. Isto permitirá resolver a longo prazo uma adversidade que se tem colocado aos investigadores, que passa pela existência de barreiras que limitam as condições de acesso, sejam estas geográficas ou financeiras. Apesar da produção científica ser dominada, maioritariamente, por grandes editoras comerciais, estando sujeita às regras por estas impostas, o Movimento do Acesso Aberto cuja primeira declaração pública, a Declaração de Budapeste (BOAI), é de 2002, vem propor alterações significativas que beneficiam os autores e os leitores. Este Movimento vem a ganhar importância em Portugal desde 2003, com a constituição do primeiro repositório institucional a nível nacional. Os repositórios institucionais surgiram como uma ferramenta de divulgação da produção científica de uma instituição, com o intuito de permitir abrir aos resultados da investigação, quer antes da publicação e do próprio processo de arbitragem (preprint), quer depois (postprint), e, consequentemente, aumentar a visibilidade do trabalho desenvolvido por um investigador e a respetiva instituição. O estudo apresentado, que passou por uma análise das políticas de copyright das publicações científicas mais relevantes do INESC TEC, permitiu não só perceber que as editoras adotam cada vez mais políticas que possibilitam o auto-arquivo das publicações em repositórios institucionais, como também que existe todo um trabalho de sensibilização a percorrer, não só para os investigadores, como para a instituição e toda a sociedade. A produção de um conjunto de recomendações, que passam pela implementação de uma política institucional que incentive o auto-arquivo das publicações desenvolvidas no âmbito institucional no repositório, serve como mote para uma maior valorização da produção científica do INESC TEC.The progressive transformation of scientific practices, driven by the development of new Information and Communication Technologies (ICT), which made it possible to increase access to information, gradually moving towards an opening of the research cycle. This opening makes it possible to resolve, in the long term, the adversity that has been placed on researchers, which involves the existence of barriers that limit access conditions, whether geographical or financial. Although large commercial publishers predominantly dominate scientific production and subject it to the rules imposed by them, the Open Access movement whose first public declaration, the Budapest Declaration (BOAI), was in 2002, proposes significant changes that benefit the authors and the readers. This Movement has gained importance in Portugal since 2003, with the constitution of the first institutional repository at the national level. Institutional repositories have emerged as a tool for disseminating the scientific production of an institution to open the results of the research, both before publication and the preprint process and postprint, increase the visibility of work done by an investigator and his or her institution. The present study, which underwent an analysis of the copyright policies of INESC TEC most relevant scientific publications, allowed not only to realize that publishers are increasingly adopting policies that make it possible to self-archive publications in institutional repositories, all the work of raising awareness, not only for researchers but also for the institution and the whole society. The production of a set of recommendations, which go through the implementation of an institutional policy that encourages the self-archiving of the publications developed in the institutional scope in the repository, serves as a motto for a greater appreciation of the scientific production of INESC TEC
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