1,939 research outputs found

    Gibbs sampling with people

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    A core problem in cognitive science and machine learning is to understand how humans derive semantic representations from perceptual objects, such as color from an apple, pleasantness from a musical chord, or seriousness from a face. Markov Chain Monte Carlo with People (MCMCP) is a prominent method for studying such representations, in which participants are presented with binary choice trials constructed such that the decisions follow a Markov Chain Monte Carlo acceptance rule. However, while MCMCP has strong asymptotic properties, its binary choice paradigm generates relatively little information per trial, and its local proposal function makes it slow to explore the parameter space and find the modes of the distribution. Here we therefore generalize MCMCP to a continuous-sampling paradigm, where in each iteration the participant uses a slider to continuously manipulate a single stimulus dimension to optimize a given criterion such as 'pleasantness'. We formulate both methods from a utility-theory perspective, and show that the new method can be interpreted as 'Gibbs Sampling with People' (GSP). Further, we introduce an aggregation parameter to the transition step, and show that this parameter can be manipulated to flexibly shift between Gibbs sampling and deterministic optimization. In an initial study, we show GSP clearly outperforming MCMCP; we then show that GSP provides novel and interpretable results in three other domains, namely musical chords, vocal emotions, and faces. We validate these results through large-scale perceptual rating experiments. The final experiments use GSP to navigate the latent space of a state-of-the-art image synthesis network (StyleGAN), a promising approach for applying GSP to high-dimensional perceptual spaces. We conclude by discussing future cognitive applications and ethical implications

    Gibbs sampling with people

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    A core problem in cognitive science and machine learning is to understand how humans derive semantic representations from perceptual objects, such as color from an apple, pleasantness from a musical chord, or seriousness from a face. Markov Chain Monte Carlo with People (MCMCP) is a prominent method for studying such representations, in which participants are presented with binary choice trials constructed such that the decisions follow a Markov Chain Monte Carlo acceptance rule. However, while MCMCP has strong asymptotic properties, its binary choice paradigm generates relatively little information per trial, and its local proposal function makes it slow to explore the parameter space and find the modes of the distribution. Here we therefore generalize MCMCP to a continuous-sampling paradigm, where in each iteration the participant uses a slider to continuously manipulate a single stimulus dimension to optimize a given criterion such as 'pleasantness'. We formulate both methods from a utility-theory perspective, and show that the new method can be interpreted as 'Gibbs Sampling with People' (GSP). Further, we introduce an aggregation parameter to the transition step, and show that this parameter can be manipulated to flexibly shift between Gibbs sampling and deterministic optimization. In an initial study, we show GSP clearly outperforming MCMCP; we then show that GSP provides novel and interpretable results in three other domains, namely musical chords, vocal emotions, and faces. We validate these results through large-scale perceptual rating experiments. The final experiments use GSP to navigate the latent space of a state-of-the-art image synthesis network (StyleGAN), a promising approach for applying GSP to high-dimensional perceptual spaces. We conclude by discussing future cognitive applications and ethical implications

    Understanding Patient Safety Reports via Multi-label Text Classification and Semantic Representation

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    Medical errors are the results of problems in health care delivery. One of the key steps to eliminate errors and improve patient safety is through patient safety event reporting. A patient safety report may record a number of critical factors that are involved in the health care when incidents, near misses, and unsafe conditions occur. Therefore, clinicians and risk management can generate actionable knowledge by harnessing useful information from reports. To date, efforts have been made to establish a nationwide reporting and error analysis mechanism. The increasing volume of reports has been driving improvement in quantity measures of patient safety. For example, statistical distributions of errors across types of error and health care settings have been well documented. Nevertheless, a shift to quality measure is highly demanded. In a health care system, errors are likely to occur if one or more components (e.g., procedures, equipment, etc.) that are intrinsically associated go wrong. However, our understanding of what and how these components are connected is limited for at least two reasons. Firstly, the patient safety reports present difficulties in aggregate analysis since they are large in volume and complicated in semantic representation. Secondly, an efficient and clinically valuable mechanism to identify and categorize these components is absent. I strive to make my contribution by investigating the multi-labeled nature of patient safety reports. To facilitate clinical implementation, I propose that machine learning and semantic information of reports, e.g., semantic similarity between terms, can be used to jointly perform automated multi-label classification. My work is divided into three specific aims. In the first aim, I developed a patient safety ontology to enhance semantic representation of patient safety reports. The ontology supports a number of applications including automated text classification. In the second aim, I evaluated multilabel text classification algorithms on patient safety reports. The results demonstrated a list of productive algorithms with balanced predictive power and efficiency. In the third aim, to improve the performance of text classification, I developed a framework for incorporating semantic similarity and kernel-based multi-label text classification. Semantic similarity values produced by different semantic representation models are evaluated in the classification tasks. Both ontology-based and distributional semantic similarity exerted positive influence on classification performance but the latter one shown significant efficiency in terms of the measure of semantic similarity. Our work provides insights into the nature of patient safety reports, that is a report can be labeled by multiple components (e.g., different procedures, settings, error types, and contributing factors) it contains. Multi-labeled reports hold promise to disclose system vulnerabilities since they provide the insight of the intrinsically correlated components of health care systems. I demonstrated the effectiveness and efficiency of the use of automated multi-label text classification embedded with semantic similarity information on patient safety reports. The proposed solution holds potential to incorporate with existing reporting systems, significantly reducing the workload of aggregate report analysis

