@inproceedings{LopezTarazonBronstertThiekenetal.2017, author = {L{\´o}pez-Taraz{\´o}n, Jos{\´e} Andr{\´e}s and Bronstert, Axel and Thieken, Annegret and Petrow, Theresia}, title = {International symposium on the effects of global change on floods, fluvial geomorphology and related hazards in mountainous rivers}, series = {Book of Abstracts}, booktitle = {Book of Abstracts}, editor = {L{\´o}pez-Taraz{\´o}n, Jos{\´e} Andr{\´e}s and Bronstert, Axel and Thieken, Annegret and Petrow, Theresia}, organization = {Universit{\"a}t Potsdam}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-396922}, pages = {104}, year = {2017}, abstract = {Both Alpine and Mediterranean areas are considered sensitive to so-called global change, considered as the combination of climate and land use changes. All panels on climate evolution predict future scenarios of increasing frequency and magnitude of floods which are likely to lead to huge geomorphic adjustments of river channels so major metamorphosis of fluvial systems is expected as a result of global change. Such pressures are likely to give rise to major ecological and economic changes and challenges that governments need to address as a matter of priority. Changes in river flow regimes associated with global change are therefore ushering in a new era, where there is a critical need to evaluate hydro-geomorphological hazards from headwaters to lowland areas (flooding can be not just a problem related to being under the water). A key question is how our understanding of these hazards associated with global change can be improved; improvement has to come from integrated research which includes the climatological and physical conditions that could influence the hydrology and sediment generation and hence the conveyance of water and sediments (including the river's capacity, i.e. amount of sediment, and competence, i.e. channel deformation) and the vulnerabilities and economic repercussions of changing hydrological hazards (including the evaluation of the hydro-geomorphological risks too). Within this framework, the purpose of this international symposium is to bring together researchers from several disciplines as hydrology, fluvial geomorphology, hydraulic engineering, environmental science, geography, economy (and any other related discipline) to discuss the effects of global change over the river system in relation with floods. The symposium is organized by means of invited talks given by prominent experts, oral lectures, poster sessions and discussion sessions for each individual topic; it will try to improve our understanding of how rivers are likely to evolve as a result of global change and hence address the associated hazards of that fluvial environmental change concerning flooding. Four main topics are going to be addressed: - Modelling global change (i.e. climate and land-use) at relevant spatial (regional, local) and temporal (from the long-term to the single-event) scales. - Measuring and modelling river floods from the hydrological, sediment transport (both suspended and bedload) and channel morphology points of view at different spatial (from the catchment to the reach) and temporal (from the long-term to the single-event) scales. - Evaluation and assessment of current and future river flooding hazards and risks in a global change perspective. - Catchment management to face river floods in a changing world. We are very pleased to welcome you to Potsdam. We hope you will enjoy your participation at the International Symposium on the Effects of Global Change on Floods, Fluvial Geomorphology and Related Hazards in Mountainous Rivers and have an exciting and profitable experience. Finally, we would like to thank all speakers, participants, supporters, and sponsors for their contributions that for sure will make of this event a very remarkable and fruitful meeting. We acknowledge the valuable support of the European Commission (Marie Curie Intra-European Fellowship, Project ''Floodhazards'', PIEF-GA-2013-622468, Seventh EU Framework Programme) and the Deutschen Forschungsgemeinschaft (Research Training Group "Natural Hazards and Risks in a Changing World" (NatRiskChange; GRK 2043/1) as the symposium would not have been possible without their help. Without your cooperation, this symposium would not be either possible or successful.}, language = {en} } @inproceedings{Karvovskaya2013, author = {Karvovskaya, Lena}, title = {'Also' in Ishkashimi : additive particle and sentence connector}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-66097}, year = {2013}, abstract = {The paper discusses the distribution and meaning of the additive particle -m@s in Ishkashimi. -m@s receives different semantic associations while staying in the same syntactic position. Thus, structurally combined with an object, it can semantically associate with the focused object or with the whole focused VP; similarly, combined with the subject it can semantically associate with the focused subject and with the whole focused sentence.}, language = {en} } @inproceedings{Roehr2013, author = {R{\"o}hr, Christine Tanja}, title = {Information status and prosody : production and perception in German0F*}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-66116}, year = {2013}, abstract = {In a production experiment and two follow-up perception experiments on read German we investigated the (de-)coding of discourse-new, inferentially and textually accessible and given discourse referents by prosodic means. Results reveal that a decrease in the referent's level of givenness is reflected by an increase in its prosodic prominence (expressed by differences in the status and type of accent used) providing evidence for the relevance of different intermediate types of information status between the poles given and new. Furthermore, perception data indicate that the degree of prosodic prominence can serve as the decisive cue for decoding a referent's level of givenness.}, language = {en} } @inproceedings{Kimmelmann2013, author = {Kimmelmann, Vadim}, title = {Doubling in RSL and NGT : a pragmatic account0F*}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-66102}, year = {2013}, abstract = {In this paper, doubling in Russian Sign Language and Sign Language of the Netherlands is discussed. In both sign languages different constituents (including verbs, nouns, adjectives, adverbs, and whole clauses) can be doubled. It is shown that doubling in both languages has common functions and exhibits a similar structure, despite some differences. On this basis, a unified pragmatic explanation for many doubling phenomena on both the discourse and the clause-internal levels is provided, namely that the main function of doubling both in RSL and NGT is foregrounding of the doubled information.