5,231 research outputs found

    The RAGE Game Software Components Repository for Supporting Applied Game Development

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    This paper presents the architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technology components for applied game development. The RAGE project, which is the principal Horizon2020 research and innovation project on applied gaming, develops up to three dozens of software components (RAGE software assets) that are reusable across a wide diversity of game engines, game platforms and programming languages. The RAGE repository provides storage space for assets and their artefacts and is designed as an asset life-cycle management system for defining, publishing, updating, searching and packaging for distribution of these assets. It will be embedded in a social platform for asset developers and other users. A dedicated Asset Repository Manager provides the main functionality of the repository and its integration with other systems. Tools supporting the Asset Manager are presented and discussed. When the RAGE repository is in full operation, applied game developers will be able to easily enhance the quality of their games by including selected advanced game software assets. Making available the RAGE repository system and its variety of software assets aims to enhance the coherence and decisiveness of the applied game industry

    Ubiquitous Semantic Applications

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    As Semantic Web technology evolves many open areas emerge, which attract more research focus. In addition to quickly expanding Linked Open Data (LOD) cloud, various embeddable metadata formats (e.g. RDFa, microdata) are becoming more common. Corporations are already using existing Web of Data to create new technologies that were not possible before. Watson by IBM an artificial intelligence computer system capable of answering questions posed in natural language can be a great example. On the other hand, ubiquitous devices that have a large number of sensors and integrated devices are becoming increasingly powerful and fully featured computing platforms in our pockets and homes. For many people smartphones and tablet computers have already replaced traditional computers as their window to the Internet and to the Web. Hence, the management and presentation of information that is useful to a user is a main requirement for today’s smartphones. And it is becoming extremely important to provide access to the emerging Web of Data from the ubiquitous devices. In this thesis we investigate how ubiquitous devices can interact with the Semantic Web. We discovered that there are five different approaches for bringing the Semantic Web to ubiquitous devices. We have outlined and discussed in detail existing challenges in implementing this approaches in section 1.2. We have described a conceptual framework for ubiquitous semantic applications in chapter 4. We distinguish three client approaches for accessing semantic data using ubiquitous devices depending on how much of the semantic data processing is performed on the device itself (thin, hybrid and fat clients). These are discussed in chapter 5 along with the solution to every related challenge. Two provider approaches (fat and hybrid) can be distinguished for exposing data from ubiquitous devices on the Semantic Web. These are discussed in chapter 6 along with the solution to every related challenge. We conclude our work with a discussion on each of the contributions of the thesis and propose future work for each of the discussed approach in chapter 7

    Social Multimedia Networks Behaviour Model & Architecture

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    People constantly use social multimedianetworks to communicate with one another, with usersmostly sharing data, such as photos and videos. Weexamine the motivations that drive colluders to formalliances over social networking platforms anddetermine how these groups create coalitions toadvance their interests. We also investigate thenetwork architectures that underlie social multimedianetworks and how these platforms circulate. Sucharchitectures are connected to different protocols,including WebID, Semantic Pingback andPubSubHubbub, to form a logical semantic circulatingsocial multimedia network that delivers a centralisedsocial network structure

    KP-LAB Knowledge Practices Laboratory -- Specification of end-user applications

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    deliverablesThe present deliverable provides a high-level view on the new specifications of end user applications defined in the WPII during the M37-M46 period of the KP-Lab project. This is the last in the series of four deliverables that cover all the tools developed in the project, the previous ones being D6.1, D6.4 and D6.6. This deliverable presents specifications for the new functionalities for supporting the dedicated research studies defined in the latest revision of the KP-Lab research strategy. The tools addressed are: the analytic tools (Data export, Time-line-based analyser, Visual analyser), Clipboard, Search, Versioning of uploadable content items, Visual Model Editor (VME) and Visual Modeling Language Editor (VMLE). The main part of the deliverable provides the summary of tool specifications and the description of the Knowledge Practices Environment architecture, as well as an overview of the revised technical design process, of the tools’ relationship with the research studies, and of the driving objectives and the high-level requirements relevant for the present specifications. The full specifications of tools are provided in the annexes 1-9

