1,258 research outputs found

    Engineering telecommunication services with SDL

    Get PDF
    If formal techniques are to be more widely accepted then they should evolve as current software engineering approaches evolve. Current techniques in the development of distributed systems use interface definition languages (IDLs) as a basis for the underlying communication and also as an abstraction tool. Object-oriented technologies [6] and the idea of engineering software through frameworks [5] are also widely accepted approaches in developing software. In this paper we show how the formal specification language SDL and associated tool support have been applied in the TOSCA1 project to engineer telecommunication services using these current techniques

    GRIDKIT: Pluggable overlay networks for Grid computing

    Get PDF
    A `second generation' approach to the provision of Grid middleware is now emerging which is built on service-oriented architecture and web services standards and technologies. However, advanced Grid applications have significant demands that are not addressed by present-day web services platforms. As one prime example, current platforms do not support the rich diversity of communication `interaction types' that are demanded by advanced applications (e.g. publish-subscribe, media streaming, peer-to-peer interaction). In the paper we describe the Gridkit middleware which augments the basic service-oriented architecture to address this particular deficiency. We particularly focus on the communications infrastructure support required to support multiple interaction types in a unified, principled and extensible manner-which we present in terms of the novel concept of pluggable overlay networks

    DESIGN AND EXPLORATION OF NEW MODELS FOR SECURITY AND PRIVACY-SENSITIVE COLLABORATION SYSTEMS

    Get PDF
    Collaboration has been an area of interest in many domains including education, research, healthcare supply chain, Internet of things, and music etc. It enhances problem solving through expertise sharing, ideas sharing, learning and resource sharing, and improved decision making. To address the limitations in the existing literature, this dissertation presents a design science artifact and a conceptual model for collaborative environment. The first artifact is a blockchain based collaborative information exchange system that utilizes blockchain technology and semi-automated ontology mappings to enable secure and interoperable health information exchange among different health care institutions. The conceptual model proposed in this dissertation explores the factors that influences professionals continued use of video- conferencing applications. The conceptual model investigates the role the perceived risks and benefits play in influencing professionals’ attitude towards VC apps and consequently its active and automatic use

    Specification of multiparty audio and video interaction based on the Reference Model of Open Distributed Processing

    Get PDF
    The Reference Model of Open Distributed Processing (RM-ODP) is an emerging ISO/ITU-T standard. It provides a framework of abstractions based on viewpoints, and it defines five viewpoint languages to model open distributed systems. This paper uses the viewpoint languages to specify multiparty audio/video exchange in distributed systems. To the designers of distributed systems, it shows how the concepts and rules of RM-ODP can be applied.\ud \ud The ODP Âżbinding objectÂż is an important concept to model continuous data flows in distributed systems. We take this concept as a basis for multiparty audio and video flow exchanges, and we provide five ODP viewpoint specifications, each emphasising a particular concern. To ensure overall correctness, special attention is paid to the mapping between the ODP viewpoint specifications

    Virtual workplaces : when metaphors breakdown

    Get PDF
    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1998.Includes bibliographical references (leaves 79-81).Our model of work is shaped by the places we choose to work and the tools we choose to work with. As we introduce new technologies and build new environments our model is changing. Today's virtual workplaces are grounded in models of work that have been reformed from our experiences using current technology in physical workspace. However we are discovering opportunities and possibilities for work in collaborative, virtual environments that question physical models. Emerging patterns of distributed collaboration in persistent virtual environments are changing the way we work in time and space, recasting our notion of workplace. Virtual workplaces are interpreted and experienced through metaphors that describe a space of potential for work occurrences. Through the lens of metaphors, this research focuses on breakdowns between collaborative work and the environment in which work occurs. If what we understand and predict is based on what we already know, then by examining the breakdowns between design and use of collaborative environments we can illuminate the space of possibilities for collaborative work.by Thomas W.I. Gallemore.M.S