}, language = {en} } @inproceedings{Putten2013, author = {Putten, Saskia van}, title = {The meaning of the avatime additive particle tsyɛ}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-66081}, year = {2013}, abstract = {Avatime, a Kwa language of Ghana, has an additive particle tsyɛ that at first sight looks similar to additive particles such as too and also in English. However, on closer inspection, the Avatime particle behaves differently. Contrary to what is usually claimed about additive particles, tsyɛ does not only associate with focused elements. Moreover, unlike its English equivalents, tsyɛ does not come with a requirement of identity between the expressed proposition and an alternative. Instead, it indicates that the proposition it occurs in is similar to or compatible with a presupposed alternative proposition.}, language = {en} } @inproceedings{Titov2013, author = {Titov, Elena}, title = {Scrambling and interfaces}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-66073}, year = {2013}, abstract = {This paper proposes a novel analysis of the Russian OVS construction and argues that the parametric variation in the availability of OVS cross-linguistically depends on the type of relative interpretative argument prominence that a language encodes via syntactic structure. When thematic and information-structural prominence relations do not coincide, only one of them can be structurally/linearly represented. The relation that is not structurally/linearly encoded must be made visible at the PF interface either via prosody or morphology.}, language = {en} } @inproceedings{Stavropoulou2013, author = {Stavropoulou, Pepi}, title = {On the status of contrast : evidence from the prosodic domain}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-66066}, year = {2013}, abstract = {Recent models of Information Structure (IS) identify a low level contrast feature that functions within the topic and focus of the utterance. This study investigates the exact nature of this feature based on empirical evidence from a controlled read speech experiment on the prosodic realization of different levels of contrast in Modern Greek. Results indicate that only correction is truly contrastive, and that it is similarly realized in both topic and focus, suggesting that contrast is an independent IS dimension. Non default focus position is further identified as a parameter that triggers a prosodically marked rendition, similar to correction.}, language = {en} } @inproceedings{GeskeGoltz2010, author = {Geske, Ulrich and Goltz, Hans-Joachim}, title = {Efficiency of difference-list programming}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41563}, year = {2010}, abstract = {The difference-list technique is described in literature as effective method for extending lists to the right without using calls of append/3. There exist some proposals for automatic transformation of list programs into differencelist programs. However, we are interested in construction of difference-list programs by the programmer, avoiding the need of a transformation step. In [GG09] it was demonstrated, how left-recursive procedures with a dangling call of append/3 can be transformed into right-recursion using the unfolding technique. For simplification of writing difference-list programs using a new cons/2 procedure was introduced. In the present paper, we investigate how efficieny is influenced using cons/2. We measure the efficiency of procedures using accumulator technique, cons/2, DCG's, and difference lists and compute the resulting speedup in respect to the simple procedure definition using append/3. Four Prolog systems were investigated and we found different behaviour concerning the speedup by difference lists. A result of our investigations is, that an often advice given in the literature for avoiding calls append/3 could not be confirmed in this strong formulation.}, language = {en} } @inproceedings{GoltzPieth2010, author = {Goltz, Hans-Joachim and Pieth, Norbert}, title = {A tool for generating partition schedules of multiprocessor systems}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41556}, year = {2010}, abstract = {A deterministic cycle scheduling of partitions at the operating system level is supposed for a multiprocessor system. In this paper, we propose a tool for generating such schedules. We use constraint based programming and develop methods and concepts for a combined interactive and automatic partition scheduling system. This paper is also devoted to basic methods and techniques for modeling and solving this partition scheduling problem. Initial application of our partition scheduling tool has proved successful and demonstrated the suitability of the methods used.}, language = {en} } @inproceedings{BetzRaiserFruehwirth2010, author = {Betz, Hariolf and Raiser, Frank and Fr{\"u}hwirth, Thom}, title = {Persistent constraints in constraint handling rules}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41547}, year = {2010}, abstract = {In the most abstract definition of its operational semantics, the declarative and concurrent programming language CHR is trivially non-terminating for a significant class of programs. Common refinements of this definition, in closing the gap to real-world implementations, compromise on declarativity and/or concurrency. Building on recent work and the notion of persistent constraints, we introduce an operational semantics avoiding trivial non-termination without compromising on its essential features.}, language = {en} } @inproceedings{AbdennadherIsmailKhoury2010, author = {Abdennadher, Slim and Ismail, Haythem and Khoury, Frederick}, title = {Transforming imperative algorithms to constraint handling rules}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41533}, year = {2010}, abstract = {Different properties of programs, implemented in Constraint Handling Rules (CHR), have already been investigated. Proving these properties in CHR is fairly simpler than proving them in any type of imperative programming language, which triggered the proposal of a methodology to map imperative programs into equivalent CHR. The equivalence of both programs implies that if a property is satisfied for one, then it is satisfied for the other. The mapping methodology could be put to other beneficial uses. One such use is the automatic generation of global constraints, at an attempt to demonstrate the benefits of having a rule-based implementation for constraint solvers.