32 research outputs found

    Revista Economica

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    User driven modelling: Visualisation and systematic interaction for end-user programming with tree-based structures

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    This thesis addresses certain problems encountered by teams of engineers when modelling complex structures and processes subject to cost and other resource constraints. The cost of a structure or process may be ‘read off’ its specifying model, but the language in which the model is expressed (e.g. CAD) and the language in which resources may be modelled (e.g. spreadsheets) are not naturally compatible. This thesis demonstrates that a number of intermediate steps may be introduced which enable both meaningful translation from one conceptual view to another as well as meaningful collaboration between team members. The work adopts a diagrammatic modelling approach as a natural one in an engineering context when seeking to establish a shared understanding of problems.Thus, the research question to be answered in this thesis is: ‘To what extent is it possible to improve user-driven software development through interaction with diagrams and without requiring users to learn particular computer languages?’ The goal of the research is to improve collaborative software development through interaction with diagrams, thereby minimising the need for end-users to code directly. To achieve this aim a combination of the paradigms of End-User Programming, Process and Product Modelling and Decision Support, and Semantic Web are exploited and a methodology of User Driven Modelling and Programming (UDM/P) is developed, implemented, and tested as a means of demonstrating the efficacy of diagrammatic modelling.In greater detail, the research seeks to show that diagrammatic modelling eases problems of maintenance, extensibility, ease of use, and sharing of information. The methodology presented here to achieve this involves a three step translation from a visualised ontology, through a modelling tool, to output to interactive visualisations. An analysis of users groups them into categories of system creator, model builder, and model user. This categorisation corresponds well with the three-step translation process where users develop the ontology, modelling tool, and visualisations for their problem.This research establishes and exemplifies a novel paradigm of collaborative end-user programming by domain experts. The end-user programmers can use a visual interface where the visualisation of the software exactly matches the structure of the software itself, making translation between user and computer, and vice versa, much more direct and practical. The visualisation is based on an ontology that provides a representation of the software as a tree. The solution is based on translation from a source tree to a result tree, and visualisation of both. The result tree shows a structured representation of the model with a full visualisation of all parts that leads to the computed result.In conclusion, it is claimed that this direct representation of the structure enables an understanding of the program as an ontology and model that is then visualised, resulting in a more transparent shared understanding by all users. It is further argued that our diagrammatic modelling paradigm consequently eases problems of maintenance, extensibility, ease of use, and sharing of information. This method is applicable to any problem that lends itself to representation as a tree. This is considered a limitation of the method to be addressed in a future project

    User driven modelling : visualisation and systematic interaction for end-user programming with tree-based structures

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    This thesis addresses certain problems encountered by teams of engineers when modelling complex structures and processes subject to cost and other resource constraints. The cost of a structure or process may be ‘read off’ its specifying model, but the language in which the model is expressed (e.g. CAD) and the language in which resources may be modelled (e.g. spreadsheets) are not naturally compatible. This thesis demonstrates that a number of intermediate steps may be introduced which enable both meaningful translation from one conceptual view to another as well as meaningful collaboration between team members. The work adopts a diagrammatic modelling approach as a natural one in an engineering context when seeking to establish a shared understanding of problems. Thus, the research question to be answered in this thesis is: ‘To what extent is it possible to improve user-driven software development through interaction with diagrams and without requiring users to learn particular computer languages?’ The goal of the research is to improve collaborative software development through interaction with diagrams, thereby minimising the need for end-users to code directly. To achieve this aim a combination of the paradigms of End-User Programming, Process and Product Modelling and Decision Support, and Semantic Web are exploited and a methodology of User Driven Modelling and Programming (UDM/P) is developed, implemented, and tested as a means of demonstrating the efficacy of diagrammatic modelling. In greater detail, the research seeks to show that diagrammatic modelling eases problems of maintenance, extensibility, ease of use, and sharing of information. The methodology presented here to achieve this involves a three step translation from a visualised ontology, through a modelling tool, to output to interactive visualisations. An analysis of users groups them into categories of system creator, model builder, and model user. This categorisation corresponds well with the three-step translation process where users develop the ontology, modelling tool, and visualisations for their problem. This research establishes and exemplifies a novel paradigm of collaborative end-user programming by domain experts. The end-user programmers can use a visual interface where the visualisation of the software exactly matches the structure of the software itself, making translation between user and computer, and vice versa, much more direct and practical. The visualisation is based on an ontology that provides a representation of the software as a tree. The solution is based on translation from a source tree to a result tree, and visualisation of both. The result tree shows a structured representation of the model with a full visualisation of all parts that leads to the computed result. In conclusion, it is claimed that this direct representation of the structure enables an understanding of the program as an ontology and model that is then visualised, resulting in a more transparent shared understanding by all users. It is further argued that our diagrammatic modelling paradigm consequently eases problems of maintenance, extensibility, ease of use, and sharing of information. This method is applicable to any problem that lends itself to representation as a tree. This is considered a limitation of the method to be addressed in a future project.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Persuasive by design: a model and toolkit for designing evidence-based interventions

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    PRESTK : situation-aware presentation of messages and infotainment content for drivers

