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We introduce a type and effect system, for an imperative object calculus, which infers sharing possibly introduced by the evaluation of an expression, represented as an equivalence relation among its free variables. This direct representation of sharing effects at the syntactic level allows us to express in a natural way, and to generalize, widely-used notions in literature, notably uniqueness and borrowing. Moreover, the calculus is pure in the sense that reduction is defined on language terms only, since they directly encode store. The advantage of this non-standard execution model with respect to a behaviorally equivalent standard model using a global auxiliary structure is that reachability relations among references are partly encoded by scoping. (C) 2018 Elsevier B.V. All rights reserved.
When realizing a programming language as VM, implementing behavior as part of the VM, as primitive, usually results in reduced execution times. But supporting and developing primitive functions requires more effort than maintaining and using code in the hosted language since debugging is harder, and the turn-around times for VM parts are higher. Furthermore, source artifacts of primitive functions are seldom reused in new implementations of the same language. And if they are reused, the existing API usually is emulated, reducing the performance gains. Because of recent results in tracing dynamic compilation, the trade-off between performance and ease of implementation, reuse, and changeability might now be decided adversely.
In this work, we investigate the trade-offs when creating primitives, and in particular how large a difference remains between primitive and hosted function run times in VMs with tracing just-in-time compiler. To that end, we implemented the algorithmic primitive BitBlt three times for RSqueak/VM. RSqueak/VM is a Smalltalk VM utilizing the PyPy RPython toolchain. We compare primitive implementations in C, RPython, and Smalltalk, showing that due to the tracing just-in-time compiler, the performance gap has lessened by one magnitude to one magnitude.
Nowadays, model-driven engineering (MDE) promises to ease software development by decreasing the inherent complexity of classical software development. In order to deliver on this promise, MDE increases the level of abstraction and automation, through a consideration of domain-specific models (DSMs) and model operations (e.g. model transformations or code generations). DSMs conform to domain-specific modeling languages (DSMLs), which increase the level of abstraction, and model operations are first-class entities of software development because they increase the level of automation. Nevertheless, MDE has to deal with at least two new dimensions of complexity, which are basically caused by the increased linguistic and technological heterogeneity. The first dimension of complexity is setting up an MDE environment, an activity comprised of the implementation or selection of DSMLs and model operations. Setting up an MDE environment is both time-consuming and error-prone because of the implementation or adaptation of model operations. The second dimension of complexity is concerned with applying MDE for actual software development. Applying MDE is challenging because a collection of DSMs, which conform to potentially heterogeneous DSMLs, are required to completely specify a complex software system. A single DSML can only be used to describe a specific aspect of a software system at a certain level of abstraction and from a certain perspective. Additionally, DSMs are usually not independent but instead have inherent interdependencies, reflecting (partial) similar aspects of a software system at different levels of abstraction or from different perspectives. A subset of these dependencies are applications of various model operations, which are necessary to keep the degree of automation high. This becomes even worse when addressing the first dimension of complexity. Due to continuous changes, all kinds of dependencies, including the applications of model operations, must also be managed continuously. This comprises maintaining the existence of these dependencies and the appropriate (re-)application of model operations. The contribution of this thesis is an approach that combines traceability and model management to address the aforementioned challenges of configuring and applying MDE for software development. The approach is considered as a traceability approach because it supports capturing and automatically maintaining dependencies between DSMs. The approach is considered as a model management approach because it supports managing the automated (re-)application of heterogeneous model operations. In addition, the approach is considered as a comprehensive model management. Since the decomposition of model operations is encouraged to alleviate the first dimension of complexity, the subsequent composition of model operations is required to counteract their fragmentation. A significant portion of this thesis concerns itself with providing a method for the specification of decoupled yet still highly cohesive complex compositions of heterogeneous model operations. The approach supports two different kinds of compositions - data-flow compositions and context compositions. Data-flow composition is used to define a network of heterogeneous model operations coupled by sharing input and output DSMs alone. Context composition is related to a concept used in declarative model transformation approaches to compose individual model transformation rules (units) at any level of detail. In this thesis, context composition provides the ability to use a collection of dependencies as context for the composition of other dependencies, including model operations. In addition, the actual implementation of model operations, which are going to be composed, do not need to implement any composition concerns. The approach is realized by means of a formalism called an executable and dynamic hierarchical megamodel, based on the original idea of megamodels. This formalism supports specifying compositions of dependencies (traceability and model operations). On top of this formalism, traceability is realized by means of a localization concept, and model management by means of an execution concept.
Version control is a widely used practice among software developers. It reduces the risk of changing their software and allows them to manage different configurations and to collaborate with others more efficiently. This is amplified by code sharing platforms such as GitHub or Bitbucket. Most version control systems track files (e.g., Git, Mercurial, and Subversion do), but some programming environments do not operate on files, but on objects instead (many Smalltalk implementations do). Users of such environments want to use version control for their objects anyway. Specialized version control systems, such as the ones available for Smalltalk systems (e.g., ENVY/Developer and Monticello), focus on a small subset of objects that can be versioned. Most of these systems concentrate on the tracking of methods, classes, and configurations of these. Other user-defined and user-built objects are either not eligible for version control at all, tracking them involves complicated workarounds, or a fixed, domain-unspecific serialization format is used that does not equally suit all kinds of objects. Moreover, these version control systems that are specific to a programming environment require their own code sharing platforms; popular, well-established platforms for file-based version control systems cannot be used or adapter solutions need to be implemented and maintained.
To improve the situation for version control of arbitrary objects, a framework for tracking, converting, and storing of objects is presented in this report. It allows editions of objects to be stored in an exchangeable, existing backend version control system. The platforms of the backend version control system can thus be reused. Users and objects have control over how objects are captured for the purpose of version control. Domain-specific requirements can be implemented. The storage format (i.e. the file format, when file-based backend version control systems are used) can also vary from one object to another. Different editions of objects can be compared and sets of changes can be applied to graphs of objects. A generic way for capturing and restoring that supports most kinds of objects is described. It models each object as a collection of slots. Thus, users can begin to track their objects without first having to implement version control supplements for their own kinds of objects. The proposed architecture is evaluated using a prototype implementation that can be used to track objects in Squeak/Smalltalk with Git. The prototype improves the suboptimal standing of user objects with respect to version control described above and also simplifies some version control tasks for classes and methods as well. It also raises new problems, which are discussed in this report as well.
