Search results for "ARCHITECTURE"

showing 10 items of 3706 documents

A Robot Architecture Based on Higher Order Perception Loop

2009

The paper discusses the self-consciousness of a robot as based on higher order perceptions of the robot itself. In this sense, the first order perceptions of the robot are the immediate perceptions of the outer world of the robot, while higher order perceptions are the robot perceptions of its own inner world. The resulting architecture based on higher order perceptions has been implemented and tested in a project regarding a robotic touristic guide acting in the Botanical Garden of the University of Palermo.

Social robotLOOP (programming language)business.industryComputer sciencemedia_common.quotation_subjectRoboticsRobot learningOrder (business)Human–computer interactionPerceptionRobotArtificial intelligenceArchitecturebusinessmedia_common
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Analysing software integration scenarios: the case of telecommunications operations software

2008

Telecom operators deploy a vast number of software systems to support their operations. Vendors of this software often integrate in their products several software systems, in order to enable innovations, minimize customer's integration efforts, etc. Different integration scenarios can be envisioned, and the issue of identifying more beneficial scenarios is of a great importance to the vendors. This paper aims at analyzing different software integration scenarios from the viewpoint of their support for innovations, and focuses on the context of telecommunications operations software. For each scenario, the overall modularity of the set of software systems is evaluated, and the expected bene…

Social software engineeringInformation Systems and ManagementResource-oriented architectureComputer sciencebusiness.industryStrategy and ManagementMechanical EngineeringSoftware developmentManagement Science and Operations ResearchSoftware analyticsSoftware sizingSoftware constructionSoftware systembusinessTelecommunicationsEngineering (miscellaneous)System integration testingInternational Journal of Management Science and Engineering Management
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MetaEdit+ A Fully Configurable Multi-User and Multi-Tool CASE and CAME Environment

1996

Computer Aided Software Engineering (CASE) environments have spread at a lower pace than expected. One reason for this is the immaturity of existing environments in supporting development in-the-large and by-many and their inability to address the varying needs of the software developers. In this paper we report on the development of a next generation CASE environment called MetaEdit+. The environment seeks to overcome all the above deficiencies, but in particular pays attention to catering for the varying needs of the software developers. MetaEdit+ is a multi-method, multi-tool platform for both CASE and Computer Aided Method Engineering (CAME). As a CASE tool it establishes a versatile an…

Social software engineeringResource-oriented architectureComputer sciencebusiness.industrySoftware developmentcomputer.software_genreSoftware frameworkSoftware development processSoftware constructionSoftware systemComputer-aided software engineeringbusinessSoftware engineeringcomputer
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Development Platforms as a Niche for Software Companies in Open Source Software

2006

As long as information systems do not become overly large and while they address a well-known domain, they can be controlled by engineering staff. Nevertheless, when dealing with large-scale, complex, or innovative information systems, it can be difficult to separate design issues and to formulate a meaningful information system proposal. In such a context, platforms for software engineering appear to be a promising approach. In this paper, we propose to view development platforms as a major opportunity for Open Source Software and Open Formats.

Social software engineeringResource-oriented architecturebusiness.industryComputer scienceSoftware deploymentSoftware as a serviceOpen formatSoftware developmentPackage development processBackportingbusinessSoftware engineering
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L'arquitectura dins la cultura nobiliària a Xàtiva

2018

El present treball busca analitzar i destacar aquelles arquitectures que l’estament nobiliari de Xàtiva va manar construir amb la finalitat de mostrar el seu poder al poble. Així mateix, és un intent de fer valer els edificis i els elements que se n’han conservat fins als nostres dies. La metodologia seguida consta d’una primera anàlisi del parc edificat per avaluar-ne l’arquitectura i d’una cerca a diferents arxius per conèixer l’evolució, tant de les construccions com de les diferents nissagues que les van habitar. Tot això ens permet concloure que, en el cas xativí, existeix una xifra elevada d’edificis erigits per la classe nobiliària que encara hui es mantenen dempeus, a la vegada que …

SociedadHistoryVisual Arts and Performing ArtsciutatPalauNoblesaarquitectura; palacio; nobleza; ciudad; Játiva; sociedadarquitecturaCiutatArts and Humanities (miscellaneous)PalaceArchitectureSocietynoblesaArquitecturapalauSocietatNoblezaarquitectura; palau; noblesa; ciutat; Xàtiva; societatNobilityCityNX440-632CiudadPalacioHistory of the artsJátivaarchitecture; palace; nobility; city; Xàtiva; societyXàtivasocietat
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2020

Abstract Challenge is a key motivation for videogame play. But what kind of challenge types videogames include, and which of them players prefer? This article helps to answer the above questions by developing and validating Videogame Challenge Inventory (CHA), a psychometrically sound measurement for investigating players’ challenge preferences in videogames. Based on a review of literature, we developed a 38-item version of CHA that was included in a social media user survey (N = 813). An exploratory factor analysis (EFA) revealed a latent structure of five challenge types: Physical, Analytical, Socioemotional, Insight, and Foresight. CHA was amended in another EFA with USA-based survey da…

