13,267 research outputs found
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/
Collaborative trails in e-learning environments
This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future
Fine-grained traffic state estimation and visualisation
Tools for visualising the current traffic state are used by local authorities for strategic monitoring of the traffic network and by everyday users for planning their journey. Popular visualisations include those provided by Google Maps and by Inrix. Both employ a traffic lights colour-coding system, where roads on a map are coloured green if traffic is flowing normally and red or black if there is congestion. New sensor technology, especially from wireless sources, is allowing resolution down to lane level. A case study is reported in which a traffic micro-simulation test bed is used to generate high-resolution estimates. An interactive visualisation of the fine-grained traffic state is presented. The visualisation is demonstrated using Google Earth and affords the user a detailed three-dimensional view of the traffic state down to lane level in real time
Setting live coding performance in wider historical contexts
This paper sets live coding in the wider context of performing arts, construed as the poetic modelling and projection of liveness. Concepts of liveness are multiple, evolving, and scale-dependent: entities considered live from different cultural perspectives range from individual organisms and social groupings to entire ecosystems, and consequently reflect diverse temporal and spatial orders. Concepts of liveness moreover evolve with our tools, which generate and reveal new senses and places of vitality. This instability complexifies the crafting of live events as artistic material: overriding habitual frames and scales of reference is a challenge when handling infinitely scalable computational phenomena.
With its generative affordances, improvised interactive programming, and notational possibilities, live coding introduces unique qualities into the performance arena. At the same time, performance history abounds in adaptive systems which anticipate certain live coding criteria. Historic performance and contemporary coding practices raise shared questions that can enhance our understanding of live art, notably to do with feedback, fixed versus on-the-fly programmable conceptual and physical frameworks, and inscriptive practices and notation methods for live action. I attempt to address such questions by setting live coding in a wider performance history perspective
Implementation of end-user development success factors in mashup development environments
[EN] The Future Internet is expected to be composed of a mesh of interoperable web services accessed from all over the Web. This approach has been supported by many software providers who have provided a wide range of mash up tools for creating composite applications based on components prepared by the respective provider. These tools aim to achieve the end-user development (EUD) of rich internet applications (RIA); however, most, having failed to meet the needs of end users without programming knowledge, have been unsuccessful. Thus, many studies have investigated success factors in order to propose scales of success factor objectives and assess the adequacy of mashup tools for their purpose. After reviewing much of the available literature, this paper proposes a new success factor scale based on human factors, human-computer interaction (HCI) factors and the specialization-functionality relationship. It brings together all these factors, offering a general conception of EUD success factors. The proposed scale was applied in an empirical study on current EUD tools, which found that today's EUD tools have many shortcomings. In order to achieve an acceptable success rate among end users, we then designed a mashup tool architecture, called FAST-Wirecloud, which was built taking into account the proposed EUD success factor scale. The results of a new empirical study carried out using this tool have demonstrated that users are better able to successfully develop their composite applications and that FAST-Wirecloud has scored higher than all the other tools under study on all scales of measurement, and particularly on the scale proposed in this paper. (C) 2016 Elsevier B.V. All rights reserved.This research was partially supported by the European Union co-funded IST projects FAST: Fast and Advanced Storyboard Tools (GA 216048), FI-WARE: Future Internet Core Platform (GA 285248) and FI-CORE: Future Internet - Core (GA 632893). The FI-WARE and FI-CORE projects are part of the European Commission's Futuree Internet Public-Private Partnership (FI-PPP) initiative.Lizcano, D.; LĂłpez, G.; Soriano, J.; Lloret, J. (2016). Implementation of end-user development success factors in mashup development environments. Computer Standards & Interfaces. 47:1-18. https://doi.org/10.1016/j.csi.2016.02.006S1184
A virtual engineering framework to support progressive interaction in engineering design
Engineering design encompasses a series of non-trivial decision making phases in generating initial solutions, developing mathematical models, performing analysis, and optimizing designs. Engineering analysis and optimization are the phases that often significantly slow down the design process. Thorough designer exploration on the solution space increases the likelihood of determining the most feasible solution but, at the expense of longer lead times. The exploratory capabilities of the designer could be enhanced by creating an interactive virtual engineering framework. This research presents progressive interaction with the designer-in-the-loop whose intelligence is blended with the computational power to suitably control the optimization. Progressive interaction is a human-guided preference articulation method where the designer intelligence continuously controls the engineering analysis and optimization by visualization, modification and controlled re-optimization. Based on the designer\u27s knowledge and the knowledge available from the interaction system, the designer preferences can be modified anytime to expedite optimization. Progressive interaction not only helps the designer discover the hidden relationship between the decision variables but it also uncovers the implicit constraints and other performance limitations of the design. In summary, this research work proposes human-guided, progressive interaction as a solution to complex engineering optimization problems. The proposed solution is demonstrated using three test cases: (1) Interactive image segmentation and optimization, (2) Designer interaction to support shape optimization of a finned dissipater, and (3) Interactive analysis, optimization and design of hydraulic mixing nozzle
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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Double elevation: Autonomous weapons and the search for an irreducible law of war
What should be the role of law in response to the spread of artificial intelligence in war? Fuelled by both public and private investment, military technology is accelerating towards increasingly autonomous weapons, as well as the merging of humans and machines. Contrary to much of the contemporary debate, this is not a paradigm change; it is the intensification of a central feature in the relationship between technology and war: Double elevation, above one's enemy and above oneself. Elevation above one's enemy aspires to spatial, moral, and civilizational distance. Elevation above oneself reflects a belief in rational improvement that sees humanity as the cause of inhumanity and de-humanization as our best chance for humanization. The distance of double elevation is served by the mechanization of judgement. To the extent that judgement is seen as reducible to algorithm, law becomes the handmaiden of mechanization. In response, neither a focus on questions of compatibility nor a call for a 'ban on killer robots' help in articulating a meaningful role for law. Instead, I argue that we should turn to a long-standing philosophical critique of artificial intelligence, which highlights not the threat of omniscience, but that of impoverished intelligence. Therefore, if there is to be a meaningful role for law in resisting double elevation, it should be law encompassing subjectivity, emotion and imagination, law irreducible to algorithm, a law of war that appreciates situated judgement in the wielding of violence for the collective
Artist-Programmers and Programming Languages for the Arts
We consider the artist-programmer, who creates work through its description as source code. The artist-programmer grandstands computer language, giving unique vantage over human-computer interaction in a creative context. We focus on the human in this relationship, noting that humans use an amalgam of language and gesture to express themselves. Accordingly we expose the deep relationship between computer languages and continuous expression, examining how these realms may support one another, and how the artist-programmer may fully engage with both.
Our argument takes us up through layers of representation, starting with symbols, then words, language and notation, to consider the role that these representations may play in human creativity. We form a cross-disciplinary perspective from psychology, computer science, linguistics, human-computer interaction, computational creativity, music technology and the arts.
We develop and demonstrate the potential of this view to inform arts practice, through the practical introduction of software prototypes, artworks, programming languages and improvised performances. In particular, we introduce works which demonstrate the role of perception in symbolic semantics, embed the representation of time in programming language, include visuospatial arrangement in syntax, and embed the activity of programming in the improvisation and experience of art
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