We propose a network structure-based model for heterosis, and investigate it relying on metabolite profiles from Arabidopsis. A simple feed-forward two-layer network model (the Steinbuch matrix) is used in our conceptual approach. It allows for directly relating structural network properties with biological function. Interpreting heterosis as increased adaptability, our model predicts that the biological networks involved show increasing connectivity of regulatory interactions. A detailed analysis of metabolite profile data reveals that the increasing-connectivity prediction is true for graphical Gaussian models in our data from early development. This mirrors properties of observed heterotic Arabidopsis phenotypes. Furthermore, the model predicts a limit for increasing hybrid vigor with increasing heterozygosity—a known phenomenon in the literature.
Identity management is at the forefront of applications’ security posture. It separates the unauthorised user from the legitimate individual. Identity management models have evolved from the isolated to the centralised paradigm and identity federations. Within this advancement, the identity provider emerged as a trusted third party that holds a powerful position. Allen postulated the novel self-sovereign identity paradigm to establish a new balance. Thus, extensive research is required to comprehend its virtues and limitations. Analysing the new paradigm, initially, we investigate the blockchain-based self-sovereign identity concept structurally. Moreover, we examine trust requirements in this context by reference to patterns. These shapes comprise major entities linked by a decentralised identity provider. By comparison to the traditional models, we conclude that trust in credential management and authentication is removed. Trust-enhancing attribute aggregation based on multiple attribute providers provokes a further trust shift. Subsequently, we formalise attribute assurance trust modelling by a metaframework. It encompasses the attestation and trust network as well as the trust decision process, including the trust function, as central components. A secure attribute assurance trust model depends on the security of the trust function. The trust function should consider high trust values and several attribute authorities. Furthermore, we evaluate classification, conceptual study, practical analysis and simulation as assessment strategies of trust models. For realising trust-enhancing attribute aggregation, we propose a probabilistic approach. The method exerts the principle characteristics of correctness and validity. These values are combined for one provider and subsequently for multiple issuers. We embed this trust function in a model within the self-sovereign identity ecosystem. To practically apply the trust function and solve several challenges for the service provider that arise from adopting self-sovereign identity solutions, we conceptualise and implement an identity broker. The mediator applies a component-based architecture to abstract from a single solution. Standard identity and access management protocols build the interface for applications. We can conclude that the broker’s usage at the side of the service provider does not undermine self-sovereign principles, but fosters the advancement of the ecosystem. The identity broker is applied to sample web applications with distinct attribute requirements to showcase usefulness for authentication and attribute-based access control within a case study.
Terminology is a critical instrument for each researcher. Different terminologies for the same research object may arise in different research communities. By this inconsistency, many synergistic effects get lost. Theories and models will be more understandable and reusable if a common terminology is applied. This paper examines the terminological (in)consistence for the research field of job-shop scheduling by a literature review. There is an enormous variety in the choice of terms and mathematical notation for the same concept. The comparability, reusability and combinability of scheduling methods is unnecessarily hampered by the arbitrary use of homonyms and synonyms. The acceptance in the community of used variables and notation forms is shown by means of a compliance quotient. This is proven by the evaluation of 240 scientific publications on planning methods.
The correctness of model transformations is a crucial element for the model-driven engineering of high quality software. A prerequisite to verify model transformations at the level of the model transformation specification is that an unambiguous formal semantics exists and that the employed implementation of the model transformation language adheres to this semantics. However, for existing relational model transformation approaches it is usually not really clear under which constraints particular implementations are really conform to the formal semantics. In this paper, we will bridge this gap for the formal semantics of triple graph grammars (TGG) and an existing efficient implementation. Whereas the formal semantics assumes backtracking and ignores non-determinism, practical implementations do not support backtracking, require rule sets that ensure determinism, and include further optimizations. Therefore, we capture how the considered TGG implementation realizes the transformation by means of operational rules, define required criteria and show conformance to the formal semantics if these criteria are fulfilled. We further outline how static analysis can be employed to guarantee these criteria.
Scrollytellings are an innovative form of web content. Combining the benefits of books, images, movies, and video games, they are a tool to tell compelling stories and provide excellent learning opportunities. Due to their multi-modality, creating high-quality scrollytellings is not an easy task. Different professions, such as content designers, graphics designers, and developers, need to collaborate to get the best out of the possibilities the scrollytelling format provides. Collaboration unlocks great potential. However, content designers cannot create scrollytellings directly and always need to consult with developers to implement their vision. This can result in misunderstandings. Often, the resulting scrollytelling will not match the designer’s vision sufficiently, causing unnecessary iterations. Our project partner Typeshift specializes in the creation of individualized scrollytellings for their clients. Examined existing solutions for authoring interactive content are not optimally suited for creating highly customized scrollytellings while still being able to manipulate all their elements programmatically. Based on their experience and expertise, we developed an editor to author scrollytellings in the lively.next live-programming environment. In this environment, a graphical user interface for content design is combined with powerful possibilities for programming behavior with the morphic system. The editor allows content designers to take on large parts of the creation process of scrollytellings on their own, such as creating the visible elements, animating content, and fine-tuning the scrollytelling. Hence, developers can focus on interactive elements such as simulations and games. Together with Typeshift, we evaluated the tool by recreating an existing scrollytelling and identified possible future enhancements. Our editor streamlines the creation process of scrollytellings. Content designers and developers can now both work on the same scrollytelling. Due to the editor inside of the lively.next environment, they can both work with a set of tools familiar to them and their traits. Thus, we mitigate unnecessary iterations and misunderstandings by enabling content designers to realize large parts of their vision of a scrollytelling on their own. Developers can add advanced and individual behavior. Thus, developers and content designers benefit from a clearer distribution of tasks while keeping the benefits of collaboration.
In this study we examine the tonal organization of a series of recordings of liturgical chants, sung in 1966 by the Georgian master singer Artem Erkomaishvili. This dataset is the oldest corpus of Georgian chants from which the time synchronous F0-trajectories for all three voices have been reliably determined (Müller et al. 2017). It is therefore of outstanding importance for the understanding of the tuning principles of traditional Georgian vocal music.
