14,098 research outputs found

    An improved multi-agent simulation methodology for modelling and evaluating wireless communication systems resource allocation algorithms

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    Multi-Agent Systems (MAS) constitute a well known approach in modelling dynamical real world systems. Recently, this technology has been applied to Wireless Communication Systems (WCS), where efficient resource allocation is a primary goal, for modelling the physical entities involved, like Base Stations (BS), service providers and network operators. This paper presents a novel approach in applying MAS methodology to WCS resource allocation by modelling more abstract entities involved in WCS operation, and especially the concurrent network procedures (services). Due to the concurrent nature of a WCS, MAS technology presents a suitable modelling solution. Services such as new call admission, handoff, user movement and call termination are independent to one another and may occur at the same time for many different users in the network. Thus, the required network procedures for supporting the above services act autonomously, interact with the network environment (gather information such as interference conditions), take decisions (e.g. call establishment), etc, and can be modelled as agents. Based on this novel simulation approach, the agent cooperation in terms of negotiation and agreement becomes a critical issue. To this end, two negotiation strategies are presented and evaluated in this research effort and among them the distributed negotiation and communication scheme between network agents is presented to be highly efficient in terms of network performance. The multi-agent concept adapted to the concurrent nature of large scale WCS is, also, discussed in this paper

    Collective awareness platforms and digital social innovation mediating consensus seeking in problem situations

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    In this paper we show the results of our studies carried out in the framework of the European Project SciCafe2.0 in the area of Participatory Engagement models. We present a methodological approach built on participative engagements models and holistic framework for problem situation clarification and solution impacts assessment. Several online platforms for social engagement have been analysed to extract the main patterns of participative engagement. We present our own experiments through the SciCafe2.0 Platform and our insights from requirements elicitation

    An evaluation framework to drive future evolution of a research prototype

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    The Open Source Component Artefact Repository (OSCAR) requires evaluation to confirm its suitability as a development environment for distributed software engineers. The evaluation will take note of several factors including usability of OSCAR as a stand-alone system, scalability and maintainability of the system and novel features not provided by existing artefact management systems. Additionally, the evaluation design attempts to address some of the omissions (due to time constraints) from the industrial partner evaluations. This evaluation is intended to be a prelude to the evaluation of the awareness support being added to OSCAR; thus establishing a baseline to which the effects of awareness support may be compared

    Transdisciplinarity seen through Information, Communication, Computation, (Inter-)Action and Cognition

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    Similar to oil that acted as a basic raw material and key driving force of industrial society, information acts as a raw material and principal mover of knowledge society in the knowledge production, propagation and application. New developments in information processing and information communication technologies allow increasingly complex and accurate descriptions, representations and models, which are often multi-parameter, multi-perspective, multi-level and multidimensional. This leads to the necessity of collaborative work between different domains with corresponding specialist competences, sciences and research traditions. We present several major transdisciplinary unification projects for information and knowledge, which proceed on the descriptive, logical and the level of generative mechanisms. Parallel process of boundary crossing and transdisciplinary activity is going on in the applied domains. Technological artifacts are becoming increasingly complex and their design is strongly user-centered, which brings in not only the function and various technological qualities but also other aspects including esthetic, user experience, ethics and sustainability with social and environmental dimensions. When integrating knowledge from a variety of fields, with contributions from different groups of stakeholders, numerous challenges are met in establishing common view and common course of action. In this context, information is our environment, and informational ecology determines both epistemology and spaces for action. We present some insights into the current state of the art of transdisciplinary theory and practice of information studies and informatics. We depict different facets of transdisciplinarity as we see it from our different research fields that include information studies, computability, human-computer interaction, multi-operating-systems environments and philosophy.Comment: Chapter in a forthcoming book: Information Studies and the Quest for Transdisciplinarity - Forthcoming book in World Scientific. Mark Burgin and Wolfgang Hofkirchner, Editor

    Enhancing Creativity in Interaction Design: Alternative Design Brief

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    This paper offers a critique of the design brief as it is currently used in teaching interaction design and proposes an alternative way of developing it. Such a design brief requires the exploration of alternative application domains for an already developed technology. The paper presents a case study where such a novel type of design brief has been offered to the students taking part in a collaborative design project and discusses how it supported divergent thinking and creativity as well as helped enhancing the learning objectives

    Utilizing a 3D game engine to develop a virtual design review system

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    A design review process is where information is exchanged between the designers and design reviewers to resolve any potential design related issues, and to ensure that the interests and goals of the owner are met. The effective execution of design review will minimize potential errors or conflicts, reduce the time for review, shorten the project life-cycle, allow for earlier occupancy, and ultimately translate into significant total project savings to the owner. However, the current methods of design review are still heavily relying on 2D paper-based format, sequential and lack central and integrated information base for efficient exchange and flow of information. There is thus a need for the use of a new medium that allow for 3D visualization of designs, collaboration among designers and design reviewers, and early and easy access to design review information. This paper documents the innovative utilization of a 3D game engine, the Torque Game Engine as the underlying tool and enabling technology for a design review system, the Virtual Design Review System for architectural designs. Two major elements are incorporated; 1) a 3D game engine as the driving tool for the development and implementation of design review processes, and 2) a virtual environment as the medium for design review, where visualization of design and design review information is based on sound principles of GUI design. The development of the VDRS involves two major phases; firstly, the creation of the assets and the assembly of the virtual environment, and secondly, the modification of existing functions or introducing new functionality through programming of the 3D game engine in order to support design review in a virtual environment. The features that are included in the VDRS are support for database, real-time collaboration across network, viewing and navigation modes, 3D object manipulation, parametric input, GUI, and organization for 3D objects
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