2,342 research outputs found

    Modeling 4.0: Conceptual Modeling in a Digital Era

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    Digitization provides entirely new affordances for our economies and societies. This leads to previously unseen design opportunities and complexities as systems and their boundaries are re-defined, creating a demand for appropriate methods to support design that caters to these new demands. Conceptual modeling is an established means for this, but it needs to be advanced to adequately depict the requirements of digitization. However, unlike the actual deployment of digital technologies in various industries, the domain of conceptual modeling itself has not yet undergone a comprehensive renewal in light of digitization. Therefore, inspired by the notion of Industry 4.0, an overarching concept for digital manufacturing, in this commentary paper, we propose Modeling 4.0 as the notion for conceptual modeling mechanisms in a digital environment. In total, 12 mechanisms of conceptual modeling are distinguished, providing ample guidance for academics and professionals interested in ensuring that modeling techniques and methods continue to fit contemporary and emerging requirements

    Framework for proximal personified interfaces

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    WebAL Comes of Age: A review of the first 21 years of Artificial Life on the Web

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    We present a survey of the first 21 years of web-based artificial life (WebAL) research and applications, broadly construed to include the many different ways in which artificial life and web technologies might intersect. Our survey covers the period from 1994—when the first WebAL work appeared—up to the present day, together with a brief discussion of relevant precursors. We examine recent projects, from 2010–2015, in greater detail in order to highlight the current state of the art. We follow the survey with a discussion of common themes and methodologies that can be observed in recent work and identify a number of likely directions for future work in this exciting area

    Interactive Technologies for the Public Sphere Toward a Theory of Critical Creative Technology

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    Digital media cultural practices continue to address the social, cultural and aesthetic contexts of the global information economy, perhaps better called ecology, by inventing new methods and genres that encourage interactive engagement, collaboration, exploration and learning. The theoretical framework for creative critical technology evolved from the confluence of the arts, human computer interaction, and critical theories of technology. Molding this nascent theoretical framework from these seemingly disparate disciplines was a reflexive process where the influence of each component on each other spiraled into the theory and practice as illustrated through the Constructed Narratives project. Research that evolves from an arts perspective encourages experimental processes of making as a method for defining research principles. The traditional reductionist approach to research requires that all confounding variables are eliminated or silenced using methods of statistics. However, that noise in the data, those confounding variables provide the rich context, media, and processes by which creative practices thrive. As research in the arts gains recognition for its contributions of new knowledge, the traditional reductive practice in search of general principles will be respectfully joined by methodologies for defining living principles that celebrate and build from the confounding variables, the data noise. The movement to develop research methodologies from the noisy edges of human interaction have been explored in the research and practices of ludic design and ambiguity (Gaver, 2003); affective gap (Sengers et al., 2005b; 2006); embodied interaction (Dourish, 2001); the felt life (McCarthy & Wright, 2004); and reflective HCI (Dourish, et al., 2004). The theory of critical creative technology examines the relationships between critical theories of technology, society and aesthetics, information technologies and contemporary practices in interaction design and creative digital media. The theory of critical creative technology is aligned with theories and practices in social navigation (Dourish, 1999) and community-based interactive systems (Stathis, 1999) in the development of smart appliances and network systems that support people in engaging in social activities, promoting communication and enhancing the potential for learning in a community-based environment. The theory of critical creative technology amends these community-based and collaborative design theories by emphasizing methods to facilitate face-to-face dialogical interaction when the exchange of ideas, observations, dreams, concerns, and celebrations may be silenced by societal norms about how to engage others in public spaces. The Constructed Narratives project is an experiment in the design of a critical creative technology that emphasizes the collaborative construction of new knowledge about one's lived world through computer-supported collaborative play (CSCP). To construct is to creatively invent one's world by engaging in creative decision-making, problem solving and acts of negotiation. The metaphor of construction is used to demonstrate how a simple artefact - a building block - can provide an interactive platform to support discourse between collaborating participants. The technical goal for this project was the development of a software and hardware platform for the design of critical creative technology applications that can process a dynamic flow of logistical and profile data from multiple users to be used in applications that facilitate dialogue between people in a real-time playful interactive experience

    Engineering Automation for Reliable Software Interim Progress Report (10/01/2000 - 09/30/2001)