    An MDE-based framework to support the development of Mixed Interactive Systems

    Get PDF
    International audienceIn the domain of Human Computer Interaction (HCI), recent advances in sensors, communication technologies, miniaturization and computing capabilities have led to new and advanced forms of interaction. Among them, Mixed Interactive Systems (MIS), form a class of interactive systems that comprises augmented reality, tangible interfaces and ambient computing; MIS aim to take advantage of physical and digital worlds to promote a more transparent integration of interactive systems with the user's environment. Due to the constant change of technologies and the multiplicity of these interaction forms, specific development approaches have been developed. As a result, numerous taxonomies, frameworks, API and models have emerged, each one covering a specific and limited aspect of the development of MIS. To support a coherent use of these multiple development resources and contribute to the increasing popularity of MIS, we have developed a framework based on Model-Driven Engineering. The goal is to take advantage of Model-Driven Engineering (MDE) standards, methodology and tools to support the manipulation of complementary Domain Specific Languages (DSL), to organize and link the use of different design and implementation resources, and to ensure a rationalized implementation based on design choices. In this paper, we first summarize existing uses of MDE in HCI before focusing on five major benefits MDE can provide in a MIS development context. We then detail which MDE tools and resources support these benefits and thus form the pillars of the success of an MDE-based MIS development approach. Based on this analysis, we introduce our framework, called Guide-Me, and illustrate its use through a case study. This framework includes two design models. Model transformations are also included to link one model to another; as a result the frameworks coverage extends from the earliest design step to a software component-based prototyping platform. A toolset based on Eclipse Modeling Framework (EMF) that supports the use of the framework is also presented. We finally assess our MDE-based development process for MIS based on the five major MDE benefits for MIS

    PERFORMANCE EVALUATION OF CROSS-LAYER DESIGN WITH DISTRIBUTED AND SEQUENTIAL MAPPING SCHEME FOR VIDEO APPLICATION OVER IEEE 802.11E

    Get PDF
    The rapid development of wireless communication imposes several challenges to support QoS for real-time multimedia applications such as video stream applications. Researchers tackled these challenges from different points of view including the semantics of the video to achieve better QoS requirements. The main goal of this research is to design a UDP protocol to realize a distributed sequential mapping scheme (DSM) with a cross-layer design and evaluate its accuracy under different network conditions. In DSM, the perceived quality of a multi-layer video is addressed by mapping each video layer into channel resources represented as queues or access categories (ACs) existing in IEEE 802.11e MAC layer. This research work further investigates the efficiency of this scheme with actual implementation and thorough simulation experiments. The experiments reported the efficiency of this scheme with the presence of different composite traffic models covering most known traffic scenarios using Expected Reconstructed Video Layers (ERVL) and packet loss rate as accuracy measures. This research work also investigates the accuracy of calculating the ERVL compared to its value using actual readings of layers drop rate. The effect of changing the ACs queue size on the ERVL is studied. The use of this scheme shows zero-drop in the base layer in almost all scenarios where no ongoing traffic is presented except that the testing video sessions between nodes. In these experiments, the ERVL continuously reported high values for the number of expected reconstructed video layers. While these values dramatically vary when introducing ongoing different composite traffic models together with the testing video sessions between nodes. Finally, a 40% increase in the ACs queue size shows significant improvement on ERVL while an increase of the queue size beyond this value has very little significance on ERVL

    Distributed video through telecommunication networks using fractal image compression techniques

    Get PDF
    The research presented in this thesis investigates the use of fractal compression techniques for a real time video distribution system. The motivation for this work was that the method has some useful properties which satisfy many requirements for video compression. In addition, as a novel technique, the fractal compression method has a great potential. In this thesis, we initially develop an understanding of the state of the art in image and video compression and describe the mathematical concepts and basic terminology of the fractal compression algorithm. Several schemes which aim to the improve of the algorithm, for still images are then examined. Amongst these, two novel contributions are described. The first is the partitioning of the image into sections which resulted insignificant reduction of the compression time. In the second, the use of the median metric as alternative to the RMS was considered but was not finally adopted, since the RMS proved to be a more efficient measure. The extension of the fractal compression algorithm from still images to image sequences is then examined and three different schemes to reduce the temporal redundancy of the video compression algorithm are described. The reduction in the execution time of the compression algorithm that can be obtained by the techniques described is significant although real time execution has not yet been achieved. Finally, the basic concepts of distributed programming and networks, as basic elements of a video distribution system, are presented and the hardware and software components of a fractal video distribution system are described. The implementation of the fractal compression algorithm on a TMS320C40 is also considered for speed benefits and it is found that a relatively large number of processors are needed for real time execution

    Tangible user interfaces : past, present and future directions

    Get PDF
    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
    • 

    corecore