2,790 research outputs found

    A VISUAL DESIGN METHOD AND ITS APPLICATION TO HIGH RELIABILITY HYPERMEDIA SYSTEMS

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    This work addresses the problem of the production of hypermedia documentation for applications that require high reliability, particularly technical documentation in safety critical industries. One requirement of this application area is for the availability of a task-based organisation, which can guide and monitor such activities as maintenance and repair. In safety critical applications there must be some guarantee that such sequences are correctly presented. Conventional structuring and design methods for hypermedia systems do not allow such guarantees to be made. A formal design method that is based on a process algebra is proposed as a solution to this problem. Design methods of this kind need to be accessible to information designers. This is achieved by use of a technique already familiar to them: the storyboard. By development of a storyboard notation that is syntactically equivalent to a process algebra a bridge is made between information design and computer science, allowing formal analysis and refinement of the specification drafted by information designers. Process algebras produce imperative structures that do not map easily into the declarative formats used for some hypermedia systems, but can be translated into concurrent programs. This translation process, into a language developed by the author, called ClassiC, is illustrated and the properties that make ClassiC a suitable implementation target discussed. Other possible implementation targets are evaluated, and a comparative illustration given of translation into another likely target, Java

    Factors shaping the evolution of electronic documentation systems

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    The main goal is to prepare the space station technical and managerial structure for likely changes in the creation, capture, transfer, and utilization of knowledge. By anticipating advances, the design of Space Station Project (SSP) information systems can be tailored to facilitate a progression of increasingly sophisticated strategies as the space station evolves. Future generations of advanced information systems will use increases in power to deliver environmentally meaningful, contextually targeted, interconnected data (knowledge). The concept of a Knowledge Base Management System is emerging when the problem is focused on how information systems can perform such a conversion of raw data. Such a system would include traditional management functions for large space databases. Added artificial intelligence features might encompass co-existing knowledge representation schemes; effective control structures for deductive, plausible, and inductive reasoning; means for knowledge acquisition, refinement, and validation; explanation facilities; and dynamic human intervention. The major areas covered include: alternative knowledge representation approaches; advanced user interface capabilities; computer-supported cooperative work; the evolution of information system hardware; standardization, compatibility, and connectivity; and organizational impacts of information intensive environments

    The seamless integration of Web3D technologies with university curricula to engage the changing student cohort

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    The increasing tendency of many university students to study at least some courses at a distance limits their opportunities for the interactions fundamental to learning. Online learning can assist but relies heavily on text, which is limiting for some students. The popularity of computer games, especially among the younger students, and the emergence of networked games and game-like virtual worlds offers opportunities for enhanced interaction in educational applications. For virtual worlds to be widely adopted in higher education it is desirable to have approaches to design and development that are responsive to needs and limited in their resource requirements. Ideally it should be possible for academics without technical expertise to adapt virtual worlds to support their teaching needs. This project identified Web3D, a technology that is based on the X3D standards and which presents 3D virtual worlds within common web browsers, as an approach worth exploring for educational application. The broad goals of the project were to produce exemplars of Web3D for educational use, together with development tools and associated resources to support non-technical academic adopters, and to promote an Australian community of practice to support broader adoption of Web3D in education. During the first year of the project exemplar applications were developed and tested. The Web3D technology was found to be still in a relatively early stage of development in which the application of standards did not ensure reliable operation in different environments. Moreover, ab initio development of virtual worlds and associated tools proved to be more demanding of resources than anticipated and was judged unlikely in the near future to result in systems that non-technical academics could use with confidence. In the second year the emphasis moved to assisting academics to plan and implement teaching in existing virtual worlds that provided relatively easy to use tools for customizing an environment. A project officer worked with participating academics to support the teaching of significant elements of courses within Second LifeTM. This approach was more successful in producing examples of good practice that could be shared with and emulated by other academics. Trials were also conducted with ExitRealityTM, a new Australian technology that presents virtual worlds in a web browser. Critical factors in the success of the project included providing secure access to networked computers with the necessary capability; negotiating the complexity of working across education, design of virtual worlds, and technical requirements; and supporting participants with professional development in the technology and appropriate pedagogy for the new environments. Major challenges encountered included working with experimental technologies that are evolving rapidly and deploying new networked applications on secure university networks. The project has prepared the way for future expansion in the use of virtual worlds for teaching at USQ and has contributed to the emergence of a national network of tertiary educators interested in the educational applications of virtual worlds

    A conceptual model for megaprogramming

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    Megaprogramming is component-based software engineering and life-cycle management. Magaprogramming and its relationship to other research initiatives (common prototyping system/common prototyping language, domain specific software architectures, and software understanding) are analyzed. The desirable attributes of megaprogramming software components are identified and a software development model and resulting prototype megaprogramming system (library interconnection language extended by annotated Ada) are described

    Considerations for a design and operations knowledge support system for Space Station Freedom

