8,239 research outputs found

    Technical Dimensions of Programming Systems

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    Programming requires much more than just writing code in a programming language. It is usually done in the context of a stateful environment, by interacting with a system through a graphical user interface. Yet, this wide space of possibilities lacks a common structure for navigation. Work on programming systems fails to form a coherent body of research, making it hard to improve on past work and advance the state of the art. In computer science, much has been said and done to allow comparison of programming languages, yet no similar theory exists for programming systems; we believe that programming systems deserve a theory too. We present a framework of technical dimensions which capture the underlying characteristics of programming systems and provide a means for conceptualizing and comparing them. We identify technical dimensions by examining past influential programming systems and reviewing their design principles, technical capabilities, and styles of user interaction. Technical dimensions capture characteristics that may be studied, compared and advanced independently. This makes it possible to talk about programming systems in a way that can be shared and constructively debated rather than relying solely on personal impressions. Our framework is derived using a qualitative analysis of past programming systems. We outline two concrete ways of using our framework. First, we show how it can analyze a recently developed novel programming system. Then, we use it to identify an interesting unexplored point in the design space of programming systems. Much research effort focuses on building programming systems that are easier to use, accessible to non-experts, moldable and/or powerful, but such efforts are disconnected. They are informal, guided by the personal vision of their authors and thus are only evaluable and comparable on the basis of individual experience using them. By providing foundations for more systematic research, we can help programming systems researchers to stand, at last, on the shoulders of giants

    A Design Science Research Approach to Smart and Collaborative Urban Supply Networks

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    Urban supply networks are facing increasing demands and challenges and thus constitute a relevant field for research and practical development. Supply chain management holds enormous potential and relevance for society and everyday life as the flow of goods and information are important economic functions. Being a heterogeneous field, the literature base of supply chain management research is difficult to manage and navigate. Disruptive digital technologies and the implementation of cross-network information analysis and sharing drive the need for new organisational and technological approaches. Practical issues are manifold and include mega trends such as digital transformation, urbanisation, and environmental awareness. A promising approach to solving these problems is the realisation of smart and collaborative supply networks. The growth of artificial intelligence applications in recent years has led to a wide range of applications in a variety of domains. However, the potential of artificial intelligence utilisation in supply chain management has not yet been fully exploited. Similarly, value creation increasingly takes place in networked value creation cycles that have become continuously more collaborative, complex, and dynamic as interactions in business processes involving information technologies have become more intense. Following a design science research approach this cumulative thesis comprises the development and discussion of four artefacts for the analysis and advancement of smart and collaborative urban supply networks. This thesis aims to highlight the potential of artificial intelligence-based supply networks, to advance data-driven inter-organisational collaboration, and to improve last mile supply network sustainability. Based on thorough machine learning and systematic literature reviews, reference and system dynamics modelling, simulation, and qualitative empirical research, the artefacts provide a valuable contribution to research and practice

    Valtionavustustoiminnan sanasto : 2. laajennettu laitos

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    Valtionavustustoiminnan sanastossa määritellään valtionavustustoimintaa koskevat keskeiset käsitteet ja annetaan näille valtakunnalliset termisuositukset sekä niiden vastineet ruotsiksi ja englanniksi. Tavoitteena on selkeyttää ja yhdenmukaistaa yli 90 valtionapuviranomaisen käyttämät käsitteet. Sanastoa on valmisteltu yhteistyössä eri hallinnonaloilla toimivien valtionavustustoiminnan asiantuntijoiden ja valtionavustuksen hakijoiden kanssa. Terminologista sanastotyötä on toteuttanut Sanastokeskuksen terminologi yhdessä CSC – Tieteen tietotekniikan keskuksen asiantuntijan kanssa. Ruotsin ja englannin kieliversioista on vastannut valtioneuvoston kanslian käännös- ja kielitoimiala. Jatkossa työryhmätyöskentely painottuu sanaston ylläpitämiseen ja kehittämiseen. Julkaisu täydentää aikaisempaa sanaston versiota, joka julkaistiin vuonna 2021. Sanastoa on täydennetty luvuilla 7—8, joissa määritellään valtionavustuksella rahoitettavaan toimintaan, vaikuttavuuteen ja arviointiin sekä talouteen ja toiminnan resursseihin liittyviä käsitteitä. Sanastosta aiemmin julkaistu osa (luvut 1—6) sisältää valtionavustuslajeihin sekä valtionapuviranomaisten ja valtionavustusten hakijoiden väliseen toimintaan liittyviä käsitteitä. Näihin käsitteisiin on tehty tarkennuksia ja uusia käsitesuhdeviittauksia sanaston uusien osuuksien valmistelun aikana

    Pocket size interactive films: Embedding the mobile devices’ features, characteristics and affordances into filmic interactive narratives.

