971 resultados para Software Platform


Relevância:

100.00% 100.00%

Publicador:

Resumo:

CLI .NET 4.0 research prototype platform coded in C# and Windows Presentation Foundation (WPF)

Relevância:

100.00% 100.00%

Publicador:

Resumo:

To date, different techniques of navigation for mobile robots have been developed. However, the experimentation of these techniques is not a trivial task because usually it is not possible to reuse the developed control software due to system incompabilities. This paper proposes a software platform that provides means for creating reusable software modules through the standardization of software interfaces, which represent the various robot modules. © 2012 ICROS.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

In this work a complete set of libraries for developing wireless sensor applications in a simple and intuitive way is presented, in contraposition to the most spread application abstraction-level mechanisms based on operating systems. The main target of this software platform, named CookieLibs, is to provide the highest abstraction level on the management of WSNs but in the simplest way for those users who are not familiar with software design, in order to achieve a fast profiling mechanism for reliable prototyping based on the Cookies platform.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This article presents an interactive Java software platform which enables any user to easily create advanced virtual laboratories (VLs) for Robotics. This novel tool provides both support for developing applications with full 3D interactive graphical interface and a complete functional framework for modelling and simulation of arbitrary serial-link manipulators. In addition, its software architecture contains a high number of functionalities included as high-level tools, with the advantage of allowing any user to easily develop complex interactive robotic simulations with a minimum of programming. In order to show the features of the platform, the article describes, step-by-step, the implementation methodology of a complete VL for Robotics education using the presented approach. Finally, some educational results about the experience of implementing this approach are reported.

Relevância:

100.00% 100.00%

Publicador:

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.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Красимир Манев, Милослав Средков, Петър Армянов - Състезателните системи (СС) са незаменимо средство за организация на състезания по програмиране. Напоследък СС се използват и в обучението по програмиране. В статията е предложена платформа, която да интегрира възможностите на СС, създадени или използвани от авторите. Целта е изграждането на проста и ефективна среда за обучение по програмиране, подпомагаща учебния процес. Специфицирани са основните елементи на платформата, като резултат от предходно изследване, и една нейна възможна архитектура.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The objective of D6.1 is to make the Ecosystem software platform with underlying Software Repository, Digital Library and Media Archive available to the degree, that the RAGE project can start collecting content in the form of software assets, and documents of various media types. This paper describes the current state of the Ecosystem as of month 12 of the project, and documents the structure of the Ecosystem, individual components, integration strategies, and overall approach. The deliverable itself is the deployment of the described components, which is now available to collect and curate content. Whilst this version is not yet feature complete, full realization is expected within the next few months. Following this development, WP6 will continue to add features driven by the business models to be defined by WP7 later on in the project.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

In this work a complete hardware-software support platform for a WSN testbed focused on developing wireless sensor applications in a simple and intuitive way is presented, as an alternative of commercial-motes-based testbeds that can be found in the state of the art. The main target of this hardware-software platform is to provide the highest abstraction level on the management of WSNs but in the simplest way in order to achieve a fast profiling mechanism for reliable prototyping based on the Cookies platform as well as helping users to develop, test and validate Cookie-Based WSN applications.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

DSpace is an open source software platform that enables organizations to: - Capture and describe digital material using a submission workflow module, or a variety of programmatic ingest options - Distribute an organization's digital assets over the web through a search and retrieval system - Preserve digital assets over the long term This system documentation includes a functional overview of the system, which is a good introduction to the capabilities of the system, and should be readable by nontechnical personnel. Everyone should read this section first because it introduces some terminology used throughout the rest of the documentation. For people actually running a DSpace service, there is an installation guide, and sections on configuration and the directory structure. Note that as of DSpace 1.2, the administration user interface guide is now on-line help available from within the DSpace system. Finally, for those interested in the details of how DSpace works, and those potentially interested in modifying the code for their own purposes, there is a detailed architecture and design section.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

This research aims to provide a better understanding on how firms stimulate knowledge sharing through the utilization of collaboration tools, in particular Emergent Social Software Platforms (ESSPs). It focuses on the distinctive applications of ESSPs and on the initiatives contributing to maximize its advantages. In the first part of the research, I have itemized all types of existing collaboration tools and classify them in different categories according to their capabilities, objectives and according to their faculty for promoting knowledge sharing. In the second part, and based on an exploratory case study at Cisco Systems, I have identified the main applications of an existing enterprise social software platform named Webex Social. By combining a qualitative and quantitative approach, as well as combining data collected from survey’s results and from the analysis of the company’s documents, I am expecting to maximize the outcome of this investigation and reduce the risk of bias. Although effects cannot be universalized based on one single case study, some utilization patterns have been underlined from the data collected and potential trends in managing knowledge have been observed. The results of the research have also enabled identifying most of the constraints experienced by the users of the firm’s social software platform. Utterly, this research should provide a primary framework for firms planning to create or implement a social software platform and for firms willing to increase adoption levels and to promote the overall participation of users. It highlights the common traps that should be avoided by developers when designing a social software platform and the capabilities that it should inherently carry to support an effective knowledge management strategy.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

