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1.
Understanding and Using Context   总被引:43,自引:6,他引:43  
Context is a poorly used source of information in our computing environments. As a result, we have an impoverished understanding of what context is and how it can be used. In this paper, we provide an operational definition of context and discuss the different ways in which context can be used by context-aware applications. We also present the Context Toolkit, an architecture that supports the building of these context-aware applications. We discuss the features and abstractions in the toolkit that make the task of building applications easier. Finally, we introduce a new abstraction, a situation which we believe will provide additional support to application designers.  相似文献   

2.
Wearables are often described with a focus on providing the user with wearable information access and communication means. The contextual information retrieval aspect is, however, an essential feature of such systems, as in, for example, the Remembrance Agent [1] where manually entered search-terms are used for presenting relevant situational information, or as in different location-based systems [2]. In this position paper we outline a general framework of contextually aware wearable systems, and suggest how such mechanisms, collecting massive traces of the user context, may lead to several other interesting uses in what we will call context trace technology.  相似文献   

3.
This paper looks from an ethnographic viewpoint at the case of two information systems in a multinational engineering consultancy. It proposes using the rich findings from ethnographic analysis during requirements discovery. The paper shows how context – organisational and social – can be taken into account during an information system development process. Socio-technical approaches are holistic in nature and provide opportunities to produce information systems utilising social science insights, computer science technical competence and psychological approaches. These approaches provide fact-finding methods that are appropriate to system participants’ and organisational stakeholders’ needs.  The paper recommends a method of modelling that results in a computerised information system data model that reflects the conflicting and competing data and multiple perspectives of participants and stakeholders, and that improves interactivity and conflict management.  相似文献   

4.
Research into context-aware computing risks losing sight of the user. This paper discusses how different types of information about a user, ranging from information about the current context to information about the user’s long-term properties, can simultaneously be relevant to a given adaptation decision. Pointers are given to two areas of research that can help with the integration of a broader range of information into context-aware systems: research on user-adaptive systems and on decision-theoretic methods.  相似文献   

5.
One of the hardest points in context-aware applications is deciding what reactions a system has to a certain context. In this paper, we introduce an architecture used in two context-aware museum guides. We discuss how the context is modelled and we briefly present a rule-based mechanism to trigger system actions. A rule-based system offers the flexibility required to be context-sensitive in the broadest sense since many context features can be considered and evaluated at the same time. This architecture is very flexible and easily supports a fast prototyping approach.  相似文献   

6.
7.
As multimedia applications spread widely, it is crucial for programming and design support systems to handle “time” in multimedia documents effectively and flexibly. This paper presents a set of interactive system support tools for designing and maintaining the temporal behavior of multimedia documents. The tool set provides mechanisms for anomaly detection, temporal query processing, and interactive scheduling. It is based on a fast incremental constraint solver we have developed, which can be adapted by any constraint-based system. The incremental constraint solver provides immediate feedback to the user, supporting a highly interactive design process. Combined with existing optimal layout generation mechanisms proposed in the literature, our tools effectively utilize the flexibility provided by constraint-based systems.  相似文献   

8.
Location models are crucial for providing location-dependent data to context-aware applications. In this paper, we present two approaches for modeling location information taken from an infrastructure-based and an ad hoc network-based application scenario. From these approaches we derive requirements for a general location modeling language for ubiquitous computing. Correspondence to: M. Bauer, Fakult?t Informatik, Universit?t Stuttgart, Breitwiesenstr. 20-22, D-70565 Stuttgart, Germany. Email: mabauer@informatik.uni-stuttgart.de  相似文献   

9.
This paper reports the results of an action research project which studied the benefits of documenting the evolution, and the rationale for the evolution, of a requirements specification. The benefits which design explanation offers designers (as documented in the literature) suggested an investigation with a view to understanding the potential contribution of the IBIS (Issue-Based Information System) approach. The paper reports an investigation into the use of ad hoc design explanation, in which design decisions were documented as they were made using the IBIS notation. This study finds both strengths and weaknesses in the approach. It reveals ways in which IBIS might be used more effectively and leads us to suggest a further study into the complementary use of ad hoc and post hoc design explanation approaches.  相似文献   