    New ideas and trends in deep multimodal content understanding: a review

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    The focus of this survey is on the analysis of two modalities of multimodal deep learning: image and text. Unlike classic reviews of deep learning where monomodal image classifiers such as VGG, ResNet and Inception module are central topics, this paper will examine recent multimodal deep models and structures, including auto-encoders, generative adversarial nets and their variants. These models go beyond the simple image classifiers in which they can do uni-directional (e.g. image captioning, image generation) and bi-directional (e.g. cross-modal retrieval, visual question answering) multimodal tasks. Besides, we analyze two aspects of the challenge in terms of better content understanding in deep multimodal applications. We then introduce current ideas and trends in deep multimodal feature learning, such as feature embedding approaches and objective function design, which are crucial in overcoming the aforementioned challenges. Finally, we include several promising directions for future research.Computer Systems, Imagery and Medi

    Software redundancy: what, where, how

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    Software systems have become pervasive in everyday life and are the core component of many crucial activities. An inadequate level of reliability may determine the commercial failure of a software product. Still, despite the commitment and the rigorous verification processes employed by developers, software is deployed with faults. To increase the reliability of software systems, researchers have investigated the use of various form of redundancy. Informally, a software system is redundant when it performs the same functionality through the execution of different elements. Redundancy has been extensively exploited in many software engineering techniques, for example for fault-tolerance and reliability engineering, and in self-adaptive and self- healing programs. Despite the many uses, though, there is no formalization or study of software redundancy to support a proper and effective design of software. Our intuition is that a systematic and formal investigation of software redundancy will lead to more, and more effective uses of redundancy. This thesis develops this intuition and proposes a set of ways to characterize qualitatively as well as quantitatively redundancy. We first formalize the intuitive notion of redundancy whereby two code fragments are considered redundant when they perform the same functionality through different executions. On the basis of this abstract and general notion, we then develop a practical method to obtain a measure of software redundancy. We prove the effectiveness of our measure by showing that it distinguishes between shallow differences, where apparently different code fragments reduce to the same underlying code, and deep code differences, where the algorithmic nature of the computations differs. We also demonstrate that our measure is useful for developers, since it is a good predictor of the effectiveness of techniques that exploit redundancy. Besides formalizing the notion of redundancy, we investigate the pervasiveness of redundancy intrinsically found in modern software systems. Intrinsic redundancy is a form of redundancy that occurs as a by-product of modern design and development practices. We have observed that intrinsic redundancy is indeed present in software systems, and that it can be successfully exploited for good purposes. This thesis proposes a technique to automatically identify equivalent method sequences in software systems to help developers assess the presence of intrinsic redundancy. We demonstrate the effectiveness of the technique by showing that it identifies the majority of equivalent method sequences in a system with good precision and performance

    Perceptual Model-Driven Authoring of Plausible Vibrations from User Expectations for Virtual Environments