}, language = {en} } @inproceedings{Brass2010, author = {Brass, Stefan}, title = {Range restriction for general formulas}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41521}, year = {2010}, abstract = {Deductive databases need general formulas in rule bodies, not only conjuctions of literals. This is well known since the work of Lloyd and Topor about extended logic programming. Of course, formulas must be restricted in such a way that they can be effectively evaluated in finite time, and produce only a finite number of new tuples (in each iteration of the TP-operator: the fixpoint can still be infinite). It is also necessary to respect binding restrictions of built-in predicates: many of these predicates can be executed only when certain arguments are ground. Whereas for standard logic programming rules, questions of safety, allowedness, and range-restriction are relatively easy and well understood, the situation for general formulas is a bit more complicated. We give a syntactic analysis of formulas that guarantees the necessary properties.}, language = {en} } @inproceedings{BandaGallagher2010, author = {Banda, Gourinath and Gallagher, John P.}, title = {Constraint-based abstraction of a model checker for infinite state systems}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41516}, year = {2010}, abstract = {Abstract interpretation-based model checking provides an approach to verifying properties of infinite-state systems. In practice, most previous work on abstract model checking is either restricted to verifying universal properties, or develops special techniques for temporal logics such as modal transition systems or other dual transition systems. By contrast we apply completely standard techniques for constructing abstract interpretations to the abstraction of a CTL semantic function, without restricting the kind of properties that can be verified. Furthermore we show that this leads directly to implementation of abstract model checking algorithms for abstract domains based on constraints, making use of an SMT solver.}, language = {en} } @inproceedings{HerreHummel2010, author = {Herre, Heinrich and Hummel, Axel}, title = {Stationary generated models of generalized logic programs}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41501}, year = {2010}, abstract = {The interest in extensions of the logic programming paradigm beyond the class of normal logic programs is motivated by the need of an adequate representation and processing of knowledge. One of the most difficult problems in this area is to find an adequate declarative semantics for logic programs. In the present paper a general preference criterion is proposed that selects the 'intended' partial models of generalized logic programs which is a conservative extension of the stationary semantics for normal logic programs of [Prz91]. The presented preference criterion defines a partial model of a generalized logic program as intended if it is generated by a stationary chain. It turns out that the stationary generated models coincide with the stationary models on the class of normal logic programs. The general wellfounded semantics of such a program is defined as the set-theoretical intersection of its stationary generated models. For normal logic programs the general wellfounded semantics equals the wellfounded semantics.}, language = {en} } @inproceedings{HerreHummel2010, author = {Herre, Heinrich and Hummel, Axel}, title = {A paraconsistent semantics for generalized logic programs}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41496}, year = {2010}, abstract = {We propose a paraconsistent declarative semantics of possibly inconsistent generalized logic programs which allows for arbitrary formulas in the body and in the head of a rule (i.e. does not depend on the presence of any specific connective, such as negation(-as-failure), nor on any specific syntax of rules). For consistent generalized logic programs this semantics coincides with the stable generated models introduced in [HW97], and for normal logic programs it yields the stable models in the sense of [GL88].}, language = {en} } @inproceedings{OetschSchwengererTompits2010, author = {Oetsch, Johannes and Schwengerer, Martin and Tompits, Hans}, title = {Kato: a plagiarism-detection tool for answer-set programs}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41485}, year = {2010}, abstract = {We present the tool Kato which is, to the best of our knowledge, the first tool for plagiarism detection that is directly tailored for answer-set programming (ASP). Kato aims at finding similarities between (segments of) logic programs to help detecting cases of plagiarism. Currently, the tool is realised for DLV programs but it is designed to handle various logic-programming syntax versions. We review basic features and the underlying methodology of the tool.}, language = {en} } @inproceedings{Cabalar2010, author = {Cabalar, Pedro}, title = {Existential quantifiers in the rule body}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41476}, year = {2010}, abstract = {In this paper we consider a simple syntactic extension of Answer Set Programming (ASP) for dealing with (nested) existential quantifiers and double negation in the rule bodies, in a close way to the recent proposal RASPL-1. The semantics for this extension just resorts to Equilibrium Logic (or, equivalently, to the General Theory of Stable Models), which provides a logic-programming interpretation for any arbitrary theory in the syntax of Predicate Calculus. We present a translation of this syntactic class into standard logic programs with variables (either disjunctive or normal, depending on the input rule heads), as those allowed by current ASP solvers. The translation relies on the introduction of auxiliary predicates and the main result shows that it preserves strong equivalence modulo the original signature.}, language = {en} } @inproceedings{GebserHinrichsSchaubetal.2010, author = {Gebser, Martin and Hinrichs, Henrik and Schaub, Torsten H. and Thiele, Sven}, title = {xpanda: a (simple) preprocessor for adding multi-valued propositions to ASP}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41466}, year = {2010}, abstract = {We introduce a simple approach extending the input language of Answer Set Programming (ASP) systems by multi-valued propositions. Our approach is implemented as a (prototypical) preprocessor translating logic programs with multi-valued propositions into logic programs with Boolean propositions only. Our translation is modular and heavily benefits from the expressive input language of ASP. The resulting approach, along with its implementation, allows for solving interesting constraint satisfaction problems in ASP, showing a good performance.