The aim of the present study is to use various computational methods to analyze what these recordings can contribute to the ongoing scientific dispute about traditional Georgian tuning systems. Starting point for the present analysis is the re-release of the original audio data together with estimated fundamental frequency (F0) trajectories for each of the three voices, beat annotations, and digital scores (Rosenzweig et al. 2020). We present synoptic models for the pitch and the harmonic interval distributions, which are the first of such models for which the complete Erkomaishvili dataset was used. We show that these distributions can be very compactly be expressed as Gaussian mixture models, anchored on discrete sets of pitch or interval values for the pitch and interval distributions, respectively. As part of our study we demonstrate that these pitch values, which we refer to as scale pitches, and which are determined as the mean values of the Gaussian mixture elements, define the scale degrees of the melodic sound scales which build the skeleton of Artem Erkomaishvili’s intonation. The observation of consistent pitch bending of notes in melodic phrases, which appear in identical form in a group of chants, as well as the observation of harmonically driven intonation adjustments, which are clearly documented for all pure harmonic intervals, demonstrate that Artem Erkomaishvili intentionally deviates from the scale pitch skeleton quite freely. As a central result of our study, we proof that this melodic freedom is always constrained by the attracting influence of the scale pitches. Deviations of the F0-values of individual note events from the scale pitches at one instance of time are compensated for in the subsequent melodic steps. This suggests a deviation-compensation mechanism at the core of Artem Erkomaishvili’s melody generation, which clearly honors the scales but still allows for a large degree of melodic flexibility. This model, which summarizes all partial aspects of our analysis, is consistent with the melodic scale models derived from the observed pitch distributions, as well as with the melodic and harmonic interval distributions. In addition to the tangible results of our work, we believe that our work has general implications for the determination of tuning models from audio data, in particular for non-tempered music.
We contribute to the theoretical understanding of randomized search heuristics by investigating their optimization behavior on satisfiable random k-satisfiability instances both in the planted solution model and the uniform model conditional on satisfiability. Denoting the number of variables by n, our main technical result is that the simple () evolutionary algorithm with high probability finds a satisfying assignment in time when the clause-variable density is at least logarithmic. For low density instances, evolutionary algorithms seem to be less effective, and all we can show is a subexponential upper bound on the runtime for densities below . We complement these mathematical results with numerical experiments on a broader density spectrum. They indicate that, indeed, the () EA is less efficient on lower densities. Our experiments also suggest that the implicit constants hidden in our main runtime guarantee are low. Our main result extends and considerably improves the result obtained by Sutton and Neumann (Lect Notes Comput Sci 8672:942-951, 2014) in terms of runtime, minimum density, and clause length. These improvements are made possible by establishing a close fitness-distance correlation in certain parts of the search space. This approach might be of independent interest and could be useful for other average-case analyses of randomized search heuristics. While the notion of a fitness-distance correlation has been around for a long time, to the best of our knowledge, this is the first time that fitness-distance correlation is explicitly used to rigorously prove a performance statement for an evolutionary algorithm.
INTRICATE/SEC 2012 Workshop held in Conjunction with The 11th Information Security South Africa Conference (ISSA 2012).
Contents: Artem Polyvanny, Sergey Smirnow, and Mathias Weske The Triconnected Abstraction of Process Models 1 Introduction 2 Business Process Model Abstraction 3 Preliminaries 4 Triconnected Decomposition 4.1 Basic Approach for Process Component Discovery 4.2 SPQR-Tree Decomposition 4.3 SPQR-Tree Fragments in the Context of Process Models 5 Triconnected Abstraction 5.1 Abstraction Rules 5.2 Abstraction Algorithm 6 Related Work and Conclusions
The Potsdam answer set solving collection, or Potassco for short, bundles various tools implementing and/or applying answer set programming. The article at hand succeeds an earlier description of the Potassco project published in Gebser et al. (AI Commun 24(2):107-124, 2011). Hence, we concentrate in what follows on the major features of the most recent, fifth generation of the ASP system clingo and highlight some recent resulting application systems.
While the role of and consequences of being a bystander to face-to-face bullying has received some attention in the literature, to date, little is known about the effects of being a bystander to cyberbullying. It is also unknown how empathy might impact the negative consequences associated with being a bystander of cyberbullying. The present study focused on examining the longitudinal association between bystander of cyberbullying depression, and anxiety, and the moderating role of empathy in the relationship between bystander of cyberbullying and subsequent depression and anxiety. There were 1,090 adolescents (M-age = 12.19; 50% female) from the United States included at Time 1, and they completed questionnaires on empathy, cyberbullying roles (bystander, perpetrator, victim), depression, and anxiety. One year later, at Time 2, 1,067 adolescents (M-age = 13.76; 51% female) completed questionnaires on depression and anxiety. Results revealed a positive association between bystander of cyberbullying and depression and anxiety. Further, empathy moderated the positive relationship between bystander of cyberbullying and depression, but not for anxiety. Implications for intervention and prevention programs are discussed.
While the role of and consequences of being a bystander to face-to-face bullying has received some attention in the literature, to date, little is known about the effects of being a bystander to cyberbullying. It is also unknown how empathy might impact the negative consequences associated with being a bystander of cyberbullying. The present study focused on examining the longitudinal association between bystander of cyberbullying depression, and anxiety, and the moderating role of empathy in the relationship between bystander of cyberbullying and subsequent depression and anxiety. There were 1,090 adolescents (M-age = 12.19; 50% female) from the United States included at Time 1, and they completed questionnaires on empathy, cyberbullying roles (bystander, perpetrator, victim), depression, and anxiety. One year later, at Time 2, 1,067 adolescents (M-age = 13.76; 51% female) completed questionnaires on depression and anxiety. Results revealed a positive association between bystander of cyberbullying and depression and anxiety. Further, empathy moderated the positive relationship between bystander of cyberbullying and depression, but not for anxiety. Implications for intervention and prevention programs are discussed.
Program behavior that relies on contextual information, such as physical location or network accessibility, is common in today's applications, yet its representation is not sufficiently supported by programming languages. With context-oriented programming (COP), such context-dependent behavioral variations can be explicitly modularized and dynamically activated. In general, COP could be used to manage any context-specific behavior. However, its contemporary realizations limit the control of dynamic adaptation. This, in turn, limits the interaction of COP's adaptation mechanisms with widely used architectures, such as event-based, mobile, and distributed programming. The JCop programming language extends Java with language constructs for context-oriented programming and additionally provides a domain-specific aspect language for declarative control over runtime adaptations. As a result, these redesigned implementations are more concise and better modularized than their counterparts using plain COP. JCop's main features have been described in our previous publications. However, a complete language specification has not been presented so far. This report presents the entire JCop language including the syntax and semantics of its new language constructs.
Empirical investigations on the uncanny valley have almost solely focused on the analysis of people?s noninteractive perception of a robot at first sight. Recent studies suggest, however, that these uncanny first impressions may be significantly altered over an interaction. What is yet to discover is whether certain interaction patterns can lead to a faster decline in uncanny feelings. In this paper, we present a study in which participants with limited expertise in Computer Science played a collaborative geography game with a Furhat robot. During the game, Furhat displayed one of two personalities, which corresponded to two different interaction strategies. The robot was either optimistic and encouraging, or impatient and provocative. We performed the study in a science museum and recruited participants among the visitors. Our findings suggest that a robot that is rated high on agreeableness, emotional stability, and conscientiousness can indeed weaken uncanny feelings. This study has important implications for human-robot interaction design as it further highlights that a first impression, merely based on a robot?s appearance, is not indicative of the affinity people might develop towards it throughout an interaction. We thus argue that future work should emphasize investigations on exact interaction patterns that can help to overcome uncanny feelings.