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    Throughout the history of interactive film, creators have experimented with different modes of interaction to allow for the viewers’ agency. As interactive films have not yet established a standardised form, projects have continually been shaped by new technology. Over time, viewers have shifted from the cinema, to televisions, the personal computer and recently the mobile device. These devices further extend the interactive capabilities that are at the creators’ disposal. Therefore, this thesis proposes that mobile devices could facilitate new forms of interactive film that make use of these features. This study investigates the integration of the mobile devices’ characteristics, features and affordances into an interactive film project that is both viewed and interacted with on a mobile device. First and foremost, it establishes whether the mobile device can be successfully used by authors to relay interactive films. Secondly, it gives insights into design considerations for authors that aim to make use of the mobile devices’ features. Additionally, the thesis gathers insights into the use of game-engine technology for developing similar interactive film projects. The research begins with a literature review establishing the historical and academic context in regards to interactive- films, narratives, and interfaces, thereby focussing on mobile devices. Consecutively, a selection of projects is surveyed to garner insights into the current state of the art. These sections are then used to inform the practice-based part of this thesis in which the production of an interactive film project will be comprehensively documented. A concurrent think-aloud usability test, accompanied by a reflection on the outcomes and production process will conclude the research. The outcome suggests that mobile devices can act as successful vessels for interactive narratives. However, usability tests as well as reflection reveal that the thesis project cannot be strictly classified as an interactive film. Therefore, suggestions for future research as well as insights into the retention of filmic quality can be made in retrospect. Additionally, The use of game-engines for interactive film authoring proves to allow creators rapid prototyping and ease of implementation. Though their use might impact projects by over-complicating interaction paradigms more extensively used in game production.Media files notes: Project Documentation of Creations; an interactive short film for the mobile device. Media rights: CC-BY-NC-ND 4.

    How to Be a God

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    When it comes to questions concerning the nature of Reality, Philosophers and Theologians have the answers. Philosophers have the answers that can’t be proven right. Theologians have the answers that can’t be proven wrong. Today’s designers of Massively-Multiplayer Online Role-Playing Games create realities for a living. They can’t spend centuries mulling over the issues: they have to face them head-on. Their practical experiences can indicate which theoretical proposals actually work in practice. That’s today’s designers. Tomorrow’s will have a whole new set of questions to answer. The designers of virtual worlds are the literal gods of those realities. Suppose Artificial Intelligence comes through and allows us to create non-player characters as smart as us. What are our responsibilities as gods? How should we, as gods, conduct ourselves? How should we be gods

    A Syntactical Reverse Engineering Approach to Fourth Generation Programming Languages Using Formal Methods

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    Fourth-generation programming languages (4GLs) feature rapid development with minimum configuration required by developers. However, 4GLs can suffer from limitations such as high maintenance cost and legacy software practices. Reverse engineering an existing large legacy 4GL system into a currently maintainable programming language can be a cheaper and more effective solution than rewriting from scratch. Tools do not exist so far, for reverse engineering proprietary XML-like and model-driven 4GLs where the full language specification is not in the public domain. This research has developed a novel method of reverse engineering some of the syntax of such 4GLs (with Uniface as an exemplar) derived from a particular system, with a view to providing a reliable method to translate/transpile that system's code and data structures into a modern object-oriented language (such as C\#). The method was also applied, although only to a limited extent, to some other 4GLs, Informix and Apex, to show that it was in principle more broadly applicable. A novel testing method that the syntax had been successfully translated was provided using 'abstract syntax trees'. The novel method took manually crafted grammar rules, together with Encapsulated Document Object Model based data from the source language and then used parsers to produce syntactically valid and equivalent code in the target/output language. This proof of concept research has provided a methodology plus sample code to automate part of the process. The methodology comprised a set of manual or semi-automated steps. Further automation is left for future research. In principle, the author's method could be extended to allow the reverse engineering recovery of the syntax of systems developed in other proprietary 4GLs. This would reduce time and cost for the ongoing maintenance of such systems by enabling their software engineers to work using modern object-oriented languages, methodologies, tools and techniques

    ‘We the People: Supporting Food SMEs towards a Circular Food Economy’

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    This single Case Study locates SME (small and medium-size enterprise) hospitality and food services (HaFS) within a complex food waste system. It examines collaborative support for business change from linear resource wastage (‘take, use, dump), towards a circular food economy (CfE)- where ‘designing out’ food waste may reap savings. The objective is to support SME uptake of waste aversion practices so that they may thrive. The qualitative research centers on a London-based project promoting food waste valorization and healthy nutrition, in 15 boroughs. That project’s outreach for broad-based, collective impact included HaFS that are SMEs. Cross-sector liaison was the research focus for this Case Study which utilizes a hybrid philosophy and meta-framework, based on Critical Realism and Systemic Thinking. Some reference to Interpretivism highlights stewardship values for transforming individual behaviour. The Study also uses a multi-method design, borrowing soft systems from Management Science and Operational Research. Its blended approach includes: participant observation, mapping and rich picture techniques, semi-structured interviews and focus groups. The main research questions align concepts such as: circular economy, cross-sector collaboration and food waste management- with HaFS that are SMEs. A framework method and Leximancer software supported coding and qualitative thematic analysis. Primary findings include interesting categories of analytical, NGO and policy literature. Although conversations flagged up pivotal roles for our health and education sectors, the food SME element still seems peripheral in this transition to regenerative business. A ‘people vibe’ is enabling some HaFS’ kitchen waste action and food redistribution and, academia is a potential contributor to this information resource flow among stakeholders. The Study’s unique onto-epistemological framework enhances philosophical and theoretical knowledge about promoting SME resource stewardship. It spans Systemic Thinking (overt connections and acute complexities) and Critical Realism (deep mechanisms and institutional power differentials, impacting change). As an interpretive lens, the framework’s contribution to praxis was tested by shadowing the London TRiFOCAL project. This research could inform a business policy shift from traditional supply chain thinking, towards active UK food citizenship
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