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    Engineering and operations of modern engineered systems depend critically upon detailed design and operations knowledge that is accurate and authoritative. A design and operations knowledge support system (DOKSS) is a modern computer-based information system providing knowledge about the creation, evolution, and growth of an engineered system. The purpose of a DOKSS is to provide convenient and effective access to this multifaceted information. The complexity of Space Station Freedom's (SSF's) systems, elements, interfaces, and organizations makes convenient access to design knowledge especially important, when compared to simpler systems. The life cycle length, being 30 or more years, adds a new dimension to space operations, maintenance, and evolution. Provided here is a review and discussion of design knowledge support systems to be delivered and operated as a critical part of the engineered system. A concept of a DOKSS for Space Station Freedom (SSF) is presented. This is followed by a detailed discussion of a DOKSS for the Lyndon B. Johnson Space Center and Work Package-2 portions of SSF

    The Role of Computers in Research and Development at Langley Research Center

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    This document is a compilation of presentations given at a workshop on the role cf computers in research and development at the Langley Research Center. The objectives of the workshop were to inform the Langley Research Center community of the current software systems and software practices in use at Langley. The workshop was organized in 10 sessions: Software Engineering; Software Engineering Standards, methods, and CASE tools; Solutions of Equations; Automatic Differentiation; Mosaic and the World Wide Web; Graphics and Image Processing; System Design Integration; CAE Tools; Languages; and Advanced Topics

    Rich environments for active learning: a definition

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    Rich Environments for Active Learning, or REALs, are comprehensive instructional systems that evolve from and are consistent with constructivist philosophies and theories. To embody a constructivist view of learning, REALs: promote study and investigation within authentic contexts; encourage the growth of student responsibility, initiative, decision making, and intentional learning; cultivate collaboration among students and teachers; utilize dynamic, interdisciplinary, generative learning activities that promote higher-order thinking processes to help students develop rich and complex knowledge structures; and assess student progress in content and learning-to-learn within authentic contexts using realistic tasks and performances. REALs provide learning activities that engage students in a continuous collaborative process of building and reshaping understanding as a natural consequence of their experiences and interactions within learning environments that authentically reflect the world around them. In this way, REALs are a response to educational practices that promote the development of inert knowledge, such as conventional teacher-to-student knowledge-transfer activities. In this article, we describe and organize the shared elements of REALs, including the theoretical foundations and instructional strategies to provide a common ground for discussion. We compare existing assumptions underlying education with new assumptions that promote problem-solving and higher-level thinking. Next, we examine the theoretical foundation that supports these new assumptions. Finally, we describe how REALs promote these new assumptions within a constructivist framework, defining each REAL attribute and providing supporting examples of REAL strategies in action

    SEPEC conference proceedings: Hypermedia and Information Reconstruction. Aerospace applications and research directions

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    Papers presented at the conference on hypermedia and information reconstruction are compiled. The following subject areas are covered: real-world hypermedia projects, aerospace applications, and future directions in hypermedia research and development

    The production of digital public spaces

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    Digital media are noticeably changing the qualities of urban public spaces, which can no longer be considered a purely physical construct. Yet, the extent to which contemporary digital media can be used to promote other forms of spatial agency remains a critical issue. Whereas the impact of technology from a macro perspective offers a globalizing and homogenizing image, its role in the production of space at a local scale is less clear (Kirsch 1995). The aim of this study is to argue for digital public spaces as a concrete programme to support the articulation of a third notion of public space that emerges at the interface of physical–digital hybrid spaces (Stikker 2013). The project for digital public spaces is posed as one that pursues enabling citizens’ rights to participation and appropriation (Purcell 2002) of physical–digital hybrid spaces. It is argued that while physical and digital spaces do not stand in opposition, their operational models do not fit seamlessly either. Therefore, the research is particularly concerned with how to design for the conditions that allow a dialogical relation between physical and digital features of space, and enable citizens to actively participate in the production of physical–digital hybrid spaces, and for which a dialectical mode of analysis is required. Following a cumulative narrative, the study explores different characterizations of digital public spaces, which have been articulated through design-led action research projects conducted in collaboration with academia, creative industries, citizens and public authorities. The study accomplishes a novel application of the unitary theory of space proposed by the Marxist French philosopher and sociologist, Henri Lefebvre (1992), which is revisited to develop a novel framework to reveal the social production of physical–digital hybrid spaces. The framework is developed through practice, and extensively applied throughout the thesis illustrating three distinctive dominating perspectives of physical–digital hybrid spaces: substitution, co-evolution and recombination (Graham 1998). The framework has proved to be a flexible and insightful method of analysis that: enables approaching the social production of physical and digital spaces individually and in relation to one another; to understand how different spatial configurations allow for participation and appropriation; and in turn, to re-contextualize the right to the city (Lefebvre 1996) in digital public spaces
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