74,111 research outputs found

    Mashing up Visual Languages and Web Mash-ups

    Get PDF
    Research on web mashups and visual languages share an interest in human-centered computing. Both research communities are concerned with supporting programming by everyday, technically inexpert users. Visual programming environments have been a focus for both communities, and we believe that there is much to be gained by further discussion between these research communities. In this paper we explore some connections between web mashups and visual languages, and try to identify what each might be able to learn from the other. Our goal is to establish a framework for a dialog between the communities, and to promote the exchange of ideas and our respective understandings of humancentered computing.published or submitted for publicationis peer reviewe

    MORPH: A Reference Architecture for Configuration and Behaviour Self-Adaptation

    Full text link
    An architectural approach to self-adaptive systems involves runtime change of system configuration (i.e., the system's components, their bindings and operational parameters) and behaviour update (i.e., component orchestration). Thus, dynamic reconfiguration and discrete event control theory are at the heart of architectural adaptation. Although controlling configuration and behaviour at runtime has been discussed and applied to architectural adaptation, architectures for self-adaptive systems often compound these two aspects reducing the potential for adaptability. In this paper we propose a reference architecture that allows for coordinated yet transparent and independent adaptation of system configuration and behaviour

    Task-Driven Big Data Integration

    Get PDF
    Data integration aims at combining data acquired from different autonomous sources to provide the user with a unified view of this data. One of the main challenges in data integration processes is entity resolution, whose goal is to detect the different representations of the same real-world entity across the sources, in order to produce a unique and consistent representation for it. The advent of big data has challenged traditional data integration paradigms, making the offline batch approach to entity resolution no longer suitable for several scenarios (e.g., when performing data exploration or dealing with datasets that change with a high frequency). Therefore, it becomes of primary importance to produce new solutions capable of operating effectively in such situations. In this paper, I present some contributions made during the first half of my PhD program, mainly focusing on the design of a framework to perform entity resolution in an on-demand fashion, building on the results achieved by the progressive and query-driven approaches to this task. Moreover, I also briefly describe two projects in which I took part as a member of my research group, touching on some real-world applications of big data integration techniques, to conclude with some ideas on the future directions of my research

    Serious Games in Cultural Heritage

    Get PDF
    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Developing serious games for cultural heritage: a state-of-the-art review

    Get PDF
    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
    • ā€¦
    corecore