41 research outputs found

    Responsive and Flexible Controlled Natural Language Authoring with Zipper-based Transformations

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    International audienceControlled natural languages (CNL) have the benefits to combine the readability of natural languages, and the accuracy of formal languages. They have been used to help users express facts, rules or queries. While generally easy to read, CNLs remain difficult to write because of the constrained syntax. A common solution is a grammar-based auto-completion mechanism to suggest the next possible words in a sentence. However, this solution has two limitations: (a) partial sentences may have no semantics, which prevents giving intermediate results or feedback, and (b) the suggestion is often limited to adding words at the end of the sentence. We propose a more responsive and flexible CNL authoring by designing it as a sequence of sentence transformations. Responsiveness is obtained by having a complete, and hence interpretable, sentence at each time. Flexibility is obtained by allowing insertion and deletion on any part of the sentence. Technically, this is realized by working directly on the abstract syntax, rather than on the concrete syntax , and by using Huet's zippers to manage the focus on a query part, the equivalent of the text cursor of a word processor

    The Digital Transformation of Marketer Identities in Figured Worlds

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    The digital transformation of marketing has been ongoing for more than three decades but the breadth and depth of change in the last five years has been unprecedented. We know from extensive research on identities in organisations that change in work practices can prompt identity work, yet there has been relatively little prior research about marketer identities. Moreover, there has been even less research about marketer identities relating to digital transformation. This thesis addresses these gaps; however, it does so by looking at the intersection of marketer identities and digital transformation via a Pragmatist reading of Holland et al.’s (1998) concept of Figured Worlds, a social practice theory of identity with roots in Vygotsky, Bakhtin, Mead, and Bourdieu. This approach enabled the study of processes of transformation in relation to the various artefacts which make up figured worlds, such as vocabularies, practices, and materialities which come together to construct understandings about ‘how things work’ or what is considered ‘normal’ by the people who inhabit them. The main body of the thesis centres on an ethnographically-oriented case study of the marketing department of a large Canadian NGO (Canango) in the process of shifting from a traditional ‘NGO helper’ culture to a so-called ‘Agile marketing’ culture based on project management practices originating in software development that have been growing in popularity among practitioners. The thesis identifies a number of ‘classes’ of marketer identities: managerially supplied ; technologically afforded ; socially afforded ; emergent ; and, performed along with what each type enables one to do. Using ideas from Figured Worlds theory and multimodal discourse analysis, a heuristic framework is then developed made of the elements ‘ matter ’ (phenomena), ‘ meaning ’, mediators , ‘ me ’ (identity) and ‘ motion ’ (action) to study how these identities are used to accomplish contextual goals. This framework is then applied to study the way that three people variously appropriated or resisted a particular supplied identity: the ‘Agile organiser’. Finally the ideas developed through the first three phases of the thesis are applied in a final phase in which Canango begins using a new digital collaborative work platform. The study looks at the identity implications of this move, evidencing the ways in which the work platform serves as a ‘bridge’ between worlds and how such bridges may be used to change worlds and make new ones

