8,555 research outputs found
ImageJ2: ImageJ for the next generation of scientific image data
ImageJ is an image analysis program extensively used in the biological
sciences and beyond. Due to its ease of use, recordable macro language, and
extensible plug-in architecture, ImageJ enjoys contributions from
non-programmers, amateur programmers, and professional developers alike.
Enabling such a diversity of contributors has resulted in a large community
that spans the biological and physical sciences. However, a rapidly growing
user base, diverging plugin suites, and technical limitations have revealed a
clear need for a concerted software engineering effort to support emerging
imaging paradigms, to ensure the software's ability to handle the requirements
of modern science. Due to these new and emerging challenges in scientific
imaging, ImageJ is at a critical development crossroads.
We present ImageJ2, a total redesign of ImageJ offering a host of new
functionality. It separates concerns, fully decoupling the data model from the
user interface. It emphasizes integration with external applications to
maximize interoperability. Its robust new plugin framework allows everything
from image formats, to scripting languages, to visualization to be extended by
the community. The redesigned data model supports arbitrarily large,
N-dimensional datasets, which are increasingly common in modern image
acquisition. Despite the scope of these changes, backwards compatibility is
maintained such that this new functionality can be seamlessly integrated with
the classic ImageJ interface, allowing users and developers to migrate to these
new methods at their own pace. ImageJ2 provides a framework engineered for
flexibility, intended to support these requirements as well as accommodate
future needs
Analysis domain model for shared virtual environments
The field of shared virtual environments, which also
encompasses online games and social 3D environments, has a
system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
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Proceedings ICPW'07: 2nd International Conference on the Pragmatic Web, 22-23 Oct. 2007, Tilburg: NL
Proceedings ICPW'07: 2nd International Conference on the Pragmatic Web, 22-23 Oct. 2007, Tilburg: N
Electronic Forms-Based Computing for Evidentiary Analysis
The paperwork associated with evidentiary collection and analysis is a highly repetitive and time-consuming process which often involves duplication of work and can frequently result in documentary errors. Electronic entry of evidencerelated information can facilitate greater accuracy and less time spent on data entry. This manuscript describes a general framework for the implementation of an electronic tablet-based system for evidentiary processing. This framework is then utilized in the design and implementation of an electronic tablet-based evidentiary input prototype system developed for use by forensic laboratories which serves as a verification of the proposed framework. The manuscript concludes with a discussion of implications and recommendations for the implementation and use of tablet-based computing for evidence analysis
Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies
This paper argues that traditional and mainstream mythologies, which have
been continually told within the Information Technology domain among designers
and advocators of conceptual modelling since the 1960s in different fields of
computing sciences, could now be renovated or substituted in the mould of more
recent discourses about performativity, complexity and end-user creativity that
have been constructed across different fields in the meanwhile. In the paper,
it is submitted that these discourses could motivate IT professionals in
undertaking alternative approaches toward the co-construction of
socio-technical systems, i.e., social settings where humans cooperate to reach
common goals by means of mediating computational tools. The authors advocate
further discussion about and consolidation of some concepts in design research,
design practice and more generally Information Technology (IT) development,
like those of: task-artifact entanglement, universatility (sic) of End-User
Development (EUD) environments, bricolant/bricoleur end-user, logic of
bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical
construction. Points backing these and similar concepts are made to promote
further discussion on the need to rethink the main assumptions underlying IT
design and development some fifty years later the coming of age of software and
modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D.
Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded
Technologies: A European Challenge (2013, forthcoming) with the title
"Building Socially Embedded Technologies: Implications on Design" within an
EUSSET editorial initiative (www.eusset.eu/
A review of the evidence on the use of ICT in the Early Years Foundation Stage
This report reviewed existing evidence on the potential of technology to support the development of educational policy and practice in the context of the Early Years Foundation Stage. Reference is made to the use of ICT by young children from aged birth to five years and its potential impacts, positive and negative on their cognitive, social, emotional educational, visual and physical development
User-defined semantics for the design of IoT systems enabling smart interactive experiences
© The Author(s) 2020. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.Automation in computing systems has always been considered a valuable solution to unburden the user. Internet of Things (IoT) technology best suits automation in different domains, such as home automation, retail, industry, and transportation, to name but a few. While these domains are strongly characterized by implicit user interaction, more recently, automation has been adopted also for the provision of interactive and immersive experiences that actively involve the users. IoT technology thus becomes the key for Smart Interactive Experiences (SIEs), i.e., immersive automated experiences created by orchestrating different devices to enable smart environments to fluidly react to the final users’ behavior. There are domains, e.g., cultural heritage, where these systems and the SIEs can support and provide several benefits. However, experts of such domains, while intrigued by the opportunity to induce SIEs, are facing tough challenges in their everyday work activities when they are required to automate and orchestrate IoT devices without the necessary coding skills. This paper presents a design approach that tries to overcome these difficulties thanks to the adoption of ontologies for defining Event-Condition-Action rules. More specifically, the approach enables domain experts to identify and specify properties of IoT devices through a user-defined semantics that, being closer to the domain experts’ background, facilitates them in automating the IoT devices behavior. We also present a study comparing three different interaction paradigms conceived to support the specification of user-defined semantics through a “transparent” use of ontologies. Based on the results of this study, we work out some lessons learned on how the proposed paradigms help domain experts express their semantics, which in turn facilitates the creation of interactive applications enabling SIEs.Peer reviewedFinal Published versio
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