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    The amount of in-car information systems has dramatically increased over the last few years. These potentially mutually independent information systems presenting information to the driver increase the risk of driver distraction. In a first step, orchestrating these information systems using techniques from scheduling and presentation planning avoid conflicts when competing for scarce resources such as screen space. In a second step, the cognitive capacity of the driver as another scarce resource has to be considered. For the first step, an algorithm fulfilling the requirements of this situation is presented and evaluated. For the second step, I define the concept of System Situation Awareness (SSA) as an extension of Endsley’s Situation Awareness (SA) model. I claim that not only the driver needs to know what is happening in his environment, but also the system, e.g., the car. In order to achieve SSA, two paths of research have to be followed: (1) Assessment of cognitive load of the driver in an unobtrusive way. I propose to estimate this value using a model based on environmental data. (2) Developing model of cognitive complexity induced by messages presented by the system. Three experiments support the claims I make in my conceptual contribution to this field. A prototypical implementation of the situation-aware presentation management toolkit PRESTK is presented and shown in two demonstrators.In den letzten Jahren hat die Menge der informationsanzeigenden Systeme im Auto drastisch zugenommen. Da sie potenziell unabhĂ€ngig voneinander ablaufen, erhöhen sie die Gefahr, die Aufmerksamkeit des Fahrers abzulenken. Konflikte entstehen, wenn zwei oder mehr Systeme zeitgleich auf limitierte Ressourcen wie z. B. den Bildschirmplatz zugreifen. Ein erster Schritt, diese Konflikte zu vermeiden, ist die Orchestrierung dieser Systeme mittels Techniken aus dem Bereich Scheduling und PrĂ€sentationsplanung. In einem zweiten Schritt sollte die kognitive KapazitĂ€t des Fahrers als ebenfalls limitierte Ressource berĂŒcksichtigt werden. Der Algorithmus, den ich zu Schritt 1 vorstelle und evaluiere, erfĂŒllt alle diese Anforderungen. Zu Schritt 2 definiere ich das Konzept System Situation Awareness (SSA), basierend auf Endsley’s Konzept der Situation Awareness (SA). Dadurch wird erreicht, dass nicht nur der Fahrer sich seiner Umgebung bewusst ist, sondern auch das System (d.h. das Auto). Zu diesem Zweck mšussen zwei Bereiche untersucht werden: (1) Die kognitive Belastbarkeit des Fahrers unaufdringlich ermitteln. Dazu schlage ich ein Modell vor, das auf Umgebungsinformationen basiert. (2) Ein weiteres Modell soll die KomplexitĂ€t der prĂ€sentierten Informationen bestimmen. Drei Experimente stĂŒtzen die Behauptungen in meinem konzeptuellen Beitrag. Ein Prototyp des situationsbewussten PrĂ€sentationsmanagement-Toolkits PresTK wird vorgestellt und in zwei Demonstratoren gezeigt

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    From Ontology-enabled Services to Service-enabled Ontologies : Making Ontologies Work in e-Science with Onto <-> SOA

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    Top, J.L. [Promotor

    Veröffentlichungen und VortrĂ€ge 2001 der Mitglieder der FakultĂ€t fĂŒr Informatik

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    Ubiquitous User Modeling

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    More and more interactions take place between humans and mobile or connected IT-systems in daily life. This offers a great opportunity, especially to user modeling, to reach better adaptation with ongoing evaluation of user behavior. This work develops a complete framework to realize the newly defined concept of ubiquitous user modeling. The developed tools cover methods for the uniform exchange and the semantic integration of partial user models. They also account for the extended needs for privacy and the right of every human for introspection and control of their collected data. The SITUATIONALSTATEMENTS and the exchange language USERML have been developed on the syntactical level, while the general user model ontology GUMO and the UBISWORLD ontology have been developed on the semantical level. A multilevel conflict resolution method, which handles the problem of contradictory statements, has been implemented together with a web-based user model service, such that the road capability and the scalability can be proven with this approach.Immer hĂ€ufiger auftretende Interaktionen im tĂ€glichen Leben zwischen Menschen und vernetzten oder mobilen IT-Systemen bieten insbesondere fĂŒr die Benutzermodellierung eine große Chance, durch stĂ€ndige Evaluation des Benutzerverhaltens verbesserte Adaptionsleistungen zu erzielen. Die vorliegende Arbeit entwickelt ein komplettes Rahmensystem, um dieses neu definierte Konzept der ubiquitĂ€ren Benutzermodellierung zu realisieren. Die erarbeiteten Werkzeuge umfassen Methoden zum einheitlichen Austausch und zur semantischen Integration von partiellen Benutzermodellen. Sie berĂŒcksichtigen aber auch die erhöhten Anforderungen an die PrivatsphĂ€re, sowie das Recht der Menschen auf Introspektion und Kontrolle ĂŒber die erhobenen Daten. Auf syntaktischer Ebene werden die situationsbeschreibenden Aussagen sowie die Austauschsprache UserML entworfen. Auf semantischer Ebene werden die allgemeine Benutzermodell-Ontologie GUMO und die UBISWELT-Ontologie entwickelt. Ein mehrstufiger Konfliktlösungsmechanismus, der das Problem sich widersprechender Aussagen bearbeitet, wird zusammen mit einem webbasierten Benutzermodell-Service implementiert, sodass die Praxistauglichkeit und die Skalierbarkeit dieses Ansatzes an mehreren Beispielen gezeigt werden kann
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