Creating fonts is a complex task that requires expert knowledge in a variety of domains. Often, this knowledge is not held by a single person, but spread across a number of domain experts. A central concept needed for designing fonts is the glyph, an elemental symbol representing a readable character. Required domains include designing glyph shapes, engineering rules to combine glyphs for complex scripts and checking legibility. This process is most often iterative and requires communication in all directions. This report outlines a platform that aims to enhance the means of communication, describes our prototyping process, discusses complex font rendering and editing in a live environment and an approach to generate code based on a user’s live-edits.
In current practice, business processes modeling is done by trained method experts. Domain experts are interviewed to elicit their process information but not involved in modeling. We created a haptic toolkit for process modeling that can be used in process elicitation sessions with domain experts. We hypothesize that this leads to more effective process elicitation. This paper brakes down "effective elicitation" to 14 operationalized hypotheses. They are assessed in a controlled experiment using questionnaires, process model feedback tests and video analysis. The experiment compares our approach to structured interviews in a repeated measurement design. We executed the experiment with 17 student clerks from a trade school. They represent potential users of the tool. Six out of fourteen hypotheses showed significant difference due to the method applied. Subjects reported more fun and more insights into process modeling with tangible media. Video analysis showed significantly more reviews and corrections applied during process elicitation. Moreover, people take more time to talk and think about their processes. We conclude that tangible media creates a different working mode for people in process elicitation with fun, new insights and instant feedback on preliminary results.
We systematically explore the effect of calibration data length on the performance of a conceptual hydrological model, GR4H, in comparison to two Artificial Neural Network (ANN) architectures: Long Short-Term Memory Networks (LSTM) and Gated Recurrent Units (GRU), which have just recently been introduced to the field of hydrology. We implemented a case study for six river basins across the contiguous United States, with 25 years of meteorological and discharge data. Nine years were reserved for independent validation; two years were used as a warm-up period, one year for each of the calibration and validation periods, respectively; from the remaining 14 years, we sampled increasing amounts of data for model calibration, and found pronounced differences in model performance. While GR4H required less data to converge, LSTM and GRU caught up at a remarkable rate, considering their number of parameters. Also, LSTM and GRU exhibited the higher calibration instability in comparison to GR4H. These findings confirm the potential of modern deep-learning architectures in rainfall runoff modelling, but also highlight the noticeable differences between them in regard to the effect of calibration data length.
The devil in disguise
(2021)
Envy constitutes a serious issue on Social Networking Sites (SNSs), as this painful emotion can severely diminish individuals' well-being. With prior research mainly focusing on the affective consequences of envy in the SNS context, its behavioral consequences remain puzzling. While negative interactions among SNS users are an alarming issue, it remains unclear to which extent the harmful emotion of malicious envy contributes to these toxic dynamics. This study constitutes a first step in understanding malicious envy’s causal impact on negative interactions within the SNS sphere. Within an online experiment, we experimentally induce malicious envy and measure its immediate impact on users’ negative behavior towards other users. Our findings show that malicious envy seems to be an essential factor fueling negativity among SNS users and further illustrate that this effect is especially pronounced when users are provided an objective factor to mask their envy and justify their norm-violating negative behavior.
The Course's SIB Libraries
(2014)
This chapter gives a detailed description of the service framework underlying all the example projects that form the foundation of this book. It describes the different SIB libraries that we made available for the course “Process modeling in the natural sciences” to provide the functionality that was required for the envisaged applications. The students used these SIB libraries to realize their projects.
The Apache Modeling Project
(2004)
This document presents an introduction to the Apache HTTP Server, covering both an overview and implementation details. It presents results of the Apache Modelling Project done by research assistants and students of the Hasso–Plattner–Institute in 2001, 2002 and 2003. The Apache HTTP Server was used to introduce students to the application of the modeling technique FMC, a method that supports transporting knowledge about complex systems in the domain of information processing (software and hardware as well). After an introduction to HTTP servers in general, we will focus on protocols and web technology. Then we will discuss Apache, its operational environment and its extension capabilities— the module API. Finally we will guide the reader through parts of the Apache source code and explain the most important pieces.
Im Mittelpunkt dieser Arbeit stehen virtuelle 3D-Stadtmodelle, die Objekte, Phänomene und Prozesse in urbanen Räumen in digitaler Form repräsentieren. Sie haben sich zu einem Kernthema von Geoinformationssystemen entwickelt und bilden einen zentralen Bestandteil geovirtueller 3D-Welten. Virtuelle 3D-Stadtmodelle finden nicht nur Verwendung als Mittel für Experten in Bereichen wie Stadtplanung, Funknetzplanung, oder Lärmanalyse, sondern auch für allgemeine Nutzer, die realitätsnah dargestellte virtuelle Städte in Bereichen wie Bürgerbeteiligung, Tourismus oder Unterhaltung nutzen und z. B. in Anwendungen wie GoogleEarth eine räumliche Umgebung intuitiv erkunden und durch eigene 3D-Modelle oder zusätzliche Informationen erweitern. Die Erzeugung und Darstellung virtueller 3D-Stadtmodelle besteht aus einer Vielzahl von Prozessschritten, von denen in der vorliegenden Arbeit zwei näher betrachtet werden: Texturierung und Visualisierung. Im Bereich der Texturierung werden Konzepte und Verfahren zur automatischen Ableitung von Fototexturen aus georeferenzierten Schrägluftbildern sowie zur Speicherung oberflächengebundener Daten in virtuellen 3D-Stadtmodellen entwickelt. Im Bereich der Visualisierung werden Konzepte und Verfahren für die multiperspektivische Darstellung sowie für die hochqualitative Darstellung nichtlinearer Projektionen virtueller 3D-Stadtmodelle in interaktiven Systemen vorgestellt. Die automatische Ableitung von Fototexturen aus georeferenzierten Schrägluftbildern ermöglicht die Veredelung vorliegender virtueller 3D-Stadtmodelle. Schrägluftbilder bieten sich zur Texturierung an, da sie einen Großteil der Oberflächen einer Stadt, insbesondere Gebäudefassaden, mit hoher Redundanz erfassen. Das Verfahren extrahiert aus dem verfügbaren Bildmaterial alle Ansichten einer Oberfläche und fügt diese pixelpräzise zu einer Textur zusammen. Durch Anwendung auf alle Oberflächen wird das virtuelle 3D-Stadtmodell flächendeckend texturiert. Der beschriebene Ansatz wurde am Beispiel des offiziellen Berliner 3D-Stadtmodells sowie der in GoogleEarth integrierten Innenstadt von München erprobt. Die Speicherung oberflächengebundener Daten, zu denen auch Texturen zählen, wurde im Kontext von CityGML, einem international standardisierten Datenmodell und Austauschformat für virtuelle 3D-Stadtmodelle, untersucht. Es wird ein Datenmodell auf Basis computergrafischer Konzepte entworfen und in den CityGML-Standard integriert. Dieses Datenmodell richtet sich dabei an praktischen Anwendungsfällen aus und lässt sich domänenübergreifend verwenden. Die interaktive multiperspektivische Darstellung virtueller 3D-Stadtmodelle ergänzt die gewohnte perspektivische Darstellung nahtlos um eine zweite Perspektive mit dem Ziel, den Informationsgehalt der Darstellung zu erhöhen. Diese Art der Darstellung ist durch die Panoramakarten von H. C. Berann inspiriert; Hauptproblem ist die Übertragung des multiperspektivischen Prinzips auf ein interaktives System. Die Arbeit stellt eine technische Umsetzung dieser Darstellung für 3D-Grafikhardware vor und demonstriert die Erweiterung von Vogel- und Fußgängerperspektive. Die hochqualitative Darstellung nichtlinearer Projektionen beschreibt deren Umsetzung auf 3D-Grafikhardware, wobei neben der Bildwiederholrate die Bildqualität das wesentliche Entwicklungskriterium ist. Insbesondere erlauben die beiden vorgestellten Verfahren, dynamische Geometrieverfeinerung und stückweise perspektivische Projektionen, die uneingeschränkte Nutzung aller hardwareseitig verfügbaren, qualitätssteigernden Funktionen wie z.