}, language = {en} } @inproceedings{Seipel2010, author = {Seipel, Dietmar}, title = {Practical Applications of Extended Deductive Databases in DATALOG*}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41457}, year = {2010}, abstract = {A wide range of additional forward chaining applications could be realized with deductive databases, if their rule formalism, their immediate consequence operator, and their fixpoint iteration process would be more flexible. Deductive databases normally represent knowledge using stratified Datalog programs with default negation. But many practical applications of forward chaining require an extensible set of user-defined built-in predicates. Moreover, they often need function symbols for building complex data structures, and the stratified fixpoint iteration has to be extended by aggregation operations. We present an new language Datalog*, which extends Datalog by stratified meta-predicates (including default negation), function symbols, and user-defined built-in predicates, which are implemented and evaluated top-down in Prolog. All predicates are subject to the same backtracking mechanism. The bottom-up fixpoint iteration can aggregate the derived facts after each iteration based on user-defined Prolog predicates.}, language = {en} } @inproceedings{HanusKoschnicke2010, author = {Hanus, Michael and Koschnicke, Sven}, title = {An ER-based framework for declarative web programming}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41447}, year = {2010}, abstract = {We describe a framework to support the implementation of web-based systems to manipulate data stored in relational databases. Since the conceptual model of a relational database is often specified as an entity-relationship (ER) model, we propose to use the ER model to generate a complete implementation in the declarative programming language Curry. This implementation contains operations to create and manipulate entities of the data model, supports authentication, authorization, session handling, and the composition of individual operations to user processes. Furthermore and most important, the implementation ensures the consistency of the database w.r.t. the data dependencies specified in the ER model, i.e., updates initiated by the user cannot lead to an inconsistent state of the database. In order to generate a high-level declarative implementation that can be easily adapted to individual customer requirements, the framework exploits previous works on declarative database programming and web user interface construction in Curry.}, language = {en} } @inproceedings{Zhou2010, author = {Zhou, Neng-Fa}, title = {What I have learned from all these solver competitions}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41431}, year = {2010}, abstract = {In this talk, I would like to share my experiences gained from participating in four CSP solver competitions and the second ASP solver competition. In particular, I'll talk about how various programming techniques can make huge differences in solving some of the benchmark problems used in the competitions. These techniques include global constraints, table constraints, and problem-specific propagators and labeling strategies for selecting variables and values. I'll present these techniques with experimental results from B-Prolog and other CLP(FD) systems.}, language = {en} } @inproceedings{Schrijvers2010, author = {Schrijvers, Tom}, title = {Overview of the monadic constraint programming framework}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41411}, year = {2010}, abstract = {A constraint programming system combines two essential components: a constraint solver and a search engine. The constraint solver reasons about satisfiability of conjunctions of constraints, and the search engine controls the search for solutions by iteratively exploring a disjunctive search tree defined by the constraint program. The Monadic Constraint Programming framework gives a monadic definition of constraint programming where the solver is defined as a monad threaded through the monadic search tree. Search and search strategies can then be defined as firstclass objects that can themselves be built or extended by composable search transformers. Search transformers give a powerful and unifying approach to viewing search in constraint programming, and the resulting constraint programming system is first class and extremely flexible.}, language = {en} } @inproceedings{GeskeWolf2010, author = {Geske, Ulrich and Wolf, Armin}, title = {Preface}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41401}, year = {2010}, abstract = {The workshops on (constraint) logic programming (WLP) are the annual meeting of the Society of Logic Programming (GLP e.V.) and bring together researchers interested in logic programming, constraint programming, and related areas like databases, artificial intelligence and operations research. In this decade, previous workshops took place in Dresden (2008), W{\"u}rzburg (2007), Vienna (2006), Ulm (2005), Potsdam (2004), Dresden (2002), Kiel (2001), and W{\"u}rzburg (2000). Contributions to workshops deal with all theoretical, experimental, and application aspects of constraint programming (CP) and logic programming (LP), including foundations of constraint/ logic programming. Some of the special topics are constraint solving and optimization, extensions of functional logic programming, deductive databases, data mining, nonmonotonic reasoning, , interaction of CP/LP with other formalisms like agents, XML, JAVA, program analysis, program transformation, program verification, meta programming, parallelism and concurrency, answer set programming, implementation and software techniques (e.g., types, modularity, design patterns), applications (e.g., in production, environment, education, internet), constraint/logic programming for semantic web systems and applications, reasoning on the semantic web, data modelling for the web, semistructured data, and web query languages.}, language = {en} } @inproceedings{Harrison2010, author = {Harrison, William}, title = {Malleability, obliviousness and aspects for broadcast service attachment}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41389}, year = {2010}, abstract = {An important characteristic of Service-Oriented Architectures is that clients do not depend on the service implementation's internal assignment of methods to objects. It is perhaps the most important technical characteristic that differentiates them from more common object-oriented solutions. This characteristic makes clients and services malleable, allowing them to be rearranged at run-time as circumstances change. That improvement in malleability is impaired by requiring clients to direct service requests to particular services. Ideally, the clients are totally oblivious to the service structure, as they are to aspect structure in aspect-oriented software. Removing knowledge of a method implementation's location, whether in object or service, requires re-defining the boundary line between programming language and middleware, making clearer specification of dependence on protocols, and bringing the transaction-like concept of failure scopes into language semantics as well. This paper explores consequences and advantages of a transition from object-request brokering to service-request brokering, including the potential to improve our ability to write more parallel software.