    Digital libraries and minority languages

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    Digital libraries have a pivotal role to play in the preservation and maintenance of international cultures in general and minority languages in particular. This paper outlines a software tool for building digital libraries that is well adapted for creating and distributing local information collections in minority languages, and describes some contexts in which it is used. The system can make multilingual documents available in structured collections and allows them to be accessed via multilingual interfaces. It is issued under a free open-source licence, which encourages participatory design of the software, and an end-user interface allows community-based localization of the various language interfaces - of which there are many

    SERVICE-BASED AUTOMATION OF SOFTWARE CONSTRUCTION ACTIVITIES

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    The reuse of software units, such as classes, components and services require professional knowledge to be performed. Today a multiplicity of different software unit technologies, supporting tools, and related activities used in reuse processes exist. Each of these relevant reuse elements may also include a high number of variations and may differ in the level and quality of necessary reuse knowledge. In such an environment of increasing variations and, therefore, an increasing need for knowledge, software engineers must obtain such knowledge to be able to perform software unit reuse activities. Today many different reuse activities exist for a software unit. Some typical knowledge intensive activities are: transformation, integration, and deployment. In addition to the problem of the amount of knowledge required for such activities, other difficulties also exist. The global industrial environment makes it challenging to identify sources of, and access to, knowledge. Typically, such sources (e.g., repositories) are made to search and retrieve information about software unitsand not about the required reuse activity knowledge for a special unit. Additionally, the knowledge has to be learned by inexperienced software engineers and, therefore, to be interpreted. This interpretation may lead to variations in the reuse result and can differ from the estimated result of the knowledge creator. This makes it difficult to exchange knowledge between software engineers or global teams. Additionally, the reuse results of reuse activities have to be repeatable and sustainable. In such a scenario, the knowledge about software reuse activities has to be exchanged without the above mentioned problems by an inexperienced software engineer. The literature shows a lack of techniques to store and subsequently distribute relevant reuse activity knowledge among software engineers. The central aim of this thesis is to enable inexperienced software engineers to use knowledge required to perform reuse activities without experiencing the aforementioned problems. The reuse activities: transformation, integration, and deployment, have been selected as the foundation for the research. Based on the construction level of handling a software unit, these activities are called Software Construction Activities (SCAcs) throughout the research. To achieve the aim, specialised software construction activity models have been created and combined with an abstract software unit model. As a result, different SCAc knowledge is described and combined with different software unit artefacts needed by the SCAcs. Additionally, the management (e.g., the execution of an SCAc) will be provided in a service-oriented environment. Because of the focus on reuse activities, an approach which avoids changing the knowledge level of software engineers and the abstraction view on software units and activities, the object of the investigation differs from other approaches which aim to solve the insufficient reuse activity knowledge problem. The research devised novel abstraction models to describe SCAcs as knowledge models related to the relevant information of software units. The models and the focused environment have been created using standard technologies. As a result, these were realised easily in a real world environment. Softwareengineers were able to perform single SCAcs without having previously acquired the necessary knowledge. The risk of failing reuse decreases because single activities can be performed. The analysis of the research results is based on a case study. An example of a reuse environmenthas been created and tested in a case study to prove the operational capability of the approach. The main result of the research is a proven concept enabling inexperienced software engineers to reuse software units by reusing SCAcs. The research shows the reduction in time for reuse and a decrease of learning effort is significant

    Generic unified modelling process for developing semantically rich, dynamic and temporal models

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    Models play a vital role in supporting a range of activities in numerous domains. We rely on models to support the design, visualisation, analysis and representation of parts of the world around us, and as such significant research effort has been invested into numerous areas of modelling; including support for model semantics, dynamic states and behaviour, temporal data storage and visualisation. Whilst these efforts have increased our capabilities and allowed us to create increasingly powerful software-based models, the process of developing models, supporting tools and /or data structures remains difficult, expensive and error-prone. In this paper we define from literature the key factors in assessing a model’s quality and usefulness: semantic richness, support for dynamic states and object behaviour, temporal data storage and visualisation. We also identify a number of shortcomings in both existing modelling standards and model development processes and propose a unified generic process to guide users through the development of semantically rich, dynamic and temporal models

    Service-oriented design of environmental information systems

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    Service-orientation has an increasing impact upon the design process and the architecture of environmental information systems. This thesis specifies the SERVUS design methodology for geospatial applications based upon standards of the Open Geospatial Consortium. SERVUS guides the system architect to rephrase use case requirements as a network of semantically-annotated requested resources and to iteratively match them with offered resources that mirror the capabilities of existing services
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