~B. Bildraumgradienten oder anisotroper Texturfilterung. Beide Verfahren sind generisch und unterstützen verschiedene Projektionstypen. Sie ermöglichen die anpassungsfreie Verwendung gängiger computergrafischer Effekte wie Stilisierungsverfahren oder prozeduraler Texturen für nichtlineare Projektionen bei optimaler Bildqualität. Die vorliegende Arbeit beschreibt wesentliche Technologien für die Verarbeitung virtueller 3D-Stadtmodelle: Zum einen lassen sich mit den Ergebnissen der Arbeit Texturen für virtuelle 3D-Stadtmodelle automatisiert herstellen und als eigenständige Attribute in das virtuelle 3D-Stadtmodell einfügen. Somit trägt diese Arbeit dazu bei, die Herstellung und Fortführung texturierter virtueller 3D-Stadtmodelle zu verbessern. Zum anderen zeigt die Arbeit Varianten und technische Lösungen für neuartige Projektionstypen für virtueller 3D-Stadtmodelle in interaktiven Visualisierungen. Solche nichtlinearen Projektionen stellen Schlüsselbausteine dar, um neuartige Benutzungsschnittstellen für und Interaktionsformen mit virtuellen 3D-Stadtmodellen zu ermöglichen, insbesondere für mobile Geräte und immersive Umgebungen.
Research publications and data nowadays should be publicly available on the internet and, theoretically, usable for everyone to develop further research, products, or services. The long-term accessibility of research data is, therefore, fundamental in the economy of the research production process. However, the availability of data is not sufficient by itself, but also their quality must be verifiable. Measures to ensure reuse and reproducibility need to include the entire research life cycle, from the experimental design to the generation of data, quality control, statistical analysis, interpretation, and validation of the results. Hence, high-quality records, particularly for providing a string of documents for the verifiable origin of data, are essential elements that can act as a certificate for potential users (customers). These records also improve the traceability and transparency of data and processes, therefore, improving the reliability of results. Standards for data acquisition, analysis, and documentation have been fostered in the last decade driven by grassroot initiatives of researchers and organizations such as the Research Data Alliance (RDA). Nevertheless, what is still largely missing in the life science academic research are agreed procedures for complex routine research workflows. Here, well-crafted documentation like standard operating procedures (SOPs) offer clear direction and instructions specifically designed to avoid deviations as an absolute necessity for reproducibility. Therefore, this paper provides a standardized workflow that explains step by step how to write an SOP to be used as a starting point for appropriate research documentation.
Research publications and data nowadays should be publicly available on the internet and, theoretically, usable for everyone to develop further research, products, or services. The long-term accessibility of research data is, therefore, fundamental in the economy of the research production process. However, the availability of data is not sufficient by itself, but also their quality must be verifiable. Measures to ensure reuse and reproducibility need to include the entire research life cycle, from the experimental design to the generation of data, quality control, statistical analysis, interpretation, and validation of the results. Hence, high-quality records, particularly for providing a string of documents for the verifiable origin of data, are essential elements that can act as a certificate for potential users (customers). These records also improve the traceability and transparency of data and processes, therefore, improving the reliability of results. Standards for data acquisition, analysis, and documentation have been fostered in the last decade driven by grassroot initiatives of researchers and organizations such as the Research Data Alliance (RDA). Nevertheless, what is still largely missing in the life science academic research are agreed procedures for complex routine research workflows. Here, well-crafted documentation like standard operating procedures (SOPs) offer clear direction and instructions specifically designed to avoid deviations as an absolute necessity for reproducibility. Therefore, this paper provides a standardized workflow that explains step by step how to write an SOP to be used as a starting point for appropriate research documentation.
With increasing number of applications in Internet and mobile environments, distributed software systems are demanded to be more powerful and flexible, especially in terms of dynamism and security. This dissertation describes my work concerning three aspects: dynamic reconfiguration of component software, security control on middleware applications, and web services dynamic composition. Firstly, I proposed a technology named Routing Based Workflow (RBW) to model the execution and management of collaborative components and realize temporary binding for component instances. The temporary binding means component instances are temporarily loaded into a created execution environment to execute their functions, and then are released to their repository after executions. The temporary binding allows to create an idle execution environment for all collaborative components, on which the change operations can be immediately carried out. The changes on execution environment will result in a new collaboration of all involved components, and also greatly simplifies the classical issues arising from dynamic changes, such as consistency preserving etc. To demonstrate the feasibility of RBW, I created a dynamic secure middleware system - the Smart Data Server Version 3.0 (SDS3). In SDS3, an open source implementation of CORBA is adopted and modified as the communication infrastructure, and three secure components managed by RBW, are created to enhance the security on the access of deployed applications. SDS3 offers multi-level security control on its applications from strategy control to application-specific detail control. For the management by RBW, the strategy control of SDS3 applications could be dynamically changed by reorganizing the collaboration of the three secure components. In addition, I created the Dynamic Services Composer (DSC) based on Apache open source projects, Apache Axis and WSIF. In DSC, RBW is employed to model the interaction and collaboration of web services and to enable the dynamic changes on the flow structure of web services. Finally, overall performance tests were made to evaluate the efficiency of the developed RBW and SDS3. The results demonstrated that temporary binding of component instances makes slight impacts on the execution efficiency of components, and the blackout time arising from dynamic changes can be extremely reduced in any applications.