    Generative Mesh Modeling

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    Generative Modeling is an alternative approach for the description of three-dimensional shape. The basic idea is to represent a model not as usual by an agglomeration of geometric primitives (triangles, point clouds, NURBS patches), but by functions. The paradigm change from objects to operations allows for a procedural representation of procedural shapes, such as most man-made objects. Instead of storing only the result of a 3D construction, the construction process itself is stored in a model file. The generative approach opens truly new perspectives in many ways, among others also for 3D knowledge management. It permits for instance to resort to a repository of already solved modeling problems, in order to re-use this knowledge also in different, slightly varied situations. The construction knowledge can be collected in digital libraries containing domain-specific parametric modeling tools. A concrete realization of this approach is a new general description language for 3D models, the "Generative Modeling Language" GML. As a Turing-complete "shape programming language" it is a basis of existing, primitv based 3D model formats. Together with its Runtime engine the GML permits - to store highly complex 3D models in a compact form, - to evaluate the description within fractions of a second, - to adaptively tesselate and to interactively display the model, - and even to change the models high-level parameters at runtime.Die generative Modellierung ist ein alternativer Ansatz zur Beschreibung von dreidimensionaler Form. Zugrunde liegt die Idee, ein Modell nicht wie üblich durch eine Ansammlung geometrischer Primitive (Dreiecke, Punkte, NURBS-Patches) zu beschreiben, sondern durch Funktionen. Der Paradigmenwechsel von Objekten zu Geometrie-erzeugenden Operationen ermöglicht es, prozedurale Modelle auch prozedural zu repräsentieren. Statt das Resultat eines 3D-Konstruktionsprozesses zu speichern, kann so der Konstruktionsprozess selber repräsentiert werden. Der generative Ansatz eröffnet unter anderem gänzlich neue Perspektiven für das Wissensmanagement im 3D-Bereich. Er ermöglicht etwa, auf einen Fundus bereits gelöster Konstruktions-Aufgaben zurückzugreifen, um sie in ähnlichen, aber leicht variierten Situationen wiederverwenden zu können. Das Konstruktions-Wissen kann dazu in Form von Bibliotheken parametrisierter, Domänen-spezifischer Modellier-Werkzeuge gesammelt werden. Konkret wird dazu eine neue allgemeine Modell-Beschreibungs-Sprache vorgeschlagen, die "Generative Modeling Language" GML. Als Turing-mächtige "Programmiersprache für Form" stellt sie eine echte Verallgemeinerung existierender Primitiv-basierter 3D-Modellformate dar. Zusammen mit ihrer Runtime-Engine erlaubt die GML, - hochkomplexe 3D-Objekte extrem kompakt zu beschreiben, - die Beschreibung innerhalb von Sekundenbruchteilen auszuwerten, - das Modell adaptiv darzustellen und interaktiv zu betrachten, - und die Modell-Parameter interaktiv zu verändern

    Digital Twin in the IoT context: a survey on technical features, scenarios and architectural models

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    Digital Twin is an emerging concept that is gaining attention in various industries. It refers to the ability to clone a physical object into a software counterpart. The softwarized object, termed logical object, reflects all the important properties and characteristics of the original object within a specific application context. To fully determine the expected properties of the Digital Twin, this paper surveys the state of the art starting from the original definition within the manufacturing industry. It takes into account related proposals emerging in other fields, namely, Augmented and Virtual Reality (e.g., avatars), Multi-agent systems, and virtualization. This survey thereby allows for the identification of an extensive set of Digital Twin features that point to the “softwarization” of physical objects. To properly consolidate a shared Digital Twin definition, a set of foundational properties is identified and proposed as a common ground outlining the essential characteristics (must-haves) of a Digital Twin. Once the Digital Twin definition has been consolidated, its technical and business value is discussed in terms of applicability and opportunities. Four application scenarios illustrate how the Digital Twin concept can be used and how some industries are applying it. The scenarios also lead to a generic DT architectural Model. This analysis is then complemented by the identification of software architecture models and guidelines in order to present a general functional framework for the Digital Twin. The paper, eventually, analyses a set of possible evolution paths for the Digital Twin considering its possible usage as a major enabler for the softwarization process

    Second Annual Workshop on Space Operations Automation and Robotics (SOAR 1988)

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    Papers presented at the Second Annual Workshop on Space Operation Automation and Robotics (SOAR '88), hosted by Wright State University at Dayton, Ohio, on July 20, 21, 22, and 23, 1988, are documented herein. During the 4 days, approximately 100 technical papers were presented by experts from NASA, the USAF, universities, and technical companies. Panel discussions on Human Factors, Artificial Intelligence, Robotics, and Space Systems were held but are not documented herein. Technical topics addressed included knowledge-based systems, human factors, and robotics

    JPEG: the quadruple object

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    The thesis, together with its practice-research works, presents an object-oriented perspective on the JPEG standard. Using the object-oriented philosophy of Graham Harman as a theoretical and also practical starting point, the thesis looks to provide an account of the JPEG digital object and its enfolding within the governmental scopic regime. The thesis looks to move beyond accounts of digital objects and protocols within software studies that position the object in terms of issues of relationality, processuality and potentiality. From an object-oriented point of view, the digital object must be seen as exceeding its relations, as actual, present and holding nothing in reserve. The thesis presents an account of JPEG starting from that position as well as an object-oriented account of JPEG’s position within the distributed, governmental scopic regime via an analysis of Facebook’s Timeline, tagging and Haystack systems. As part of a practice-research project, the author looked to use that perspective within photographic and broader imaging practices as a spur to new work and also as a “laboratory” to explore Harman’s framework. The thesis presents the findings of those “experiments” in the form of a report alongside practice-research eBooks. These works were not designed to be illustrations of the theory, nor works to be “analysed”. Rather, following the lead of Ian Bogost and Mark Amerika, they were designed to be “philosophical works” in the sense of works that “did” philosophy