}, language = {en} } @inproceedings{SurajbaliGraceCoulson2010, author = {Surajbali, Bholanathsingh and Grace, Paul and Coulson, Geoff}, title = {Preserving dynamic reconfiguration consistency in aspect oriented middleware}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41379}, year = {2010}, abstract = {Aspect-oriented middleware is a promising technology for the realisation of dynamic reconfiguration in heterogeneous distributed systems. However, like other dynamic reconfiguration approaches, AO-middleware-based reconfiguration requires that the consistency of the system is maintained across reconfigurations. AO-middleware-based reconfiguration is an ongoing research topic and several consistency approaches have been proposed. However, most of these approaches tend to be targeted at specific contexts, whereas for distributed systems it is crucial to cover a wide range of operating conditions. In this paper we propose an approach that offers distributed, dynamic reconfiguration in a consistent manner, and features a flexible framework-based consistency management approach to cover a wide range of operating conditions. We evaluate our approach by investigating the configurability and transparency of our approach and also quantify the performance overheads of the associated consistency mechanisms.}, language = {en} } @inproceedings{FanMasuharaAotanietal.2010, author = {Fan, Yang and Masuhara, Hidehiko and Aotani, Tomoyuki and Nielson, Flemming and Nielson, Hanne Riis}, title = {AspectKE*: Security aspects with program analysis for distributed systems}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41369}, year = {2010}, abstract = {Enforcing security policies to distributed systems is difficult, in particular, when a system contains untrusted components. We designed AspectKE*, a distributed AOP language based on a tuple space, to tackle this issue. In AspectKE*, aspects can enforce access control policies that depend on future behavior of running processes. One of the key language features is the predicates and functions that extract results of static program analysis, which are useful for defining security aspects that have to know about future behavior of a program. AspectKE* also provides a novel variable binding mechanism for pointcuts, so that pointcuts can uniformly specify join points based on both static and dynamic information about the program. Our implementation strategy performs fundamental static analysis at load-time, so as to retain runtime overheads minimal. We implemented a compiler for AspectKE*, and demonstrate usefulness of AspectKE* through a security aspect for a distributed chat system.}, language = {en} } @inproceedings{HannousseArdourelDouence2010, author = {Hannousse, Abdelhakim and Ardourel, Gilles and Douence, R{\´e}mi}, title = {Views for aspectualizing component models}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41359}, year = {2010}, abstract = {Component based software development (CBSD) and aspectoriented software development (AOSD) are two complementary approaches. However, existing proposals for integrating aspects into component models are direct transposition of object-oriented AOSD techniques to components. In this article, we propose a new approach based on views. Our proposal introduces crosscutting components quite naturally and can be integrated into different component models.}, language = {en} } @inproceedings{BynensVanLanduytTruyenetal.2010, author = {Bynens, Maarten and Van Landuyt, Dimitri and Truyen, Eddy and Joosen, Wouter}, title = {Towards reusable aspects: the callback mismatch problem}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41347}, year = {2010}, abstract = {Because software development is increasingly expensive and timeconsuming, software reuse gains importance. Aspect-oriented software development modularizes crosscutting concerns which enables their systematic reuse. Literature provides a number of AOP patterns and best practices for developing reusable aspects based on compelling examples for concerns like tracing, transactions and persistence. However, such best practices are lacking for systematically reusing invasive aspects. In this paper, we present the 'callback mismatch problem'. This problem arises in the context of abstraction mismatch, in which the aspect is required to issue a callback to the base application. As a consequence, the composition of invasive aspects is cumbersome to implement, difficult to maintain and impossible to reuse. We motivate this problem in a real-world example, show that it persists in the current state-of-the-art, and outline the need for advanced aspectual composition mechanisms to deal with this.}, language = {en} } @inproceedings{OPUS4-3948, title = {Preface}, editor = {Adams, Bram and Haupt, Michael and Lohmann, Daniel}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41338}, year = {2010}, abstract = {Aspect-oriented programming, component models, and design patterns are modern and actively evolving techniques for improving the modularization of complex software. In particular, these techniques hold great promise for the development of "systems infrastructure" software, e.g., application servers, middleware, virtual machines, compilers, operating systems, and other software that provides general services for higher-level applications. The developers of infrastructure software are faced with increasing demands from application programmers needing higher-level support for application development. Meeting these demands requires careful use of software modularization techniques, since infrastructural concerns are notoriously hard to modularize. Aspects, components, and patterns provide very different means to deal with infrastructure software, but despite their differences, they have much in common. For instance, component models try to free the developer from the need to deal directly with services like security or transactions. These are primary examples of crosscutting concerns, and modularizing such concerns are the main target of aspect-oriented languages. Similarly, design patterns like Visitor and Interceptor facilitate the clean modularization of otherwise tangled concerns. Building on the ACP4IS meetings at AOSD 2002-2009, this workshop aims to provide a highly interactive forum for researchers and developers to discuss the application of and relationships between aspects, components, and patterns within modern infrastructure software. The goal is to put aspects, components, and patterns into a common reference frame and to build connections between the software engineering and systems communities.