Technical report
(2019)
Design and Implementation of service-oriented architectures imposes a huge number of research questions from the fields of software engineering, system analysis and modeling, adaptability, and application integration. Component orientation and web services are two approaches for design and realization of complex web-based system. Both approaches allow for dynamic application adaptation as well as integration of enterprise application.
Commonly used technologies, such as J2EE and .NET, form de facto standards for the realization of complex distributed systems. Evolution of component systems has lead to web services and service-based architectures. This has been manifested in a multitude of industry standards and initiatives such as XML, WSDL UDDI, SOAP, etc. All these achievements lead to a new and promising paradigm in IT systems engineering which proposes to design complex software solutions as collaboration of contractually defined software services.
Service-Oriented Systems Engineering represents a symbiosis of best practices in object-orientation, component-based development, distributed computing, and business process management. It provides integration of business and IT concerns.
The annual Ph.D. Retreat of the Research School provides each member the opportunity to present his/her current state of their research and to give an outline of a prospective Ph.D. thesis. Due to the interdisciplinary structure of the research school, this technical report covers a wide range of topics. These include but are not limited to: Human Computer Interaction and Computer Vision as Service; Service-oriented Geovisualization Systems; Algorithm Engineering for Service-oriented Systems; Modeling and Verification of Self-adaptive Service-oriented Systems; Tools and Methods for Software Engineering in Service-oriented Systems; Security Engineering of Service-based IT Systems; Service-oriented Information Systems; Evolutionary Transition of Enterprise Applications to Service Orientation; Operating System Abstractions for Service-oriented Computing; and Services Specification, Composition, and Enactment.
Graphs are ubiquitous in Computer Science. For this reason, in many areas, it is very important to have the means to express and reason about graph properties. In particular, we want to be able to check automatically if a given graph property is satisfiable. Actually, in most application scenarios it is desirable to be able to explore graphs satisfying the graph property if they exist or even to get a complete and compact overview of the graphs satisfying the graph property.
We show that the tableau-based reasoning method for graph properties as introduced by Lambers and Orejas paves the way for a symbolic model generation algorithm for graph properties. Graph properties are formulated in a dedicated logic making use of graphs and graph morphisms, which is equivalent to firstorder logic on graphs as introduced by Courcelle. Our parallelizable algorithm gradually generates a finite set of so-called symbolic models, where each symbolic model describes a set of finite graphs (i.e., finite models) satisfying the graph property. The set of symbolic models jointly describes all finite models for the graph property (complete) and does not describe any finite graph violating the graph property (sound). Moreover, no symbolic model is already covered by another one (compact). Finally, the algorithm is able to generate from each symbolic model a minimal finite model immediately and allows for an exploration of further finite models. The algorithm is implemented in the new tool AutoGraph.
IT systems for healthcare are a complex and exciting field. One the one hand, there is a vast number of improvements and work alleviations that computers can bring to everyday healthcare. Some ways of treatment, diagnoses and organisational tasks were even made possible by computer usage in the first place. On the other hand, there are many factors that encumber computer usage and make development of IT systems for healthcare a challenging, sometimes even frustrating task. These factors are not solely technology-related, but just as well social or economical conditions. This report describes some of the idiosyncrasies of IT systems in the healthcare domain, with a special focus on legal regulations, standards and security.
Multi-sided platforms (MSP) strongly affect markets and play a crucial part within the digital and networked economy. Although empirical evidence indicates their occurrence in many industries, research has not investigated the game-changing impact of MSP on traditional markets to a sufficient extent. More specifically, we have little knowledge of how MSP affect value creation and customer interaction in entire markets, exploiting the potential of digital technologies to offer new value propositions. Our paper addresses this research gap and provides an initial systematic approach to analyze the impact of MSP on the insurance industry. For this purpose, we analyze the state of the art in research and practice in order to develop a reference model of the value network for the insurance industry. On this basis, we conduct a case-study analysis to discover and analyze roles which are occupied or even newly created by MSP. As a final step, we categorize MSP with regard to their relation to traditional insurance companies, resulting in a classification scheme with four MSP standard types: Competition, Coordination, Cooperation, Collaboration.
The reconstruction of cone-beam computed tomography data using filtered back-projection algorithms unavoidably results in severe artefacts. We describe how the Direct Iterative Reconstruction of Computed Tomography Trajectories (DIRECTT) algorithm can be combined with a model of the artefacts for the reconstruction of such data. The implementation of DIRECTT results in reconstructed volumes of superior quality compared to the conventional algorithms.
N-of-1 trials are the gold standard study design to evaluate individual treatment effects and derive personalized treatment strategies. Digital tools have the potential to initiate a new era of N-of-1 trials in terms of scale and scope, but fully functional platforms are not yet available. Here, we present the open source StudyU platform, which includes the StudyU Designer and StudyU app. With the StudyU Designer, scientists are given a collaborative web application to digitally specify, publish, and conduct N-of-1 trials. The StudyU app is a smartphone app with innovative user-centric elements for participants to partake in trials published through the StudyU Designer to assess the effects of different interventions on their health. Thereby, the StudyU platform allows clinicians and researchers worldwide to easily design and conduct digital N-of-1 trials in a safe manner. We envision that StudyU can change the landscape of personalized treatments both for patients and healthy individuals, democratize and personalize evidence generation for self-optimization and medicine, and can be integrated in clinical practice.
N-of-1 trials are the gold standard study design to evaluate individual treatment effects and derive personalized treatment strategies. Digital tools have the potential to initiate a new era of N-of-1 trials in terms of scale and scope, but fully functional platforms are not yet available. Here, we present the open source StudyU platform, which includes the StudyU Designer and StudyU app. With the StudyU Designer, scientists are given a collaborative web application to digitally specify, publish, and conduct N-of-1 trials. The StudyU app is a smartphone app with innovative user-centric elements for participants to partake in trials published through the StudyU Designer to assess the effects of different interventions on their health. Thereby, the StudyU platform allows clinicians and researchers worldwide to easily design and conduct digital N-of-1 trials in a safe manner. We envision that StudyU can change the landscape of personalized treatments both for patients and healthy individuals, democratize and personalize evidence generation for self-optimization and medicine, and can be integrated in clinical practice.