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    One of the central goals of design is the creation of experiences that are rated favorably in the intended application context. User expectations play an integral role in tactile product quality and tactile plausibility judgments alike. In the vibrotactile authoring process for virtual environments, vibra-tion is created to match the user’s expectations of the presented situational context. Currently, inefficient trial and error approaches attempt to match expectations implicitly. A more efficient, model-driven procedure based explicitly on tactile user expectations would thus be beneficial for author-ing vibrations. In everyday life, we are frequently exposed to various whole-body vibrations. Depending on their temporal and spectral proper-ties we intuitively associate specific perceptual properties such as “tin-gling”. This suggests a systematic relationship between physical parame-ters and perceptual properties. To communicate with potential users about such elicited or expected tactile properties, a standardized design language is proposed. It contains a set of sensory tactile perceptual attributes, which are sufficient to characterize the perceptual space of vibration encountered in everyday life. This design language enables the assessment of quantita-tive tactile perceptual specifications by laypersons that are elicited in situational contexts such as auditory-visual-tactile vehicle scenes. Howev-er, such specifications can also be assessed by providing only verbal de-scriptions of the content of these scenes. Quasi identical ratings observed for both presentation modes suggest that tactile user expectations can be quantified even before any vibration is presented. Such expected perceptu-al specifications are the prerequisite for a subsequent translation into phys-ical vibration parameters. Plausibility can be understood as a similarity judgment between elicited features and expected features. Thus, plausible vibration can be synthesized by maximizing the similarity of the elicited perceptual properties to the expected perceptual properties. Based on the observed relationships between vibration parameters and sensory tactile perceptual attributes, a 1-nearest-neighbor model and a regression model were built. The plausibility of the vibrations synthesized by these models in the context of virtual auditory-visual-tactile vehicle scenes was validat-ed in a perceptual study. The results demonstrated that the perceptual spec-ifications obtained with the design language are sufficient to synthesize vibrations, which are perceived as equally plausible as recorded vibrations in a given situational context. Overall, the demonstrated design method can be a new, more efficient tool for designers authoring vibrations for virtual environments or creating tactile feedback. The method enables further automation of the design process and thus potential time and cost reductions.:Preface III Abstract V Zusammenfassung VII List of Abbreviations XV 1 Introduction 1 1.1 General Introduction 1 1.1 Objectives of the Thesis 4 1.2 Structure of the Thesis 4 2. Tactile Perception in Real and Virtual Environments 7 2.1 Tactile Perception as a Multilayered Process 7 2.1.1 Physical Layer 8 2.1.2 Mechanoreceptor Layer 9 2.1.3 Sensory Layer 19 2.1.4 Affective Layer 26 2.2 Perception of Virtual Environments 29 2.2.1 The Place Illusion 29 2.2.2 The Plausibility Illusion 31 2.3 Approaches for the Authoring of Vibrations 38 2.3.1 Approaches on the Physical Layer 38 2.3.2 Approaches on the Mechanoreceptor Layer 40 2.3.3 Approaches on the Sensory Layer 40 2.3.4 Approaches on the Affective Layer 43 2.4 Summary 43 3. Research Concept 47 3.1 Research Questions 47 3.1.1 Foundations of the Research Concept 47 3.1.2 Research Concept 49 3.2 Limitations 50 4. Development of the Experimental Setup 53 4.1 Hardware 53 4.1.1 Optical Reproduction System 53 4.1.2 Acoustical Reproduction