}, language = {en} } @inproceedings{PalixLawallThomasetal.2010, author = {Palix, Nicolas and Lawall, Julia L. and Thomas, Ga{\"e}l and Muller, Gilles}, title = {How Often do Experts Make Mistakes?}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-41327}, year = {2010}, abstract = {Large open-source software projects involve developers with a wide variety of backgrounds and expertise. Such software projects furthermore include many internal APIs that developers must understand and use properly. According to the intended purpose of these APIs, they are more or less frequently used, and used by developers with more or less expertise. In this paper, we study the impact of usage patterns and developer expertise on the rate of defects occurring in the use of internal APIs. For this preliminary study, we focus on memory management APIs in the Linux kernel, as the use of these has been shown to be highly error prone in previous work. We study defect rates and developer expertise, to consider e.g., whether widely used APIs are more defect prone because they are used by less experienced developers, or whether defects in widely used APIs are more likely to be fixed.}, language = {en} } @inproceedings{CalvilloGamezCairns2008, author = {Calvillo-G{\´a}mez, Eduardo H. and Cairns, Paul}, title = {Pulling the strings : a theory of puppetry for the gaming experience}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-27509}, year = {2008}, abstract = {The paper aims to bring the experience of playing videogames closer to objective knowledge, where the experience can be assessed and falsified via an operational concept. The theory focuses on explaining the basic elements that form the core of the process of the experience. The name of puppetry is introduced after discussing the similarities in the importance of experience for both videogames and theatrical puppetry. Puppetry, then, operationalizes the gaming experience into a concept that can be assessed.}, language = {en} } @inproceedings{Pinchbeck2008, author = {Pinchbeck, Dan}, title = {Trigens can't swim : intelligence and intentionality in first person game worlds}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-27609}, year = {2008}, abstract = {This paper explores the role of the intentional stance in games, arguing that any question of artificial intelligence has as much to do with the co-option of the player's interpretation of actions as intelligent as any actual fixed-state systems attached to agents. It demonstrates how simply using a few simple and, in system terms, cheap tricks, existing AI can be both supported and enhanced. This includes representational characteristics, importing behavioral expectations from real life, constraining these expectations using diegetic devices, and managing social interrelationships to create the illusion of a greater intelligence than is ever actually present. It is concluded that complex artificial intelligence is often of less importance to the experience of intelligent agents in play than the creation of a space where the intentional stance can be evoked and supported.}, language = {en} } @inproceedings{Mitsuishi2008, author = {Mitsuishi, Yara}, title = {Diff{\´e}rance at play : unfolding identities through difference in videogame play}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24697}, year = {2008}, abstract = {This paper approaches the debate over the notion of "magic circle" through an exploratory analysis of the unfolding of identities/differences in gameplay through Derrida's diff{\´e}rance. Initially, diff{\´e}rance is related to the notion of play and identity/difference in Derrida's perspective. Next, the notion of magic circle through Derrida's play is analyzed, emphasizing the dynamics of diff{\´e}rance to understand gameplay as process; questioning its boundaries. Finally, the focus shifts toward the implications of the interplay of identities and differences during gameplay.}, language = {en} } @inproceedings{JennettCoxCairns2008, author = {Jennett, Charlene and Cox, Anna L. and Cairns, Paul}, title = {Being "in the game"}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24682}, year = {2008}, abstract = {When people describe themselves as being "in the game" this is often thought to mean they have a sense of presence, i.e. they feel like they are in the virtual environment (Brown/Cairns 2004). Presence research traditionally focuses on user experiences in virtual reality systems (e.g. head mounted displays, CAVE-like systems). In contrast, the experience of gaming is very different. Gamers willingly submit to the rules of the game, learn arbitrary relationships between the controls and the screen output, and take on the persona of their game character. Also whereas presence in VR systems is immediate, presence in gaming is gradual. Due to these differences, one can question the extent to which people feel present during gaming. A qualitative study was conducted to explore what gamers actually mean when they describe themselves as being "in the game." Thirteen gamers were interviewed and the resulting grounded theory suggests being "in the game" does not necessarily mean presence (i.e. feeling like you are the character and present in the VE). Some people use this phrase just to emphasize their high involvement in the game. These findings differ with Brown and Cairns as they suggest at the highest state of immersion not everybody experiences presence. Furthermore, the experience of presence does not appear dependent on the game being in the first person perspective or the gamer being able to empathize with the character. Future research should investigate why some people experience presence and others do not. Possible explanations include: use of language, perception of presence, personality traits, and types of immersion.