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    Prepared for: U.S. Army Research Office P.O. Box 12211 Research Triangle Park, NC 27709-2211The objective of our effort is to develop a scientific basis for producing reliable software that is also flexible and cost effective for the DoD distributed software domain. This objective addresses the long term goals of increasing the quality of service provided by complex systems while reducing development risks, costs, and time. Our work focuses on "wrap and glue" technology based on a domain specific distributed prototype model. The key to making the proposed approach reliable, flexible, and cost-effective is the automatic generation of glue and wrappers based on a designer's specification. The "wrap and glue" approach allows system designers to concentrate on the difficult interoperability problems and defines solutions in terms of deeper and more difficult interoperability issues, while freeing designers from implementation details. Specific research areas for the proposed effort include technology enabling rapid prototyping, inference for design checking, automatic program generation, distributed real-time scheduling, wrapper and glue technology, and reliability assessment and improvement. The proposed technology will be integrated with past research results to enable a quantum leap forward in the state of the art for rapid prototyping.U. S. Army Research Office P.O. Box 12211 Research Triangle Park, NC 27709-22110473-MA-SPApproved for public release; distribution is unlimited

    An Internet based multimedia infrastructure for collaborative engineering

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Civil and Environmental Engineering, 2000.Includes bibliographical references (leaves 129-131).The evolution of computer based collaborative environments has resulted in easier and more economical design efforts among geographically distributed design teams. Most of today's internet based collaborative applications allow people that are geographically dispersed to meet with each other using their computers and work together without actually having to travel. A prototype system was developed by taking two tactical planning applications and incorporating them into the collaboration model employed by CAIRO (Collaborative Agent Interaction control and synchROnization). This system was developed based on the collaboration infrastructure that was developed as a part of the Da-Vinci Society Initiative at MIT. The main focus of this research lies in the formalization of a multi-media based architecture that supplements the existing collaboration infrastructure. This architecture lays the groundwork for development of a robust collaboration system that incorporates audio/video conferencing, speech recognition and synthesis and three-dimensional virtual meeting environments in order to facilitate efficient collaboration.by Padmanabha N. Vedam.S.M

    Dynamic Protocol Reverse Engineering a Grammatical Inference Approach

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    Round trip engineering of software from source code and reverse engineering of software from binary files have both been extensively studied and the state-of-practice have documented tools and techniques. Forward engineering of protocols has also been extensively studied and there are firmly established techniques for generating correct protocols. While observation of protocol behavior for performance testing has been studied and techniques established, reverse engineering of protocol control flow from observations of protocol behavior has not received the same level of attention. State-of-practice in reverse engineering the control flow of computer network protocols is comprised of mostly ad hoc approaches. We examine state-of-practice tools and techniques used in three open source projects: Pidgin, Samba, and rdesktop . We examine techniques proposed by computational learning researchers for grammatical inference. We propose to extend the state-of-art by inferring protocol control flow using grammatical inference inspired techniques to reverse engineer automata representations from captured data flows. We present evidence that grammatical inference is applicable to the problem domain under consideration

    Proceedings of the international conference on cooperative multimodal communication CMC/95, Eindhoven, May 24-26, 1995:proceedings

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    IEEE/NASA Workshop on Leveraging Applications of Formal Methods, Verification, and Validation

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    This volume contains the Preliminary Proceedings of the 2005 IEEE ISoLA Workshop on Leveraging Applications of Formal Methods, Verification, and Validation, with a special track on the theme of Formal Methods in Human and Robotic Space Exploration. The workshop was held on 23-24 September 2005 at the Loyola College Graduate Center, Columbia, MD, USA. The idea behind the Workshop arose from the experience and feedback of ISoLA 2004, the 1st International Symposium on Leveraging Applications of Formal Methods held in Paphos (Cyprus) last October-November. ISoLA 2004 served the need of providing a forum for developers, users, and researchers to discuss issues related to the adoption and use of rigorous tools and methods for the specification, analysis, verification, certification, construction, test, and maintenance of systems from the point of view of their different application domains

    Reinforcement Learning

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    Brains rule the world, and brain-like computation is increasingly used in computers and electronic devices. Brain-like computation is about processing and interpreting data or directly putting forward and performing actions. Learning is a very important aspect. This book is on reinforcement learning which involves performing actions to achieve a goal. The first 11 chapters of this book describe and extend the scope of reinforcement learning. The remaining 11 chapters show that there is already wide usage in numerous fields. Reinforcement learning can tackle control tasks that are too complex for traditional, hand-designed, non-learning controllers. As learning computers can deal with technical complexities, the tasks of human operators remain to specify goals on increasingly higher levels. This book shows that reinforcement learning is a very dynamic area in terms of theory and applications and it shall stimulate and encourage new research in this field
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