60 resultados para Web services. Service Composition. PEWS. Runtime systems


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Due to the growing complexity and adaptability requirements of real-time embedded systems, which often exhibit unrestricted inter-dependencies among supported services and user-imposed quality constraints, it is increasingly difficult to optimise the level of service of a dynamic task set within an useful and bounded time. This is even more difficult when intending to benefit from the full potential of an open distributed cooperating environment, where service characteristics are not known beforehand. This paper proposes an iterative refinement approach for a service’s QoS configuration taking into account services’ inter-dependencies and quality constraints, and trading off the achieved solution’s quality for the cost of computation. Extensive simulations demonstrate that the proposed anytime algorithm is able to quickly find a good initial solution and effectively optimises the rate at which the quality of the current solution improves as the algorithm is given more time to run. The added benefits of the proposed approach clearly surpass its reducedoverhead.

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Most of today’s embedded systems are required to work in dynamic environments, where the characteristics of the computational load cannot always be predicted in advance. Furthermore, resource needs are usually data dependent and vary over time. Resource constrained devices may need to cooperate with neighbour nodes in order to fulfil those requirements and handle stringent non-functional constraints. This paper describes a framework that facilitates the distribution of resource intensive services across a community of nodes, forming temporary coalitions for a cooperative QoSaware execution. The increasing need to tailor provided service to each application’s specific needs determines the dynamic selection of peers to form such a coalition. The system is able to react to load variations, degrading its performance in a controlled fashion if needed. Isolation between different services is achieved by guaranteeing a minimal service quality to accepted services and by an efficient overload control that considers the challenges and opportunities of dynamic distributed embedded systems.

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A QoS adaptation to dynamically changing system conditions that takes into consideration the user’s constraints on the stability of service provisioning is presented. The goal is to allow the system to make QoS adaptation decisions in response to fluctuations in task traffic flow, under the control of the user. We pay special attention to the case where monitoring the stability period and resource load variation of Service Level Agreements for different types of services is used to dynamically adapt future stability periods, according to a feedback control scheme. System’s adaptation behaviour can be configured according to a desired confidence level on future resource usage. The viability of the proposed approach is validated by preliminary experiments.

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The scarcity and diversity of resources among the devices of heterogeneous computing environments may affect their ability to perform services with specific Quality of Service constraints, particularly in dynamic distributed environments where the characteristics of the computational load cannot always be predicted in advance. Our work addresses this problem by allowing resource constrained devices to cooperate with more powerful neighbour nodes, opportunistically taking advantage of global distributed resources and processing power. Rather than assuming that the dynamic configuration of this cooperative service executes until it computes its optimal output, the paper proposes an anytime approach that has the ability to tradeoff deliberation time for the quality of the solution. Extensive simulations demonstrate that the proposed anytime algorithms are able to quickly find a good initial solution and effectively optimise the rate at which the quality of the current solution improves at each iteration, with an overhead that can be considered negligible.

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The corner stone of the interoperability of eLearning systems is the standard definition of learning objects. Nevertheless, for some domains this standard is insufficient to fully describe all the assets, especially when they are used as input for other eLearning services. On the other hand, a standard definition of learning objects in not enough to ensure interoperability among eLearning systems; they must also use a standard API to exchange learning objects. This paper presents the design and implementation of a service oriented repository of learning objects called crimsonHex. This repository is fully compliant with the existing interoperability standards and supports new definitions of learning objects for specialized domains. We illustrate this feature with the definition of programming problems as learning objects and its validation by the repository. This repository is also prepared to store usage data on learning objects to tailor the presentation order and adapt it to learner profiles.

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The e-Framework is arguably the most prominent e-learning framework currently in use. For this reason it was selected as basis for modelling a programming exercises evaluation service. The purpose of this type of evaluator is to mark and grade exercises in computer programming courses and in programming contests. By exposing its functions as services a programming exercise evaluator is able to participate in business processes integrating different system types, such as Programming Contest Management Systems, Learning Management Systems, Integrated Development Environments and Learning Object Repositories. This paper formalizes the approaches to be used in the implementation of a programming exercise evaluator as a service on the e-Framework.

