5 resultados para Context-Aware and Adaptable Architectures
em Bulgarian Digital Mathematics Library at IMI-BAS
Resumo:
In the paper some important notions and features of context-aware and adaptable service provision have been discussed. An approach has been described which can be used to develop architectures with the mentioned features. The abstract architecture AC3 and its application for implementing an eLearning environment have been described as well.
Resumo:
Within project Distributed eLearning Center (DeLC) we are developing a system for distance and eLearning, which offers fixed and mobile access to electronic content and services. Mobile access is based on InfoStation architecture, which provides Bluetooth and WiFi connectivity. On InfoStation network we are developing multi-agent middleware that provides context-aware, adaptive and personalized access to the mobile services to the users. For more convenient testing and optimization of the middleware a simulation environment, called CA3 SiEnv, is being created.
Resumo:
Workflows are set of activities that implement and realise business goals. Modern business goals add extra requirements on workflow systems and their management. Workflows may cross many organisations and utilise services on a variety of devices and/or supported by different platforms. Current workflows are therefore inherently context-aware. Each context is governed and constrained by its own policies and rules to prevent unauthorised participants from executing sensitive tasks and also to prevent tasks from accessing unauthorised services and/or data. We present a sound and multi-layered design language for the design and analysis of secure and context aware workflows systems.
Resumo:
Educational games such as quizzes, quests, puzzles, mazes and logical problems may be modeled as multimedia board games. In the scope of the ADOPTA project1 being under development at the Faculty of Mathematics and Informatics at Sofia University, a formal model for presentation of such educational board games was invented and elaborated. Educational games can be modeled as special board mini-games, with a board of any form and any types of positions. Over defined positions, figures (objects) with certain properties are placed and, next, there are to be defined formal rules for manipulation of these figures and resulted effects. The model has been found to be general enough in order to allow description and execution control of more complex logical problems to be solved by several actions delivered to/by the player according some formal rules and context conditions and, in general, of any learning activities and their workflow. It is used as a base for creation of a software platform providing facilities for easy construction of multimedia board games and their execution. The platform consists of game designer (i.e., a game authoring tool) and game run-time controller communicating each other through game repository. There are created and modeled many examples of educational board games appropriate for didactic purposes, self evaluations, etc., which are supposed to be designed easily by authors with no IT skills and experience. By means of game metadata descriptions, these games are going be included into narrative storyboards and, next, delivered to learners with appropriate profile according their learning style, preferences, etc. Moreover, usage of artificial intelligence agents is planned as well – once as playing virtual opponents of the player or, otherwise, being virtual advisers of the gamer helping him/her in finding the right problem solution within given domain such as discovering a treasure using a location map, finding best tour in a virtual museum, guessing an unknown word in a hangman game, and many others.
Resumo:
In the area of Software Engineering, traceability is defined as the capability to track requirements, their evolution and transformation in different components related to engineering process, as well as the management of the relationships between those components. However the current state of the art in traceability does not keep in mind many of the elements that compose a product, specially those created before requirements arise, nor the appropriated use of traceability to manage the knowledge underlying in order to be handled by other organizational or engineering processes. In this work we describe the architecture of a reference model that establishes a set of definitions, processes and models which allow a proper management of traceability and further uses of it, in a wider context than the one related to software development.