Traditional organizations are strongly encouraged by emerging digital customer behavior and digital competition to transform their businesses for the digital age. Incumbents are particularly exposed to the field of tension between maintaining and renewing their business model. Banking is one of the industries most affected by digitalization, with a large stream of digital innovations around Fintech. Most research contributions focus on digital innovations, such as Fintech, but there are only a few studies on the related challenges and perspectives of incumbent organizations, such as traditional banks. Against this background, this dissertation examines the specific causes, effects and solutions for traditional banks in digital transformation − an underrepresented research area so far.
The first part of the thesis examines how digitalization has changed the latent customer expectations in banking and studies the underlying technological drivers of evolving business-to-consumer (B2C) business models. Online consumer reviews are systematized to identify latent concepts of customer behavior and future decision paths as strategic digitalization effects. Furthermore, the service attribute preferences, the impact of influencing factors and the underlying customer segments are uncovered for checking accounts in a discrete choice experiment. The dissertation contributes here to customer behavior research in digital transformation, moving beyond the technology acceptance model. In addition, the dissertation systematizes value proposition types in the evolving discourse around smart products and services as key drivers of business models and market power in the platform economy.
The second part of the thesis focuses on the effects of digital transformation on the strategy development of financial service providers, which are classified along with their firm performance levels. Standard types are derived based on fuzzy-set qualitative comparative analysis (fsQCA), with facade digitalization as one typical standard type for low performing incumbent banks that lack a holistic strategic response to digital transformation. Based on this, the contradictory impact of digitalization measures on key business figures is examined for German savings banks, confirming that the shift towards digital customer interaction was not accompanied by new revenue models diminishing bank profitability. The dissertation further contributes to the discourse on digitalized work designs and the consequences for job perceptions in banking customer advisory. The threefold impact of the IT support perceived in customer interaction on the job satisfaction of customer advisors is disentangled.
In the third part of the dissertation, solutions are developed design-oriented for core action areas of digitalized business models, i.e., data and platforms. A consolidated taxonomy for data-driven business models and a future reference model for digital banking have been developed. The impact of the platform economy is demonstrated here using the example of the market entry by Bigtech. The role-based e3-value modeling is extended by meta-roles and role segments and linked to value co-creation mapping in VDML. In this way, the dissertation extends enterprise modeling research on platform ecosystems and value co-creation using the example of banking.
Structuring process models
(2012)
One can fairly adopt the ideas of Donald E. Knuth to conclude that process modeling is both a science and an art. Process modeling does have an aesthetic sense. Similar to composing an opera or writing a novel, process modeling is carried out by humans who undergo creative practices when engineering a process model. Therefore, the very same process can be modeled in a myriad number of ways. Once modeled, processes can be analyzed by employing scientific methods. Usually, process models are formalized as directed graphs, with nodes representing tasks and decisions, and directed arcs describing temporal constraints between the nodes. Common process definition languages, such as Business Process Model and Notation (BPMN) and Event-driven Process Chain (EPC) allow process analysts to define models with arbitrary complex topologies. The absence of structural constraints supports creativity and productivity, as there is no need to force ideas into a limited amount of available structural patterns. Nevertheless, it is often preferable that models follow certain structural rules. A well-known structural property of process models is (well-)structuredness. A process model is (well-)structured if and only if every node with multiple outgoing arcs (a split) has a corresponding node with multiple incoming arcs (a join), and vice versa, such that the set of nodes between the split and the join induces a single-entry-single-exit (SESE) region; otherwise the process model is unstructured. The motivations for well-structured process models are manifold: (i) Well-structured process models are easier to layout for visual representation as their formalizations are planar graphs. (ii) Well-structured process models are easier to comprehend by humans. (iii) Well-structured process models tend to have fewer errors than unstructured ones and it is less probable to introduce new errors when modifying a well-structured process model. (iv) Well-structured process models are better suited for analysis with many existing formal techniques applicable only for well-structured process models. (v) Well-structured process models are better suited for efficient execution and optimization, e.g., when discovering independent regions of a process model that can be executed concurrently. Consequently, there are process modeling languages that encourage well-structured modeling, e.g., Business Process Execution Language (BPEL) and ADEPT. However, the well-structured process modeling implies some limitations: (i) There exist processes that cannot be formalized as well-structured process models. (ii) There exist processes that when formalized as well-structured process models require a considerable duplication of modeling constructs. Rather than expecting well-structured modeling from start, we advocate for the absence of structural constraints when modeling. Afterwards, automated methods can suggest, upon request and whenever possible, alternative formalizations that are "better" structured, preferably well-structured. In this thesis, we study the problem of automatically transforming process models into equivalent well-structured models. The developed transformations are performed under a strong notion of behavioral equivalence which preserves concurrency. The findings are implemented in a tool, which is publicly available.
In the early days of computer graphics, research was mainly driven by the goal to create realistic synthetic imagery. By contrast, non-photorealistic computer graphics, established as its own branch of computer graphics in the early 1990s, is mainly motivated by concepts and principles found in traditional art forms, such as painting, illustration, and graphic design, and it investigates concepts and techniques that abstract from reality using expressive, stylized, or illustrative rendering techniques. This thesis focuses on the artistic stylization of two-dimensional content and presents several novel automatic techniques for the creation of simplified stylistic illustrations from color images, video, and 3D renderings. Primary innovation of these novel techniques is that they utilize the smooth structure tensor as a simple and efficient way to obtain information about the local structure of an image. More specifically, this thesis contributes to knowledge in this field in the following ways. First, a comprehensive review of the structure tensor is provided. In particular, different methods for integrating the minor eigenvector field of the smoothed structure tensor are developed, and the superiority of the smoothed structure tensor over the popular edge tangent flow is demonstrated. Second, separable implementations of the popular bilateral and difference of Gaussians filters that adapt to the local structure are presented. These filters avoid artifacts while being computationally highly efficient. Taken together, both provide an effective way to create a cartoon-style effect. Third, a generalization of the Kuwahara filter is presented that avoids artifacts by adapting the shape, scale, and orientation of the filter to the local structure. This causes directional image features to be better preserved and emphasized, resulting in overall sharper edges and a more feature-abiding painterly effect. In addition to the single-scale variant, a multi-scale variant is presented, which is capable of performing a highly aggressive abstraction. Fourth, a technique that builds upon the idea of combining flow-guided smoothing with shock filtering is presented, allowing for an aggressive exaggeration and an emphasis of directional image features. All presented techniques are suitable for temporally coherent per-frame filtering of video or dynamic 3D renderings, without requiring expensive extra processing, such as optical flow. Moreover, they can be efficiently implemented to process content in real-time on a GPU.