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Trabalho de Projeto apresentado ao Instituto de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Tradução e Interpretação Especializadas, sob orientação do Doutor Manuel Moreira da Silva e coorientação da Mestre Isabelle Tulekian

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This paper presents an ongoing project that implements a platform for creating personal learning environments controlled by students, integrating Web 2.0 applications and content management systems, enabling the safe use of content created in Web 2.0 applications, allowing its publication in the infrastructure controlled by the HEI. Using this platform, students can develop their personal learning environment (PLE) integrated with the Learning Management System (LMS) of the HEI, enabling the management of their learning and, simultaneously, creating their e-portfolio with digital content developed for Course Units (CU). All this can be maintained after the student completes his academic studies, since the platform will remain accessible to students even after they leave the HEI and lose access to its infrastructure. The platform will enable the safe use of content created in Web 2.0 applications, allowing its protected publication in the infrastructure controlled by HEI, thus contributing to the adaptation of the L&T paradigm to the Bologna process.

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The change of paradigm imposed by the Bologna process, in which the student will be responsible for their own learning, and the presence of a new generation of students with higher technological skills, represent a huge challenge for higher education institutions. The use of new Web Social concepts in teaching process, supported by applications commonly called Web 2.0, with which these new students feel at ease, can bring benefits in terms of motivation and the frequency and quality of students' involvement in academic activities. An e-learning platform with web-based applications as a complement can significantly contribute to the development of different skills in higher education students, covering areas which are usually in deficit.

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No panorama socioeconómico atual, a contenção de despesas e o corte no financiamento de serviços secundários consumidores de recursos conduzem à reformulação de processos e métodos das instituições públicas, que procuram manter a qualidade de vida dos seus cidadãos através de programas que se mostrem mais eficientes e económicos. O crescimento sustentado das tecnologias móveis, em conjunção com o aparecimento de novos paradigmas de interação pessoa-máquina com recurso a sensores e sistemas conscientes do contexto, criaram oportunidades de negócio na área do desenvolvimento de aplicações com vertente cívica para indivíduos e empresas, sensibilizando-os para a disponibilização de serviços orientados ao cidadão. Estas oportunidades de negócio incitaram a equipa do projeto a desenvolver uma plataforma de notificação de problemas urbanos baseada no seu sistema de informação geográfico para entidades municipais. O objetivo principal desta investigação foca a idealização, conceção e implementação de uma solução completa de notificação de problemas urbanos de caráter não urgente, distinta da concorrência pela facilidade com que os cidadãos são capazes de reportar situações que condicionam o seu dia-a-dia. Para alcançar esta distinção da restante oferta, foram realizados diversos estudos para determinar características inovadoras a implementar, assim como todas as funcionalidades base expectáveis neste tipo de sistemas. Esses estudos determinaram a implementação de técnicas de demarcação manual das zonas problemáticas e reconhecimento automático do tipo de problema reportado nas imagens, ambas desenvolvidas no âmbito deste projeto. Para a correta implementação dos módulos de demarcação e reconhecimento de imagem, foram feitos levantamentos do estado da arte destas áreas, fundamentando a escolha de métodos e tecnologias a integrar no projeto. Neste contexto, serão apresentadas em detalhe as várias fases que constituíram o processo de desenvolvimento da plataforma, desde a fase de estudo e comparação de ferramentas, metodologias, e técnicas para cada um dos conceitos abordados, passando pela proposta de um modelo de resolução, até à descrição pormenorizada dos algoritmos implementados. Por último, é realizada uma avaliação de desempenho ao par algoritmo/classificador desenvolvido, através da definição de métricas que estimam o sucesso ou insucesso do classificador de objetos. A avaliação é feita com base num conjunto de imagens de teste, recolhidas manualmente em plataformas públicas de notificação de problemas, confrontando os resultados obtidos pelo algoritmo com os resultados esperados.