}, language = {en} } @inproceedings{HoffstadtNagenborg2008, author = {Hoffstadt, Christian and Nagenborg, Michael}, title = {The concept of war in the World of Warcraft}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24674}, year = {2008}, abstract = {MMORPGs such as WORLD OF WARCRAFT can be understood as interactive representations of war. Within the frame provided by the program the players experience martial conflicts and thus a "virtual war." The game world however requires a technical and as far as possible invisible infrastructure which has to be protected against attacks: Infrastructure means e.g. the servers on which the data of the player characters and the game's world are saved, as well as the user accounts, which have to be protected, among other things, from "identity theft." Besides the war on the virtual surface of the program we will therefore describe the invisible war concerning the infrastructure, the outbreak of which is always feared by the developers and operators of online-worlds, requiring them to take precautions. Furthermore we would like to focus on "virtual game worlds" as places of complete surveillance. Since action in these worlds is always associated with the production of data, total observation is theoretically possible and put into practice by the so-called "game master." The observation of different communication channels (including user forums) serves to monitor and direct the actions on the virtual battlefield subtly, without the player feeling that his freedom is being limited. Finally, we will compare the fictional theater of war in WORLD OF WARCRAFT to the vision of "Network-Centric Warfare," since it has often been observed that the analysis of MMORPGs is useful to the real trade of war. However, we point out what an unrealistic theater of war WORLD OF WARCRAFT really is.}, language = {en} } @inproceedings{Schrape2008, author = {Schrape, Niklas}, title = {Playing with information : how political games encourage the player to cross the magic circle}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24668}, year = {2008}, abstract = {The concept of the magic circle suggests that the experience of play is separated from reality. However, in order to interact with a game's rule system, the player has to make meaningful interpretations of its representations - and representations are never neutral. Games with political content refer in their representations explicitly to social discourses. Cues within their representational layers provoke the player to link the experience of play to mental concepts of reality.}, language = {en} } @inproceedings{Pohl2008, author = {Pohl, Kirsten}, title = {Ethical reflection and emotional involvement in computer games}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24652}, year = {2008}, abstract = {This paper focuses on the way computer games refer to the context of their formation and ask how they might stimulate the user's understanding of the world around him. The central question is: Do computer games have the potential to inspire our reflection about moral and ethical issues? And if so, by which means do they achieve this? Drawing on concepts of the ethical criticism in literary studies as proposed by Wayne C. Booth and Martha Nussbaum, I will argue in favor of an ethical criticism for computer games. Two aspects will be brought into focus: the ethical reflection in the artifact as a whole, and the recipient's emotional involvement. The paper aims at evaluating the interaction of game content and game structure in order to give an adequate insight into the way computer games function and affect us.}, language = {en} } @inproceedings{Neitzel2008, author = {Neitzel, Britta}, title = {Metacommunicative circles}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24647}, year = {2008}, abstract = {The paper uses Gregory Bateson's concept of metacommunication to explore the boundaries of the 'magic circle' in play and computer games. It argues that the idea of a self-contained "magic circle" ignores the constant negotiations among players which establish the realm of play. The "magic circle" is no fixed ontological entity but is set up by metacommunicative play. The paper further pursues the question if metacommunication could also be found in single-player computer games, and comes to the conclusion that metacommunication is implemented in single-player games by the means of metalepsis.}, language = {en} } @inproceedings{Mukherjee2008, author = {Mukherjee, Souvik}, title = {Gameplay in the "Zone of Becoming" : locating action in the computer game}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24638}, year = {2008}, abstract = {Extending Alexander Galloway's analysis of the action-image in videogames, this essay explores the concept in relation to its source: the analysis of cinema by the French philosopher Gilles Deleuze. The applicability of the concept to videogames will, therefore, be considered through a comparison between the First Person Shooter S.T.A.L.K.E.R. and Andrey Tarkovsky's film Stalker. This analysis will compellingly explore the nature of videogame-action, its relation to player-perceptions and its location within the machinic and ludic schema.}, language = {en} } @inproceedings{Lovlie2008, author = {L{\o}vlie, Anders Sundnes}, title = {The rhetoric of persuasive games : freedom and discipline in America's Army}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24616}, year = {2008}, abstract = {This paper suggests an approach to studying the rhetoric of persuasive computer games through comparative analysis. A comparison of the military propaganda game AMERICA'S ARMY to similar shooter games reveals an emphasis on discipline and constraints in all main aspects of the games, demonstrating a preoccupation with ethos more than pathos. Generalizing from this, a model for understanding game rhetoric through balances of freedom and constraints is proposed.}, language = {en} } @inproceedings{Meldgaard2008, author = {Meldgaard, Betty Li}, title = {Perception, action, and game space}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24624}, year = {2008}, abstract = {This paper examines the use of the ecological approach to visual perception in relation to action in game spaces. By applying the ecological approach it is believed that we can gain new insights into the mechanisms of perceiving possibilities for action.}, language = {en} } @inproceedings{Ljungstroem2008, author = {Ljungstr{\"o}m, Mattias}, title = {Remarks on digital play spaces}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24602}, year = {2008}, abstract = {Most play spaces support completely different actions than we normally would think of when moving through real space, out of play. This paper therefore discusses the relationship between selected game rules and game spaces in connection to the behaviors, or possible behaviors, of the player. Space will be seen as a modifier or catalyst of player behavior. Six categories of game space are covered: Joy of movement, exploration, tactical, social, performative, and creative spaces. Joy of movement is examined in detail, with a briefer explanation of the other categories.