190 research outputs found

    Ontology-based modular architecture for surgical autonomous robots

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    In this work, we present a workflow for the design and the deployment of an architecture for the ex ecution of a surgical task (i.e. tool positioning on the correct trajectory for needle insertion), where the architect ure’s components skeleton are automatically derived from ontological description. We formalized basic knowledge in a way that is readable and processable by both man and machine

    D2.1 Report on Task-Skill-Motion models

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    Parallel, distributed-memory implementation of a sparse-grid method for time-dependent advection-diffusion problems

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    A workable approach for modernizing existing software into parallel/distributed applications is through coarse-grain restructuring. If, for instance, entire subroutines of legacy code can be plugged into a new structure, the investment required for the re-discovery of the d

    Reusability of coordination programs

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    Isolating computation and communication concerns into separate pure computation and pure coordination modules enhances modularity, understandability, and reusability of parallel and/or distributed software. This can be achieved by moving communication primitives (such as SendMessage and ReceiveMessage), which are now commonly scattered in application codes, into separate modules written in a language dedicated to the coordination of processes and the flow of information among them. MANIFOLD is a pure coordination language that encourages the separation of communication and computation concerns, We use real, concrete, running MANIFOLD programs to demonstrate the concept of pure coordination modules and the advantage of their reuse in applications of different nature

    The state of adoption and the challenges of systematic variability management in industry

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    Handling large-scale software variability is still a challenge for many organizations. After decades of research on variability management concepts, many industrial organizations have introduced techniques known from research, but still lament that pure textbook approaches are not applicable or efficient. For instance, software product line engineering—an approach to systematically develop portfolios of products—is difficult to adopt given the high upfront investments; and even when adopted, organizations are challenged by evolving their complex product lines. Consequently, the research community now mainly focuses on re-engineering and evolution techniques for product lines; yet, understanding the current state of adoption and the industrial challenges for organizations is necessary to conceive effective techniques. In this multiple-case study, we analyze the current adoption of variability management techniques in twelve medium- to large-scale industrial cases in domains such as automotive, aerospace or railway systems. We identify the current state of variability management, emphasizing the techniques and concepts they adopted. We elicit the needs and challenges expressed for these cases, triangulated with results from a literature review. We believe our results help to understand the current state of adoption and shed light on gaps to address in industrial practice.This work is supported by Vinnova Sweden, Fond Unique Interminist´eriel (FUI) France, and the Swedish Research Council. Open access funding provided by University of Gothenbur

    On Programmable Interactions: Principles, Concepts and Challenges of Co-Located and Social Interplay

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    Computing machines and humans interacting has long followed similar principles – A human gives an input command to a machine, which the machine then executes, gives an output, and waits for the next human input. Thus the interactions are user-initiated, requiring constant active participation, and much attention. Despite this, the number of such interactions has kept increasing since computing has now pervaded all areas of human life. Take mobile devices as an example: they are now considered as magic remote controllers that enable interaction with the whole world. Hence, people are now glued to their mobiles, which makes them more detached from their surroundings and other people nearby. Consequently, there is no need nor desire to socialize with other people in close proximity. Presently, the physical world and the cyber world are melting into each other, and new cyber-physical devices are rapidly emerging. This means that an ever-increasing number of computers are awaiting user input.This wide array of computing devices and heterogeneous networking capabilities have great potential for improving the ways human interactions with computing can work. The problem is that the current ways of implementing software are not well-suited for implementing interactions where multiple co-located people and devices participate. The tools mainly support implementing apps where a sole user interacts with the device, and possibly, remotely with another person. Vendor-neutrality also causes many challenges as some manufacturers only focus on improving interoperability within ecosystems.This thesis approaches computing with a novel concept of programmable interactions. The idea is to consider the interactions as first class citizens in software development. Instead of focusing on how a human interacts with a machine, the focus is on how the machines in the same space can share resources and jointly interact with each other, serving the humans – the programmable interactions are based on principles that put humans into a central role in the interactions. For developing such interactions, the thesis presents an Action-Oriented Programming model and its runtime environment. Human and social aspects are considered with a concept of companion devices. These companions carry personal profiles about their owners, and represent them for other devices that are nearby. The devices socialize and interact with each other as well as with their owners proactively, meaning that they are also allowed to initiate interactions.The approaches and concepts that are presented form the basis for developing software where interactions play a key role. These programmable interactions are based on a set of human-centric principles, and the task of enabling them is highly demanding. Therefore, enabling programmable interactions should rather be considered as a continuous process that improves over time. The most crucial challenges have been identified in this thesis together with a view on how the current technology can be used to respond to them
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