System 54 4.1.3 Whole-Body Vibration Reproduction System 56 4.2 Software 64 4.2.1 Combination of Reproduction Systems for Unimodal and Multimodal Presentation 64 4.2.2 Conducting Perceptual Studies 65 5. Assessment of a Sensory Tactile Design Language for Characterizing Vibration 67 5.1.1 Design Language Requirements 67 5.1.2 Method to Assess the Design Language 69 5.1.3 Goals of this Chapter 70 5.2 Tactile Stimuli 72 5.2.1 Generalization into Excitation Patterns 72 5.2.2 Definition of Parameter Values of the Excitation Patterns 75 5.2.3 Generation of the Stimuli 85 5.2.4 Summary 86 5.3 Assessment of the most relevant Sensory Tactile Perceptual Attributes 86 5.3.1 Experimental Design 87 5.3.2 Participants 88 5.3.3 Results 88 5.3.4 Aggregation and Prioritization 89 5.3.5 Summary 91 5.4 Identification of the Attributes forming the Design Language 92 5.4.1 Experimental Design 93 5.4.2 Participants 95 5.4.3 Results 95 5.4.4 Selecting the Elements of the Sensory Tactile Design Language 106 5.4.5 Summary 109 5.5 Summary and Discussion 109 5.5.1 Summary 109 5.5.2 Discussion 111 6. Quantification of Expected Properties with the Sensory Tactile Design Language 115 6.1 Multimodal Stimuli 116 6.1.1 Selection of the Scenes 116 6.1.2 Recording of the Scenes 117 6.1.3 Recorded Stimuli 119 6.2 Qualitative Communication in the Presence of Vibration 123 6.2.1 Experimental Design 123 6.2.2 Participants 124 6.2.3 Results 124 6.2.4 Summary 126 6.3 Quantitative Communication in the Presence of Vibration 126 6.3.1 Experimental Design 127 6.3.2 Participants 127 6.3.3 Results 127 6.3.4 Summary 129 6.4 Quantitative Communication in the Absence of Vibration 129 6.4.1 Experimental Design 130 6.4.2 Participants 132 6.4.3 Results 132 6.4.4 Summary 134 6.5 Summary and Discussion 135 7. Synthesis Models for the Translation of Sensory Tactile Properties into Vibration 137 7.1 Formalization of the Tactile Plausibility Illusion for Models 139 7.1.1 Formalization of Plausibility 139 7.1.2 Model Boundaries 143 7.2 Investigation of the Influence of Vibration Level on Attribute Ratings 144 7.2.1 Stimuli 145 7.2.2 Experimental Design 145 7.2.3 Participants 146 7.2.4 Results 146 7.2.5 Summary 148 7.3 Comparison of Modulated Vibration to Successive Impulse-like Vibration 148 7.3.1 Stimuli 149 7.3.2 Experimental Design 151 7.3.3 Participants 151 7.3.4 Results 151 7.3.5 Summary 153 7.4 Synthesis Based on the Discrete Estimates of a k-Nearest-Neighbor Classifier 153 7.4.1 Definition of the K-Nearest-Neighbor Classifier 154 7.4.2 Analysis Model 155 7.4.3 Synthesis Model 156 7.4.4 Interpolation of acceleration level for the vibration attribute profile pairs 158 7.4.5 Implementation of the Synthesis 159 7.4.6 Advantages and Disadvantages 164 7.5 Synthesis Based on the Quasi-Continuous Estimates of Regression Models 166 7.5.1 Overall Model Structure 168 7.5.2 Classification of the Excitation Pattern with a Support Vector Machine 171 7.5.3 General Approach to the Regression Models of each Excitation Pattern 178 7.5.4 Synthesis for the Impulse-like Excitation Pattern 181 7.5.5 Synthesis for the Bandlimited White Gaussian Noise Excitation Pattern 187 7.5.6 Synthesis for the Amplitude Modulated Sinusoidal Excitation Pattern 193 7.5.7 Synthesis for the Sinusoidal Excitation Pattern 199 7.5.8 Implementation of the Synthesis 205 7.5.9 Advantages and Disadvantages of the Approach 208 7.6 Validation of the Synthesis Models 210 7.6.1 Stimuli 212 7.6.2 Experimental Design 212 7.6.3 Participants 214 7.6.4 Results 214 7.6.5 Summary 219 7.7 Summary and Discussion 219 7.7.1 Summary 219 7.7.2 Discussion 222 8. General Discussion and Outlook 227 Acknowledgment 237 References 237Eines der zentralen Ziele des Designs von Produkten oder virtuellen Um-gebungen ist die Schaffung von Erfahrungen, die im beabsichtigten An-wendungskontext die Erwartungen der Benutzer erfüllen. Gegenwärtig versucht man im vibrotaktilen Authoring-Prozess mit ineffizienten