}, language = {en} } @inproceedings{Liebe2008, author = {Liebe, Michael}, title = {There is no magic circle : on the difference between computer games and traditional games}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24597}, year = {2008}, abstract = {This text compares the special characteristics of the game space in computer-generated environments with that in non-computerized playing-situations. Herewith, the concept of the magic circle as a deliberately delineated playing sphere with specific rules to be upheld by the players, is challenged. Yet, computer games also provide a virtual playing environment containing the rules of the game as well as the various action possibilities. But both the hardware and software facilitate the player's actions rather than constraining them. This makes computer games fundamentally different: in contrast to traditional game spaces or limits, the computer-generated environment does not rely on the awareness of the player in upholding these rules. - Thus, there is no magic circle.}, language = {en} } @inproceedings{Liboriussen2008, author = {Liboriussen, Bjarke}, title = {The landscape aesthetics of computer games}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24586}, year = {2008}, abstract = {Landscape aesthetics drawing on philosophy and psychology allow us to understand computer games from a new angle. The landscapes of computer games can be understood as environments or images. This difference creates two options: 1. We experience environments or images, or 2. We experience landscape simultaneously as both. Psychologically, the first option can be backed up by a Vygotskian framework (this option highlights certain non-mainstream subject positions), the second by a Piegatian (highlighting cognitive mapping of game worlds).}, language = {en} } @inproceedings{Glashuettner2008, author = {Glash{\"u}ttner, Robert}, title = {The perception of video games : from visual power to immersive interaction}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24578}, year = {2008}, abstract = {This paper highlights the different ways of perceiving video games and video game content, incorporating interactive and non-interactive methods. It examines varying cognitive and emotive reactions by persons who are used to play video games as well as persons who are unfamiliar with the aesthetics and the most basic game play rules incorporated within video games. Additionally, the principle of "Flow" serves as a theoretical and philosophical foundation. A small case-study featuring two games has been made to emphasize the numerous possible ways of perception of video games.}, language = {en} } @inproceedings{Juul2008, author = {Juul, Jesper}, title = {The magic circle and the puzzle piece}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24554}, year = {2008}, abstract = {In a common description, to play a game is to step inside a concrete or metaphorical magic circle where special rules apply. In video game studies, this description has received an inordinate amount of criticism which the paper argues has two primary sources: 1. a misreading of the basic concept of the magic circle and 2. a somewhat rushed application of traditional theoretical concerns onto games. The paper argues that games studies must move beyond conventional criticisms of binary distinctions and rather look at the details of how games are played. Finally, the paper proposes an alternative metaphor for game-playing, the puzzle piece.}, language = {en} } @inproceedings{Bogost2008, author = {Bogost, Ian}, title = {The phenomenology of videogames}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24547}, year = {2008}, abstract = {Jesper Juul has convincingly argued that the conflict over the proper object of study has shifted from "rules or story" to "player or game." But a key component of digital games is still missing from either of these oppositions: that of the computer itself. This paper offers a way of thinking about the phenomenology of the videogame from the perspective of the computer rather than the game or the player.}, language = {en} } @inproceedings{Bartle2008, author = {Bartle, Richard}, title = {When openness closes : the line between play and design}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24536}, year = {2008}, abstract = {One of the informal properties often used to describe a new virtual world is its degree of openness. Yet what is an "open" virtual world? Does the phrase mean generally the same thing to different people? What distinguishes an open world from a less open world? Why does openness matter anyway? The answers to these questions cast light on an important, but shadowy, and uneasy, topic for virtual worlds: the relationship between those who construct the virtual, and those who use these constructions.}, language = {en} } @inproceedings{ZarriessSeeker2008, author = {Zarrieß, Sina and Seeker, Wolfgang}, title = {Finite-state rule deduction for parsing non-constituent coordination}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-27254}, year = {2008}, abstract = {In this paper, we present a finite-state approach to constituency and therewith an analysis of coordination phenomena involving so-called non-constituents. We show that non-constituents can be seen as parts of fully-fledged constituents and therefore be coordinated in the same way. We have implemented an algorithm based on finite state automata that generates an LFG grammar assigning valid analyses to non-constituent coordination structures in the German language.}, language = {en} } @inproceedings{YliJyrae2008, author = {Yli-Jyr{\"a}, Anssi}, title = {Transducers from parallel replace rules and modes with generalized lenient composition}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-27246}, year = {2008}, abstract = {Generalized Two-Level Grammar (GTWOL) provides a new method for compilation of parallel replacement rules into transducers. The current paper identifies the role of generalized lenient composition (GLC) in this method. Thanks to the GLC operation, the compilation method becomes bipartite and easily extendible to capture various application modes. In the light of three notions of obligatoriness, a modification to the compilation method is proposed. We argue that the bipartite design makes implementation of parallel obligatoriness, directionality, length and rank based application modes extremely easy, which is the main result of the paper.}, language = {en} }