17979707
Designing Social Navigation for a Virtual Community of Practice
Social navigation in a community of practice (CoP) is an approach of locating information through increased social awareness. Designing support for social navigation requires precise knowledge about the users' needs and wishes so as to meet user participatory design methodology. User requirement definition on social navigation is, however, difficult to elicit. On the one hand, without the context of the CoP, it is hard to collect the user requirements on navigation, especially when the concept of virtual community is new to the target user group. On the other hand, to set up such a virtual community, preliminary studies on social navigation is however necessary. This paper presents the experiences how we dealt with such a chicken and egg problem. Different approaches were used: performing a theoretical study, administering an online questionnaire, observing on an existing virtual society, analyzing similar systems, prototyping, and conducting an expert walk-through.
52807519
An Adaptive Architecture for Presenting Interactive Media Onto Distributed Interfaces
This paper introduces an adaptive architecture for presenting interactive timed media onto distributed networked devices. The architecture is put into the test in a storytelling application for children. The interactive story is documented in StoryML, an XML-based language, and presented to multiple interface devices organized in an agent-based architecture. This allows the separation of the content from concrete physical devices, the definition of abstract media objects and the automatic adaptation of the same content to different environments of physical devices. Since both the content and the interaction are timed, issues of streaming and synchronization in this architecture are also addressed.
17924285
StoryML: Enabling Distributed Interfaces for Interactive Media
This paper introduces an adaptive architecture for presenting interactive timed media onto distributed networked devices. The interactive presentation is documented in StoryML, an XMLbased language, and presented to multiple interface devices organized in an agent-based architecture.
4103897
Component-wise mapping of media-needs to a distributed presentation environment
Whereas formal specification and verification have shown value by improving reliability and trustworthiness of traditional industrial systems, we made a contribution by applying them to the field of distributed multimedia presentations in an ambient intelligence context. We investigate a mapping problem in which media needs are to be satisfied using given presentation resources. The goal of the investigation is to see whether Broy's stream-based component framework can be used to model media-related interfaces and constraints in an elegant way. The formalization will serve as a framework for the development of an automated mapper that can handle real media needs and real presentation resources. It combines the well-known notations of Z with an underlying concurrency theory. We show that not only verification issues can be handled such as bandwidth and delay constraints, but also architecture-level issues such as network structural media-type compatibilities
13136257
An agent-based architecture for distributed interfaces and timed media in a storytelling application
This paper presents an agent-based architecture that enables the presentation of interactive timed media to distributed and networked devices. The architecture provides an automatic mapping of the same document to different environments. It uses a hierarchy of PAC (Presentation-Abstraction-Control) agents, which allows separating the presentation aspects from the control aspects and dynamically registering the new PAC agents to the system.
1428839
IPML: Extending SMIL for Distributed Multimedia Presentations
This paper addresses issues of distributing multimedia presentations in an ambient intelligent environment, exams the existing technologies and proposes IPML, a markup language that extends SMIL for distributed settings. It uses a powerful metaphor of play, with which the timing and mapping issues in distributed presentations are easily covered in a natural way.
206976454
Formulation of the traffic engineering problems in MPLS based IP networks
The growth of the Internet has fuelled the development of new technologies that enable IP backbone networks to be engineered efficiently. One such prominent technology, multiprotocol label switching (MPLS) enables IP networks with quality of service to be traffic engineered well. We mathematically formulate the traffic engineering problem's in MPLS based IP networks including constraint based routing, connection admission control, rerouting and capacity planning problems. Unfortunately, obtaining the optimal solution of the traffic engineering problems has undesirable computational complexity since they can be shown to be NP-complete. It is intended that this work will articulate the details and provide insights into the inherent structure of the problems as well as motivate the development of efficient solution techniques.
1128036
Conceptual framework and architecture for service mediating workflow management
This paper proposes a three-layer workflow concept framework to realize workflow enactment flexibility by dynamically binding activities to their implementations at run time. A service mediating layer is added to bridge business process definition and its implementation. Based on this framework, we propose an extended workflow management systems architecture, in which service contracting layer, service binding layer and service invocation layer are extensions to support the proposed service mediating concept. According to an enactment specification, different instances of the same activity can be bound to different services to achieve enactment flexibility. The conceptual framework and architecture together provide a comprehensive approach to flexible service enactment in B2B collaborative settings.
5735225
Buffer insertion with adaptive blockage avoidance
Buffer insertion is a fundamental technology for VLSI interconnect optimization. Several existing buffer insertion algorithms have evolved from van Ginneken's classic algorithm. In this work, we extend van Ginneken's algorithm to handle blockages in the layout. Given a Steiner tree containing a Steiner point that overlaps a blockage, a local adjustment is made to the tree topology that enables additional buffer insertion candidates to be considered. This adjustment is adaptive to the demand on buffer insertion and is incurred only when it facilitates the maximal slack solution. This approach can be combined with any performance-driven Steiner tree construction. The overall time complexity has linear dependence on the number of blockages and quadratic dependence on the number of potential buffer locations. Experiments on several large nets confirm that high-quality solutions can be obtained through this technique with little CPU cost.
5276231
Open-ended robust design of analog filters using genetic programming
Most existing research on robust design using evolutionary algorithms (EA) follows the paradigm of traditional robust design, in which parameters of a design solution are tuned to improve the robustness of the system. However, the topological structure of a system may set a limit on the possible robustness achievable through parameter tuning. This paper proposes a new robust design paradigm that exploits the open-ended topological synthesis capability of genetic programming to evolve more robust systems. As a case study, a methodology for automated synthesis of dynamic systems, based on genetic programming and bond graph modeling (GPBG), is applied to evolve robust low-pass and high-pass analog filters. Compared with a traditional robust design approach based on a state-of-the-art real-parameter genetic algorithm (GA), it is shown that open-ended topology search by genetic programming with a fitness criterion rewarding robustness can evolve more robust systems with respect to parameter perturbations than what was achieved through parameter tuning alone, for our test problems.
17009072
Steiner network construction for timing critical nets
Conventionally, signal net routing is almost always implemented as Steiner trees. However, non-tree topology is often superior on timing performance as well as tolerance to open faults and variations. These advantages are particularly appealing for timing critical net routings in nano-scale VLSI designs where interconnect delay is a performance bottleneck and variation effects are increasingly remarkable. We propose Steiner network construction heuristics which can generate either tree or non-tree with different slack-wirelength tradeoff, and handle both long path and short path constraints. Incremental non-tree delay update techniques are developed to facilitate fast Steiner network evaluations. Extensive experiments in different scenarios show that our heuristics usually improve timing slack by hundreds of pico seconds compared to traditional tree approaches