10.
Workflow Requirements Modelling Using XML   总被引:2,自引:0,他引:2  
When modelling inter-organisational workflow it is important not to make assumptions such as with regard to the formats of the data exchanged between the workflow participants or the technical infrastructures and platforms, as they can restrict the range of possible workflow management implementations. The approach presented in this paper allows for the conceptual modelling of workflow processes using primitive constructs such as nodes, rules and business documents. The paper presents both a graphical notation for modelling workflows as well as a mapping of the workflow constructs to XML models that follows the Workflow Management Coalition interoperability standards. This allows the modelled workflow to be interpreted and executed by a variety of workflow engines.  相似文献   

11.
A study was conducted of the practices that engineering designers had learned from experience to apply during the search for, and implementation of, new solution concepts. Each of 36 practices was analysed in terms of the goal it was directed to, and how it distributed cognition beyond the mental world of the designer. The results suggest that designers distribute cognition over their environments in a wide variety of ways which are not restricted, for instance, to using design tools. They also suggest that designers learn these practices in the context of specific experiences, probably by trial and error or social observation rather than means–end analysis. All but two of the practices involved distributed cognition of some kind, but there were no cases where this distribution involved ceding executive control to the environment.  相似文献   

12.
Design and analysis of a video-on-demand server   总被引:6,自引:0,他引:6  
The availability of high-speed networks, fast computers and improved storage technology is stimulating interest in the development of video on-demand services that provide facilities similar to a video cassette player (VCP). In this paper, we present a design of a video-on-demand (VOD) server, capable of supporting a large number of video requests with complete functionality of a remote control (as used in VCPs), for each request. In the proposed design, we have used an interleaved storage method with constrained allocation of video and audio blocks on the disk to provide continuous retrieval. Our storage scheme interleaves a movie with itself (while satisfying the constraints on video and audio block allocation. This approach minimizes the starting delay and the buffer requirement at the user end, while ensuring a jitter-free display for every request. In order to minimize the starting delay and to support more non-concurrent requests, we have proposed the use of multiple disks for the same movie. Since a disk needs to hold only one movie, an array of inexpensive disks can be used, which reduces the overall cost of the proposed system. A scheme supported by our disk storage method to provide all the functions of a remote control such as “fast-forwarding”, “rewinding” (with play “on” or “off”), “pause” and “play” has also been discussed. This scheme handles a user request independent of others and satisfies it without degrading the quality of service to other users. The server design presented in this paper achieves the multiple goals of high disk utilization, global buffer optimization, cost-effectiveness and high-quality service to the users.  相似文献   

13.
Conformance testing is still the main industrial validation technique for telecommunication protocols. In practice, the automatic construction of test cases based on finite-state models is hindered by the state explosion problem. We try to reduce its magnitude by using static analysis techniques in order to obtain smaller but equivalent models. Published online: 24 January 2003  相似文献   

14.
Location is one of the most important elements of context in ubiquitous computing. In this paper we describe a location model, a spatial-aware communication model and an implementation of the models that exploit location for processing and communicating context. The location model presented describes a location tree, which contains human-readable semantic and geometric information about an organisation and a structure to describe the current location of an object or a context. The proposed system is dedicated to work not only on more powerful devices like handhelds, but also on small computer systems that are embedded into everyday artefact (making them a digital artefact). Model and design decisions were made on the basis of experiences from three prototype setups with several applications, which we built from 1998 to 2002. While running these prototypes we collected experiences from designers, implementers and users and formulated them as guidelines in this paper. All the prototype applications heavily use location information for providing their functionality. We found that location is not only of use as information for the application but also important for communicating context. In this paper we introduce the concept of spatial-aware communication where data is communicated based on the relative location of digital artefacts rather than on their identity. Correspondence to: Michael Biegl, Telecooperation Office (TecO), University of Karlsruhe, Vincenz-Prieβritz-Str. 1 D-76131 Karlsruhe, Germany. Email: michael@teco.edu  相似文献   

15.
Summary.   Different replication algorithms provide different solutions to the same basic problem. However, there is no precise specification of the problem itself, only of particular classes of solutions, such as active replication and primary-backup. Having a precise specification of the problem would help us better understand the space of possible solutions and possibly come out with new ones. We present a formal definition of the problem solved by replication in the form of a correctness criterion called x-ability (exactly-once ability). An x-able service has obligations to its environment and its clients. It must update its environment under exactly-once semantics. Furthermore, it must provide idempotent, non-blocking request processing and deliver consistent results to its clients. We illustrate the value of x-ability through a novel replication protocol that handles non-determinism and external side-effects. The replication protocol is asynchronous in the sense that it may vary, at run-time and according to the asynchrony of the system, between some form of primary-backup and some form of active replication. Received: December 2000 / Accepted: September 2001  相似文献   