Trial-and-Error-Verfahren, die Erwartungen an den dargestellten, virtuellen Situationskontext implizit zu erfüllen. Ein effizienteres, modellgetriebenes Verfahren, das explizit auf den taktilen Benutzererwartungen basiert, wäre daher von Vorteil. Im Alltag sind wir häufig verschiedenen Ganzkörper-schwingungen ausgesetzt. Abhängig von ihren zeitlichen und spektralen Eigenschaften assoziieren wir intuitiv bestimmte Wahrnehmungsmerkmale wie z.B. “kribbeln”. Dies legt eine systematische Beziehung zwischen physikalischen Parametern und Wahrnehmungsmerkmalen nahe. Um mit potentiellen Nutzern über hervorgerufene oder erwartete taktile Eigen-schaften zu kommunizieren, wird eine standardisierte Designsprache vor-geschlagen. Sie enthält eine Menge von sensorisch-taktilen Wahrneh-mungsmerkmalen, die hinreichend den Wahrnehmungsraum der im Alltag auftretenden Vibrationen charakterisieren. Diese Entwurfssprache ermög-licht die quantitative Beurteilung taktiler Wahrnehmungsmerkmale, die in Situationskontexten wie z.B. auditiv-visuell-taktilen Fahrzeugszenen her-vorgerufen werden. Solche Wahrnehmungsspezifikationen können jedoch auch bewertet werden, indem der Inhalt dieser Szenen verbal beschrieben wird. Quasi identische Bewertungen für beide Präsentationsmodi deuten darauf hin, dass die taktilen Benutzererwartungen quantifiziert werden können, noch bevor eine Vibration präsentiert wird. Die erwarteten Wahr-nehmungsspezifikationen sind die Voraussetzung für eine anschließende Übersetzung in physikalische Schwingungsparameter. Plausible Vibratio-nen können synthetisiert werden, indem die erwarteten Wahrnehmungs-merkmale hervorgerufen werden. Auf der Grundlage der beobachteten Beziehungen zwischen Schwingungs¬parametern und sensorisch-taktilen Wahrnehmungsmerkmalen wurden ein 1-Nearest-Neighbor-Modell und ein Regressionsmodell erstellt. Die Plausibilität der von diesen Modellen synthetisierten Schwingungen im Kontext virtueller, auditorisch-visuell-taktiler Fahrzeugszenen wurde in einer Wahrnehmungsstudie validiert. Die Ergebnisse zeigten, dass die mit der Designsprache gewonnenen Wahr-nehmungsspezifikationen ausreichen, um Schwingungen zu synthetisieren, die in einem gegebenen Situationskontext als ebenso plausibel empfunden werden wie aufgezeichnete Schwingungen. Die demonstrierte Entwurfsme-thode stellt ein neues, effizienteres Werkzeug für Designer dar, die Schwingungen für virtuelle Umgebungen erstellen oder taktiles Feedback für Produkte erzeugen.:Preface III Abstract V Zusammenfassung VII List of Abbreviations XV 1 Introduction 1 1.1 General Introduction 1 1.1 Objectives of the Thesis 4 1.2 Structure of the Thesis 4 2. Tactile Perception in Real and Virtual Environments 7 2.1 Tactile Perception as a Multilayered Process 7 2.1.1 Physical Layer 8 2.1.2 Mechanoreceptor Layer 9 2.1.3 Sensory Layer 19 2.1.4 Affective Layer 26 2.2 Perception of Virtual Environments 29 2.2.1 The Place Illusion 29 2.2.2 The Plausibility Illusion 31 2.3 Approaches for the Authoring of Vibrations 38 2.3.1 Approaches on the Physical Layer 38 2.3.2 Approaches on the Mechanoreceptor Layer 40 2.3.3 Approaches on the Sensory Layer 40 2.3.4 Approaches on the Affective Layer 43 2.4 Summary 43 3. Research Concept 47 3.1 Research Questions 47 3.1.1 Foundations of the Research Concept 47 3.1.2 Research Concept 49 3.2 Limitations 50 4. Development of the Experimental Setup 53 4.1 Hardware 53 4.1.1 Optical Reproduction System 53 4.1.2 Acoustical Reproduction System 54 4.1.3 Whole-Body Vibration Reproduction System 56 4.2 Software 64 4.2.1 Combination of Reproduction Systems for Unimodal and Multimodal Presentation 64 4.2.2 Conducting Perceptual Studies 65 5. Assessment of a Sensory Tactile Design Language for Characterizing Vibration 67 5.1.1 Design Language Requirements 67 5.1.2 Method to Assess the Design Language 69 5.1.3 Goals of this Chapter 70 5.2 Tactile Stimuli 72 5.2.1 Generalization into Excitation Patterns 72 5.2.2 Definition of Parameter Values