    JPEG: the quadruple object

    Get PDF
    The thesis, together with its practice-research works, presents an object-oriented perspective on the JPEG standard. Using the object-oriented philosophy of Graham Harman as a theoretical and also practical starting point, the thesis looks to provide an account of the JPEG digital object and its enfolding within the governmental scopic regime. The thesis looks to move beyond accounts of digital objects and protocols within software studies that position the object in terms of issues of relationality, processuality and potentiality. From an object-oriented point of view, the digital object must be seen as exceeding its relations, as actual, present and holding nothing in reserve. The thesis presents an account of JPEG starting from that position as well as an object-oriented account of JPEG’s position within the distributed, governmental scopic regime via an analysis of Facebook’s Timeline, tagging and Haystack systems. As part of a practice-research project, the author looked to use that perspective within photographic and broader imaging practices as a spur to new work and also as a “laboratory” to explore Harman’s framework. The thesis presents the findings of those “experiments” in the form of a report alongside practice-research eBooks. These works were not designed to be illustrations of the theory, nor works to be “analysed”. Rather, following the lead of Ian Bogost and Mark Amerika, they were designed to be “philosophical works” in the sense of works that “did” philosophy

    The Application of Mixed Reality Within Civil Nuclear Manufacturing and Operational Environments

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    This thesis documents the design and application of Mixed Reality (MR) within a nuclear manufacturing cell through the creation of a Digitally Assisted Assembly Cell (DAAC). The DAAC is a proof of concept system, combining full body tracking within a room sized environment and bi-directional feedback mechanism to allow communication between users within the Virtual Environment (VE) and a manufacturing cell. This allows for training, remote assistance, delivery of work instructions, and data capture within a manufacturing cell. The research underpinning the DAAC encompasses four main areas; the nuclear industry, Virtual Reality (VR) and MR technology, MR within manufacturing, and finally the 4 th Industrial Revolution (IR4.0). Using an array of Kinect sensors, the DAAC was designed to capture user movements within a real manufacturing cell, which can be transferred in real time to a VE, creating a digital twin of the real cell. Users can interact with each other via digital assets and laser pointers projected into the cell, accompanied by a built-in Voice over Internet Protocol (VoIP) system. This allows for the capture of implicit knowledge from operators within the real manufacturing cell, as well as transfer of that knowledge to future operators. Additionally, users can connect to the VE from anywhere in the world. In this way, experts are able to communicate with the users in the real manufacturing cell and assist with their training. The human tracking data fills an identified gap in the IR4.0 network of Cyber Physical System (CPS), and could allow for future optimisations within manufacturing systems, Material Resource Planning (MRP) and Enterprise Resource Planning (ERP). This project is a demonstration of how MR could prove valuable within nuclear manufacture. The DAAC is designed to be low cost. It is hoped this will allow for its use by groups who have traditionally been priced out of MR technology. This could help Small to Medium Enterprises (SMEs) close the double digital divide between themselves and larger global corporations. For larger corporations it offers the benefit of being low cost, and, is consequently, easier to roll out across the value chain. Skills developed in one area can also be transferred to others across the internet, as users from one manufacturing cell can watch and communicate with those in another. However, as a proof of concept, the DAAC is at Technology Readiness Level (TRL) five or six and, prior to its wider application, further testing is required to asses and improve the technology. The work was patented in both the UK (S. R EDDISH et al., 2017a), the US (S. R EDDISH et al., 2017b) and China (S. R EDDISH et al., 2017c). The patents are owned by Rolls-Royce and cover the methods of bi-directional feedback from which users can interact from the digital to the real and vice versa. Stephen Reddish Mixed Mode Realities in Nuclear Manufacturing Key words: Mixed Mode Reality, Virtual Reality, Augmented Reality, Nuclear, Manufacture, Digital Twin, Cyber Physical Syste

    Preface

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