Socioemotional selectivity theory05 social sciencesApplied psychologyGeneral EngineeringDiscriminant validity050801 communication & media studiesHuman Factors and ErgonomicsConfirmatory factor analysisExploratory factor analysisEducationHuman-Computer Interaction0508 media and communicationsHardware and ArchitectureSurvey data collection0501 psychology and cognitive sciencesSocial mediaConstruct (philosophy)PsychologyVideo game050107 human factorsSoftwareInternational Journal of Human-Computer Studies
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Computer game as a pragmatic concept : ideas, meanings, and culture

2020

This article discusses the ‘computer game’ as a pragmatic concept. A dual nature of the computer game as both a pragmatic idea and a pragmatic meaning is introduced. Practical meanings of the computer game correspond with the concrete effects that engaging with computer games produces in an individual. Practical ideas of the computer game correspond with the subjectively constituted conceptual families concerning the computer game’s assumed practical meaning. Individual computer games can be considered flat or round depending on the range of their practical meanings. Thus, the article contributes to the study of cultural objects by offering a framework for examining the evolution and existe…

Sociology and Political Sciencedefinitionsvideopelit050801 communication & media studiespelikulttuuri03 medical and health sciences0508 media and communications0302 clinical medicinekulttuuri030212 general & internal medicineSociologyMeaning (existential)cross-cultural conceptstietokonepelitgameskulttuurienvälisyysphilosophyCommunication05 social sciencesmääritelmätmeaningmerkitykset (semantiikka)DUAL (cognitive architecture)social pragmatismLinguisticsComputer gamepragmatismiverkkopelitdigitaaliset pelit
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Co-evolution of three mega-trends nurtures un-captured GDP – Uber's ride-sharing revolution

2016

Uber used a disruptive business model driven by digital technology to trigger a ride-sharing revolution. The institutional sources of the company’s platform ecosystem architecture were analyzed to explain this revolutionary change. Both an empirical analysis of a co-existing development trajectory with taxis and institutional enablers that helped to create Uber’s platform ecosystem were analyzed. The analysis identified a correspondence with the “two-faced” nature of ICT that nurtures un-captured GDP. This two-faced nature of ICT can be attributed to a virtuous cycle of decline in prices and an increase in the number of trips. We show that this cycle can be attributed to a self-propagating …

Sociology and Political Sciencemedia_common.quotation_subjectTaxisHuman Factors and ErgonomicsBusiness modelEducationICT-driven disruptive business model0502 economics and businessEconomicsride-sharing revolutionBusiness and International ManagementArchitectureFunction (engineering)Uber's system successmedia_commonta11305 social sciencesVirtuous circle and vicious circleEconomyInformation and Communications TechnologyParadigm shifttwo-faced nature of ICTTRIPS architectureun-captured GDP050211 marketingEconomic system050203 business & management
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RIE : revista de investigación educativa

2018

Se revisa la evolución, situación actual y perspectivas de las revistas de investigación sobre educación, haciendo énfasis sobre las publicadas en español. Metodología: Se utiliza la estructura de la metodología DAFO (debilidades, amenazas, fortalezas y oportunidades), que ha demostrado ser una técnica muy eficaz para analizar y formular estrategias de acción que conduzcan a la mejora de un producto o servicio. Resultados: Se identifican las principales debilidades, amenazas, fortalezas y oportunidades de las revistas de investigación en educación, señalando los elementos fundamentales, internos y externos, que influyen sobre su desarrollo y calidad. Discusión: Se presentan conclusiones sob…

Sociology of scientific knowledgeService (systems architecture)investigación sobre literatura científicaComputer sciencemedia_common.quotation_subjectEducationResource (project management)Publicaciones ElectrónicasQuality (business)Scholastic JournalismEvaluationSWOT analysispublicación periódicamedia_commonRevistasScope (project management)Management sciencePublications:3 - Ciencias sociales::37 - Educación. Enseñanza. Formación. Tiempo libre [CDU]investigación educativaevaluaciónElectronic JournalsEducational researchPublicacionesJournalsPublicaciones CientíficasScientific communicationRevista de Investigación Educativa
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Requirements Model of Sociotechnical Systems Simulator Architecture

2017

To avoid any voluntary decisions it is desirable to examine the possible consequences that can be done by simulation. Unfortunately there is no unified methodology and technology for simulators designing. Above mentioned problem when development of each simulator has to be started from the scratches makes elaboration expensive and cumbersome. The article dealt with the way to joint understanding of simulators designing concept.

Sociotechnical systemComputer science020204 information systems0202 electrical engineering electronic engineering information engineeringSystems design020201 artificial intelligence & image processingJoint (building)02 engineering and technologyArchitectureRequirements modelSimulation
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