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A velocidade de difusão de conteúdos numa plataforma web, assume uma elevada relevância em serviços onde a informação se pretende atualizada e em tempo real. Este projeto de Mestrado, apresenta uma abordagem de um sistema distribuído de recolher e difundir resultados em tempo real entre várias plataformas, nomeadamente sistemas móveis. Neste contexto, tempo real entende-se como uma diferença de tempo nula entre a recolha e difusão, ignorando fatores que não podem ser controlados pelo sistema, como latência de comunicação e tempo de processamento. Este projeto tem como base uma arquitetura existente de processamento e publicação de resultados desportivos, que apresentava alguns problemas relacionados com escalabilidade, segurança, tempos de entrega de resultados longos e sem integração com outras plataformas. Ao longo deste trabalho procurou-se investigar fatores que condicionassem a escalabilidade de uma aplicação web dando ênfase à implementação de uma solução baseada em replicação e escalabilidade horizontal. Procurou-se também apresentar uma solução de interoperabilidade entre sistemas e plataformas heterogêneas, mantendo sempre elevados níveis de performance e promovendo a introdução de plataformas móveis no sistema. De várias abordagens existentes para comunicação em tempo real sobre uma plataforma web, adotou-se um implementação baseada em WebSocket que elimina o tempo desperdiçado entre a recolha de informação e sua difusão. Neste projeto é descrito o processo de implementação da API de recolha de dados (Collector), da biblioteca de comunicação com o Collector, da aplicação web (Publisher) e sua API, da biblioteca de comunicação com o Publisher e por fim a implementação da aplicação móvel multi-plataforma. Com os componentes criados, avaliaram-se os resultados obtidos com a nova arquitetura de forma a aferir a escalabilidade e performance da solução criada e sua adaptação ao sistema existente.

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In today’s highly competitive market, it is critical to provide customers services with a high level of configuration to answer their business needs. Knowing in advance the performance associated with a specific choreography of services (e.g., by taking into account the expected results of each component service) represents an important asset that allows businesses to provide a global service tailored to customers’ specific requests. This research work aims at advancing the state-of-the-art in this area by proposing an approach for service selection and ranking using services choreography, predicting the behavior of the services considering customers’ requirements and preferences, business process constraints and characteristics of the execution environment.

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It is imperative to accept that failures can and will occur, even in meticulously designed distributed systems, and design proper measures to counter those failures. Passive replication minimises resource consumption by only activating redundant replicas in case of failures, as typically providing and applying state updates is less resource demanding than requesting execution. However, most existing solutions for passive fault tolerance are usually designed and configured at design time, explicitly and statically identifying the most critical components and their number of replicas, lacking the needed flexibility to handle the runtime dynamics of distributed component-based embedded systems. This paper proposes a cost-effective adaptive fault tolerance solution with a significant lower overhead compared to a strict active redundancy-based approach, achieving a high error coverage with the minimum amount of redundancy. The activation of passive replicas is coordinated through a feedback-based coordination model that reduces the complexity of the needed interactions among components until a new collective global service solution is determined, improving the overall maintainability and robustness of the system.

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The increasing number of television channels, on-demand services and online content, is expected to contribute to a better quality of experience for a costumer of such a service. However, the lack of efficient methods for finding the right content, adapted to personal interests, may lead to a progressive loss of clients. In such a scenario, recommendation systems are seen as a tool that can fill this gap and contribute to the loyalty of users. Multimedia content, namely films and television programmes are usually described using a set of metadata elements that include the title, a genre, the date of production, and the list of directors and actors. This paper provides a deep study on how the use of different metadata elements can contribute to increase the quality of the recommendations suggested. The analysis is conducted using Netflix and Movielens datasets and aspects such as the granularity of the descriptions, the accuracy metric used and the sparsity of the data are taken into account. Comparisons with collaborative approaches are also presented.

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The developments of the internet, the proliferation of the use of Web 2.0 tools, and of the technology in general, are leveraging new ways of people to communicate, collaborate, and interact. This new world and new markets, in a daily change, are enabling the emergence of new innovative enterprises and services, taking advantage of the new technologies and of the global network. Cardmobili is a Portuguese start-up company working in the area of mobile services. This company provides a mobile service to manage rewards and membership cards, enabling users to store them in the cloud, while using mobile applications to present them in store, collecting and using the rewards, sharing cards and information with other users and friends in social networks. Cardmobili is linked to merchants’ loyalty management systems, enabling users to access exclusive offers, delivered to their mobile application and web account. The company provides complete services to make any loyalty or membership program mobile: branding, new customer registration, integration of customer account balance, mobile vouchers, coupons and offers, and mobile communication.