3,605 research outputs found

    Software for Remote Parallel Simulation

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    This paper describes distributed/parallel simulation system Triad.Net and software, which allows geographical distributed users to participate collaboratively and remotely in simulation experiments and to observe simulation model behavior via Internet

    Pixels, bits and urban space. Observing the intersection of the space of information with actual physical space in augmented reality smartphone applications and peripheral vision displays

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    Today the urban environment can be seen as a mix of technically mediated elements and actual physical locations — the city is techno–synthetically composed. The method of observing the production of space, as asserted by Lefebvre, must take into account physical and non–physical spaces, produced out of the coexistence of everyday life and activities with the space of information. This paper explores the merging of bits and bytes with the urban environment and uses augmented reality applications for the smartphone and peripheral vision displays as case studies to illustrate how the method of visually layering digital graphics on to the image of actual space produces a new kind of spatial commodification

    Pixels, bits and urban space. Observing the intersection of the space of information with actual physical space in augmented reality smartphone applications and peripheral vision displays

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    Today the urban environment can be seen as a mix of technically mediated elements and actual physical locations — the city is techno–synthetically composed. The method of observing the production of space, as asserted by Lefebvre, must take into account physical and non–physical spaces, produced out of the coexistence of everyday life and activities with the space of information. This paper explores the merging of bits and bytes with the urban environment and uses augmented reality applications for the smartphone and peripheral vision displays as case studies to illustrate how the method of visually layering digital graphics on to the image of actual space produces a new kind of spatial commodification

    Management of service composition based on self-controlled components

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    International audienceCloud computing and Future Internet promise a new ecosystem where everything is "as a service", reachable and connectable anywhere and anytime, everyone succeeding to get a service composition that meets his needs. But do we have the structure and the appropriate properties to design the service components and do we have the means to manage, at run-time, the personalised compositions corresponding to Service Level Agreement? In this article we introduce an entity of service composition called Self-Controlled Component (SCC), including, since the design step, functional and non-functional specifications. SCCs benefit both from the strong structure, explicit composition, and autonomic management of component-oriented programming, from the highly dynamic composition, and from the discovery capacities of service-oriented computing. Self-control mechanisms are then attached automatically to SCCs to enable autonomic application management during execution. The objective of this new concept is to provide strong Quality of Service (QoS) guarantees of composed applications. We illustrate the approach using an example called Springoo, to how in the context of a legacy application the contributions and benefits of our solution. For the management of the service composition we propose the concept of Virtual Private Service Network (VPSN) and Virtual Service Community (VSC) that allows us to model the personalised Service Level Agreement (SLA) where user requirements and provider offers converge on a QoS contract

    Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology

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    The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section “Plasticity in the Human Mind,” we cover some of the main results suggesting that one’s environment can influence one’s psychological states, as well as recent work on inducing illusions of embodiment. Then, in Section “Illusions of Embodiment and Their Lasting Effect,” we go on to discuss recent evidence indicating that immersion in VR can have psychological effects that last after leaving the virtual environment. In the second part of the article, we turn to the risks and recommendations. We begin, in Section “The Research Ethics of VR,” with the research ethics of VR, covering six main topics: the limits of experimental environments, informed consent, clinical risks, dual-use, online research, and a general point about the limitations of a code of conduct for research. Then, in Section “Risks for Individuals and Society,” we turn to the risks of VR for the general public, covering four main topics: long-term immersion, neglect of the social and physical environment, risky content, and privacy. We offer concrete recommendations for each of these 10 topics, summarized in Table 1

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
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