47,995 research outputs found
Setting the stage – embodied and spatial dimensions in emerging programming practices.
In the design of interactive systems, developers sometimes need to engage in various ways of physical
performance in order to communicate ideas and to test out properties of the system to be realised. External
resources such as sketches, as well as bodily action, often play important parts in such processes, and
several methods and tools that explicitly address such aspects of interaction design have recently been
developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies
add up to a complex web of physicality within the practice of designing interactive systems. We illustrate
this dimension of systems development through three cases which in different ways address the design
of systems where embodied performance is important. The first case shows how building a physical sport
simulator emphasises a shift in activity between programming and debugging. The second case shows a
build-once run-once scenario, where the fine-tuning and control of the run-time activity gets turned into
an act of in situ performance by the programmers. The third example illustrates the explorative and experiential
nature of programming and debugging systems for specialised and autonomous interaction
devices. This multitude in approaches in existing programming settings reveals an expanded perspective
of what practices of interaction design consist of, emphasising the interlinking between design, programming,
and performance with the system that is being developed
The 3DMA Middleware for Mobile Applications
Mobile devices have received much research interest in re- cent years. Mobility raises new issues such as more dynamic context, limited computing resources, and frequent disconnections. To handle these issues, we propose a middleware, called 3DMA, which introduces three requirements, 1) distribution, 2) decoupling and 3) decomposition. 3DMA uses a space based middleware approach combined with a set of workers which are able to act on the users behalf either to reduce load on the mobile device, or to support disconnected behavior. In order to demonstrate aspects of the middleware architecture we consider the development of a commonly used mobile application
Middleware Technologies for Cloud of Things - a survey
The next wave of communication and applications rely on the new services
provided by Internet of Things which is becoming an important aspect in human
and machines future. The IoT services are a key solution for providing smart
environments in homes, buildings and cities. In the era of a massive number of
connected things and objects with a high grow rate, several challenges have
been raised such as management, aggregation and storage for big produced data.
In order to tackle some of these issues, cloud computing emerged to IoT as
Cloud of Things (CoT) which provides virtually unlimited cloud services to
enhance the large scale IoT platforms. There are several factors to be
considered in design and implementation of a CoT platform. One of the most
important and challenging problems is the heterogeneity of different objects.
This problem can be addressed by deploying suitable "Middleware". Middleware
sits between things and applications that make a reliable platform for
communication among things with different interfaces, operating systems, and
architectures. The main aim of this paper is to study the middleware
technologies for CoT. Toward this end, we first present the main features and
characteristics of middlewares. Next we study different architecture styles and
service domains. Then we presents several middlewares that are suitable for CoT
based platforms and lastly a list of current challenges and issues in design of
CoT based middlewares is discussed.Comment: http://www.sciencedirect.com/science/article/pii/S2352864817301268,
Digital Communications and Networks, Elsevier (2017
Middleware Technologies for Cloud of Things - a survey
The next wave of communication and applications rely on the new services
provided by Internet of Things which is becoming an important aspect in human
and machines future. The IoT services are a key solution for providing smart
environments in homes, buildings and cities. In the era of a massive number of
connected things and objects with a high grow rate, several challenges have
been raised such as management, aggregation and storage for big produced data.
In order to tackle some of these issues, cloud computing emerged to IoT as
Cloud of Things (CoT) which provides virtually unlimited cloud services to
enhance the large scale IoT platforms. There are several factors to be
considered in design and implementation of a CoT platform. One of the most
important and challenging problems is the heterogeneity of different objects.
This problem can be addressed by deploying suitable "Middleware". Middleware
sits between things and applications that make a reliable platform for
communication among things with different interfaces, operating systems, and
architectures. The main aim of this paper is to study the middleware
technologies for CoT. Toward this end, we first present the main features and
characteristics of middlewares. Next we study different architecture styles and
service domains. Then we presents several middlewares that are suitable for CoT
based platforms and lastly a list of current challenges and issues in design of
CoT based middlewares is discussed.Comment: http://www.sciencedirect.com/science/article/pii/S2352864817301268,
Digital Communications and Networks, Elsevier (2017
Visualyzart Project – The role in education
The VisualYzARt project intends to develop research on mobile platforms, web and social scenarios in order to bring augmented reality and natural interaction for the general public, aiming to study and validate the adequacy of YVision platform in various fields of activity such as digital arts, design, education, culture and leisure. The VisualYzARt project members analysed the components available in YVision platform and are defining new ones that allow the creation of applications to a chosen activity, effectively adding a new language to the domain YVision. In this paper we will present the role of the InstitutoPolitécnico de Santarém which falls into the field of education.VisualYzART is funded by QREN – Sistema de Incentivos à Investigação e Desenvolvimento Tecnológico (SI
I&DT), Project n. º 23201 - VisualYzARt (from January 2013 to December 2014). Partners: YDreams Portugal;
Instituto Politécnico de Santarém - Gabinete de e-Learning; Universidade de Coimbra - Centro de Informática e Sistemas; Instituto Politécnico de Leiria - Centro de Investigação em Informática e Comunicações; Universidade Católica do Porto - Centro de Investigação em Ciência e Tecnologia das Artes.info:eu-repo/semantics/publishedVersio
Policy-based management for body-sensor networks
Accepted versio
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