of the Excitation Patterns 75 5.2.3 Generation of the Stimuli 85 5.2.4 Summary 86 5.3 Assessment of the most relevant Sensory Tactile Perceptual Attributes 86 5.3.1 Experimental Design 87 5.3.2 Participants 88 5.3.3 Results 88 5.3.4 Aggregation and Prioritization 89 5.3.5 Summary 91 5.4 Identification of the Attributes forming the Design Language 92 5.4.1 Experimental Design 93 5.4.2 Participants 95 5.4.3 Results 95 5.4.4 Selecting the Elements of the Sensory Tactile Design Language 106 5.4.5 Summary 109 5.5 Summary and Discussion 109 5.5.1 Summary 109 5.5.2 Discussion 111 6. Quantification of Expected Properties with the Sensory Tactile Design Language 115 6.1 Multimodal Stimuli 116 6.1.1 Selection of the Scenes 116 6.1.2 Recording of the Scenes 117 6.1.3 Recorded Stimuli 119 6.2 Qualitative Communication in the Presence of Vibration 123 6.2.1 Experimental Design 123 6.2.2 Participants 124 6.2.3 Results 124 6.2.4 Summary 126 6.3 Quantitative Communication in the Presence of Vibration 126 6.3.1 Experimental Design 127 6.3.2 Participants 127 6.3.3 Results 127 6.3.4 Summary 129 6.4 Quantitative Communication in the Absence of Vibration 129 6.4.1 Experimental Design 130 6.4.2 Participants 132 6.4.3 Results 132 6.4.4 Summary 134 6.5 Summary and Discussion 135 7. Synthesis Models for the Translation of Sensory Tactile Properties into Vibration 137 7.1 Formalization of the Tactile Plausibility Illusion for Models 139 7.1.1 Formalization of Plausibility 139 7.1.2 Model Boundaries 143 7.2 Investigation of the Influence of Vibration Level on Attribute Ratings 144 7.2.1 Stimuli 145 7.2.2 Experimental Design 145 7.2.3 Participants 146 7.2.4 Results 146 7.2.5 Summary 148 7.3 Comparison of Modulated Vibration to Successive Impulse-like Vibration 148 7.3.1 Stimuli 149 7.3.2 Experimental Design 151 7.3.3 Participants 151 7.3.4 Results 151 7.3.5 Summary 153 7.4 Synthesis Based on the Discrete Estimates of a k-Nearest-Neighbor Classifier 153 7.4.1 Definition of the K-Nearest-Neighbor Classifier 154 7.4.2 Analysis Model 155 7.4.3 Synthesis Model 156 7.4.4 Interpolation of acceleration level for the vibration attribute profile pairs 158 7.4.5 Implementation of the Synthesis 159 7.4.6 Advantages and Disadvantages 164 7.5 Synthesis Based on the Quasi-Continuous Estimates of Regression Models 166 7.5.1 Overall Model Structure 168 7.5.2 Classification of the Excitation Pattern with a Support Vector Machine 171 7.5.3 General Approach to the Regression Models of each Excitation Pattern 178 7.5.4 Synthesis for the Impulse-like Excitation Pattern 181 7.5.5 Synthesis for the Bandlimited White Gaussian Noise Excitation Pattern 187 7.5.6 Synthesis for the Amplitude Modulated Sinusoidal Excitation Pattern 193 7.5.7 Synthesis for the Sinusoidal Excitation Pattern 199 7.5.8 Implementation of the Synthesis 205 7.5.9 Advantages and Disadvantages of the Approach 208 7.6 Validation of the Synthesis Models 210 7.6.1 Stimuli 212 7.6.2 Experimental Design 212 7.6.3 Participants 214 7.6.4 Results 214 7.6.5 Summary 219 7.7 Summary and Discussion 219 7.7.1 Summary 219 7.7.2 Discussion 222 8. General Discussion and Outlook 227 Acknowledgment 237 References 23

    Correctness of services and their composition

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    We study correctness of services and their composition and investigate how the design of correct service compositions can be systematically supported. We thereby focus on the communication protocol of the service and approach these questions using formal methods and make contributions to three scenarios of SOC.Wir studieren die Korrektheit von Services und Servicekompositionen und untersuchen, wie der Entwurf von korrekten Servicekompositionen systematisch unterstĂĽtzt werden kann. Wir legen dabei den Fokus auf das Kommunikationsprotokoll der Services. Mithilfe von formalen Methoden tragen wir zu drei Szenarien von SOC bei
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