16.
Advances in high-speed networks and multimedia technologies have made it feasible to provide video-on-demand (VOD) services to users. However, it is still a challenging task to design a cost-effective VOD system that can support a large number of clients (who may have different quality of service (QoS) requirements) and, at the same time, provide different types of VCR functionalities. Although it has been recognized that VCR operations are important functionalities in providing VOD service, techniques proposed in the past for providing VCR operations may require additional system resources, such as extra disk I/O, additional buffer space, as well as network bandwidth. In this paper, we consider the design of a VOD storage server that has the following features: (1) provision of different levels of display resolutions to users who have different QoS requirements, (2) provision of different types of VCR functionalities, such as fast forward and rewind, without imposing additional demand on the system buffer space, I/O bandwidth, and network bandwidth, and (3) guarantees of the load-balancing property across all disks during normal and VCR display periods. The above-mentioned features are especially important because they simplify the design of the buffer space, I/O, and network resource allocation policies of the VOD storage system. The load-balancing property also ensures that no single disk will be the bottleneck of the system. In this paper, we propose data block placement, admission control, and I/O-scheduling algorithms, as well as determine the corresponding buffer space requirements of the proposed VOD storage system. We show that the proposed VOD system can provide VCR and multi-resolution services to the viewing clients and at the same time maintain the load-balancing property. Received June 9, 1998 / Accepted April 26, 1999  相似文献   

17.
This paper addresses the issue of how natural language generation technology can contribute to less intrusive wearable devices. Based on the investigation of how humans adapt the form of their utterances to the context of their hearer, we propose a strategy to relate (physical) context to the automated generation of natural language utterances. First we emphasise that different dimensions of context need to be taken into account and illustrate this with examples of lexical choice. Then we elaborate a strategy for determining sentence structure and prosody annotation based on the context relating to focus of attention. Our approach sets up an experimental basis in the context of an advice-giving wearable device (parrot).  相似文献   

18.
We present an easy interaction technique for accessing location-based contextual data shown on a head-worn wearable computer display. Our technique, called Context Compass, is based on a regular compass metaphor. Each object belonging to the user’s current context is visualised on a linear compass shown on the screen. The object directly in front of the user is shown in the middle of the compass and can be activated. Whenever the user turns his or her head, the objects on the screen move accordingly. Therefore, an object can be selected by simply turning one’s head towards it. Context Compass consumes a minimal amount of screen space, making it ideal for usage with see-through head-worn displays. An initial pilot study, applying a newly developed usability method customised especially for Context Compass, revealed that Context Compass can be learned virtually immediately. Further, the method itself proved to be successful in evaluating techniques such as Context Compass.  相似文献   

19.
A Context/Communication Information Agent   总被引:1,自引:0,他引:1  
We are developing a Context/Communication Information Agent (CIA), an autonomous software agent that proactively searches for the right information at the right time. Our goal is to design and evaluate a system that leverages what people naturally do, using this knowledge to retrieve information, and presenting it with a minimal cost of disruption to the users. In this paper, we describe the results a low-fidelity prototype performed in a meeting situation, the design space for such an application, and our plans for continued investigation.  相似文献   

20.
Usability study of digital libraries: ACM, IEEE-CS, NCSTRL, NDLTD   总被引:1,自引:0,他引:1  
If digital libraries are to be used effectively, their user interfaces should be tested and enhanced. We observed 48 participants as they worked with the following digital libraries: ACM, IEEE-CS, NCSTRL, and NDLTD. We discuss how the features of these digital libraries influence the subjects’ efforts to perform search and retrieval tasks. Data analysis indicates that the IEEE-CS digital library was rated the best overall and NDLTD had the best search time. We present user recommendations and propose a taxonomy of features that we believe are essential for the design of future digital libraries. Noteworthy is the observation that users’ judgements on the importance of different features varied widely between the beginning and end of their test sessions. Received: 15 December 1997 / Revised: June 1999  相似文献   

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