104,916 research outputs found
Advanced Techniques for Assets Maintenance Management
16th IFAC Symposium on Information Control Problems in Manufacturing INCOM 2018
Bergamo, Italy, 11â13 June 2018. Edited by Marco Macchi, LĂĄszlĂł Monostori, Roberto PintoThe aim of this paper is to remark the importance of new and advanced techniques supporting decision making in different business processes for maintenance and assets management, as well as the basic need of adopting a certain management framework with a clear processes map and the corresponding IT supporting systems. Framework processes and systems will be the key fundamental enablers for success and for continuous improvement. The suggested framework will help to define and improve business policies and work procedures for the assets operation and maintenance along their life cycle. The following sections present some achievements on this focus, proposing finally possible future lines for a research agenda within this field of assets management
The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ
Managing evolution and change in web-based teaching and learning environments
The state of the art in information technology and educational technologies is evolving constantly.
Courses taught are subject to constant change from organisational and subject-specific reasons. Evolution
and change affect educators and developers of computer-based teaching and learning environments alike â
both often being unprepared to respond effectively. A large number of educational systems are designed
and developed without change and evolution in mind. We will present our approach to the design and
maintenance of these systems in rapidly evolving environments and illustrate the consequences of evolution
and change for these systems and for the educators and developers responsible for their implementation and
deployment. We discuss various factors of change, illustrated by a Web-based virtual course, with the
objective of raising an awareness of this issue of evolution and change in computer-supported teaching and
learning environments. This discussion leads towards the establishment of a development and management
framework for teaching and learning systems
OpenPING: A Reflective Middleware for the Construction of Adaptive Networked Game Applications
The emergence of distributed Virtual Reality (VR) applications
that run over the Internet has presented networked game
application designers with new challenges. In an environment
where the public internet streams multimedia data and is
constantly under pressure to deliver over widely heterogeneous
user-platforms, there has been a growing need that distributed VR
applications be aware of and adapt to frequent variations in their
context of execution. In this paper, we argue that in contrast to
research efforts targeted at improvement of scalability, persistence
and responsiveness capabilities, much less attempts have been
aimed at addressing the flexibility, maintainability and
extensibility requirements in contemporary distributed VR
platforms. We propose the use of structural reflection as an
approach that not only addresses these requirements but also
offers added value in the form of providing a framework for
scalability, persistence and responsiveness that is itself flexible,
maintainable and extensible. We also present an adaptive
middleware platform implementation called OpenPING1 that
supports our proposal in addressing these requirements
Towards generic satellite payloads: software radio
Satellite payloads are becoming much more complex with the evolution towards multimedia applications. Moreover satellite lifetime increases while standard and services evolve faster, necessitating a hardware platform that can evolves for not developing new systems on each change. The same problem occurs in terrestrial systems like mobile networks and a foreseen solution is the software defined radio technology. In this paper we describe a way of introducing this concept at satellite level to offer to operators the required flexibility in the system. The digital functions enabling this technology, the hardware components implementing the functions and the reconfiguration processes are detailed. We show that elements of the software radio for satellites exist and that this concept is feasible
A Role-Based Approach for Orchestrating Emergent Configurations in the Internet of Things
The Internet of Things (IoT) is envisioned as a global network of connected
things enabling ubiquitous machine-to-machine (M2M) communication. With
estimations of billions of sensors and devices to be connected in the coming
years, the IoT has been advocated as having a great potential to impact the way
we live, but also how we work. However, the connectivity aspect in itself only
accounts for the underlying M2M infrastructure. In order to properly support
engineering IoT systems and applications, it is key to orchestrate
heterogeneous 'things' in a seamless, adaptive and dynamic manner, such that
the system can exhibit a goal-directed behaviour and take appropriate actions.
Yet, this form of interaction between things needs to take a user-centric
approach and by no means elude the users' requirements. To this end,
contextualisation is an important feature of the system, allowing it to infer
user activities and prompt the user with relevant information and interactions
even in the absence of intentional commands. In this work we propose a
role-based model for emergent configurations of connected systems as a means to
model, manage, and reason about IoT systems including the user's interaction
with them. We put a special focus on integrating the user perspective in order
to guide the emergent configurations such that systems goals are aligned with
the users' intentions. We discuss related scientific and technical challenges
and provide several uses cases outlining the concept of emergent
configurations.Comment: In Proceedings of the Second International Workshop on the Internet
of Agents @AAMAS201
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