En este trabajo se presenta Capaware, una plataforma de software libre para el desarrollo de aplicaciones geográficas 3D multicapa, que surge a partir de la iniciativa del Instituto Tecnológico de Canarias en colaboración con la Universidad de Las Palmas de Gran Canaria. Este entorno simplifica la creación de aplicaciones 3D sobre territorios geográficos extensos, disponiendo de una herramienta muy visual que aporta un nuevo punto de vista muy importante para una toma de decisiones eficaz. Capaware proporciona una interfaz fácil de usar y muy flexible que simplifica el desarrollo de nuevas aplicaciones, permitiéndonos crear rápidamente entornos virtuales con múltiples capas de información sobre el terreno. Con las capacidades clásicas de un Sistema de Información Geográfica (SIG), Capaware permite actualmente la carga de capas WMS sobre entornos 3D, añadir objetos 3D sobre el terreno, y visualizar elementos dinámicos, ofreciendo una nueva perspectiva de la información analizada. Así mismo, podemos administrar las capas de recursos y elementos que se pueden representar sobre la zona geográfica en cuestión. (...)

Relevância:

70.00% 70.00%

Publicador:

Resumo:

BACKGROUND : For many years, Deakin University has delivered an accredited undergraduate engineering course by means of distance education. One of the chief challenges is to provide the necessary practical instruction and experience in engineering to these students. In first-year physics and first-year materials science, off-campus students normally attend on-campus lab classes either on a Saturday or as part of a residential school. However, because some students live either interstate or overseas, it is sometimes impossible for small groups of students to attend an on-campus lab class. PURPOSE : This paper investigates whether web-conferencing software can be an effective means for delivering practical classes to small groups of distance students in first-year physics and also first-year materials. METHOD : Over three semesters in 2012, we employed the Elluminate-Live! software platform to broadcast six lab practicals in first-year physics, and one practical in first-year materials engineering. The students submitted practical reports as did all the other students in each unit. The students in each unit fell into three groups: on-campus students, off-campus students who performed their practicals on-campus, and off-campus students who performed their practicals “virtually” via an Elluminate-Live! session. RESULTS : The trials showed that it is possible to broadcast both physics and materials practical classes by means of web-conferencing software. Report marks of the students performing practicals by this method were comparable to those in the other groups. CONCLUSIONS : Our experience with four initial trials in delivering practical classes over the Internet was encouraging, and showed that the concept will work if done in an effective way.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

This article describes the design, implementation, and experiences with AcMus, an open and integrated software platform for room acoustics research, which comprises tools for measurement, analysis, and simulation of rooms for music listening and production. Through use of affordable hardware, such as laptops, consumer audio interfaces and microphones, the software allows evaluation of relevant acoustical parameters with stable and consistent results, thus providing valuable information in the diagnosis of acoustical problems, as well as the possibility of simulating modifications in the room through analytical models. The system is open-source and based on a flexible and extensible Java plug-in framework, allowing for cross-platform portability, accessibility and experimentation, thus fostering collaboration of users, developers and researchers in the field of room acoustics.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

An experimental platform that allows application of internal faults on the armature windings of a specially modified synchronous generator in a controlled environment is described. It allows recording and studying current and voltage waveforms of internal fault conditions that may occur in a synchronous generator. Thus, traditional and new protection functions can be tested by using real data, and the transient response of the machine due to internal faults can be analyzed more closely. The hardware-software platform is described in detail, as well as all its control functions. The results can contribute significantly in new protection developments, as well as for educational purposes.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

Spurred by the consumer market, companies increasingly deploy smartphones or tablet computers in their operations. However, unlike private users, companies typically struggle to cover their needs with existing applications, and therefore expand mobile software platforms through customized applications from multiple software vendors. Companies thereby combine the concepts of multi-sourcing and software platform ecosystems in a novel platform-based multi-sourcing setting. This implies, however, the clash of two different approaches towards the coordination of the underlying one-to-many inter-organizational relationships. So far, however, little is known about impacts of merging coordination approaches. Relying on convention theory, we addresses this gap by analyzing a platform-based multi-sourcing project between a client and six software vendors, that develop twenty-three custom-made applications on a common platform (Android). In doing so, we aim to understand how unequal coordination approaches merge, and whether and for what reason particular coordination mechanisms, design decisions, or practices disappear, while new ones emerge.