Residential segregation is a widespread phenomenon that can be observed in almost every major city. In these urban areas, residents with different ethnical or socioeconomic backgrounds tend to form homogeneous clusters. In Schelling’s classical segregation model two types of agents are placed on a grid. An agent is content with its location if the fraction of its neighbors, which have the same type as the agent, is at least 𝜏, for some 0 < 𝜏 ≤ 1. Discontent agents simply swap their location with a randomly chosen other discontent agent or jump to a random empty location. The model gives a coherent explanation of how clusters can form even if all agents are tolerant, i.e., if they agree to live in mixed neighborhoods. For segregation to occur, all it needs is a slight bias towards agents preferring similar neighbors.
Although the model is well studied, previous research focused on a random process point of view. However, it is more realistic to assume instead that the agents strategically choose where to live. We close this gap by introducing and analyzing game-theoretic models of Schelling segregation, where rational agents strategically choose their locations.
As the first step, we introduce and analyze a generalized game-theoretic model that allows more than two agent types and more general underlying graphs modeling the residential area. We introduce different versions of Swap and Jump Schelling Games. Swap Schelling Games assume that every vertex of the underlying graph serving as a residential area is occupied by an agent and pairs of discontent agents can swap their locations, i.e., their occupied vertices, to increase their utility. In contrast, for the Jump Schelling Game, we assume that there exist empty vertices in the graph and agents can jump to these vacant vertices if this increases their utility. We show that the number of agent types as well as the structure of underlying graph heavily influence the dynamic properties and the tractability of finding an optimal strategy profile.
As a second step, we significantly deepen these investigations for the swap version with 𝜏 = 1 by studying the influence of the underlying topology modeling the residential area on the existence of equilibria, the Price of Anarchy, and the dynamic properties. Moreover, we restrict the movement of agents locally. As a main takeaway, we find that both aspects influence the existence and the quality of stable states.
Furthermore, also for the swap model, we follow sociological surveys and study, asking the same core game-theoretic questions, non-monotone singlepeaked utility functions instead of monotone ones, i.e., utility functions that are not monotone in the fraction of same-type neighbors. Our results clearly show that moving from monotone to non-monotone utilities yields novel structural properties and different results in terms of existence and quality of stable states.
In the last part, we introduce an agent-based saturated open-city variant, the Flip Schelling Process, in which agents, based on the predominant type in their neighborhood, decide whether to change their types. We provide a general framework for analyzing the influence of the underlying topology on residential segregation and investigate the probability that an edge is monochrome, i.e., that both incident vertices have the same type, on random geometric and Erdős–Rényi graphs. For random geometric graphs, we prove the existence of a constant c > 0 such that the expected fraction of monochrome edges after the Flip Schelling Process is at least 1/2 + c. For Erdős–Rényi graphs, we show the expected fraction of monochrome edges after the Flip Schelling Process is at most 1/2 + o(1).
STG decomposition is a promising approach to tackle the complexity problems arising in logic synthesis of speed independent circuits, a robust asynchronous (i.e. clockless) circuit type. Unfortunately, STG decomposition can result in components that in isolation have irreducible CSC conflicts. Generalising earlier work, it is shown how to resolve such conflicts by introducing internal communication between the components via structural techniques only.
Business process models are abstractions of concrete operational procedures that occur in the daily business of organizations. To cope with the complexity of these models, business process model abstraction has been introduced recently. Its goal is to derive from a detailed process model several abstract models that provide a high-level understanding of the process. While techniques for constructing abstract models are reported in the literature, little is known about the relationships between process instances and abstract models. In this paper we show how the state of an abstract activity can be calculated from the states of related, detailed process activities as they happen. The approach uses activity state propagation. With state uniqueness and state transition correctness we introduce formal properties that improve the understanding of state propagation. Algorithms to check these properties are devised. Finally, we use behavioral profiles to identify and classify behavioral inconsistencies in abstract process models that might occur, once activity state propagation is used.
Squimera
(2017)
Software development tools that work and behave consistently across different programming languages are helpful for developers, because they do not have to familiarize themselves with new tooling whenever they decide to use a new language. Also, being able to combine multiple programming languages in a program increases reusability, as developers do not have to recreate software frameworks and libraries in the language they develop in and can reuse existing software instead.
However, developers often have a broad choice with regard to tools, some of which are designed for only one specific programming language. Various Integrated Development Environments have support for multiple languages, but are usually unable to provide a consistent programming experience due to different features of language runtimes. Furthermore, common mechanisms that allow reuse of software written in other languages usually use the operating system or a network connection as the abstract layer. Tools, however, often cannot support such indirections well and are therefore less useful in debugging scenarios for example.
In this report, we present a novel approach that aims to improve the programming experience with regard to working with multiple high-level programming languages. As part of this approach, we reuse the tools of a Smalltalk programming environment for other languages and build a multi-language virtual execution environment which is able to provide the same runtime capabilities for all languages.
The prototype system Squimera is an implementation of our approach and demonstrates that it is possible to reuse development tools, so that they behave in the same way across all supported programming languages. In addition, it provides convenient means to reuse and even mix software libraries and frameworks written in different languages without breaking the debugging experience.
Spotlocator is a game wherein people have to guess the spots of where photos were taken. The photos of a defined area for each game are from panoramio.com. They are published at http://spotlocator. drupalgardens.com with an ID. Everyone can guess the photo spots by sending a special tweet via Twitter that contains the hashtag #spotlocator, the guessed coordinates and the ID of the photo. An evaluation is published for all tweets. The players are informed about the distance to the real photo spots and the positions are shown on a map.
Duplicate detection consists in determining different representations of real-world objects in a database. Recent research has considered the use of relationships among object representations to improve duplicate detection. In the general case where relationships form a graph, research has mainly focused on duplicate detection quality/effectiveness. Scalability has been neglected so far, even though it is crucial for large real-world duplicate detection tasks. In this paper we scale up duplicate detection in graph data (DDG) to large amounts of data and pairwise comparisons, using the support of a relational database system. To this end, we first generalize the process of DDG. We then present how to scale algorithms for DDG in space (amount of data processed with limited main memory) and in time. Finally, we explore how complex similarity computation can be performed efficiently. Experiments on data an order of magnitude larger than data considered so far in DDG clearly show that our methods scale to large amounts of data not residing in main memory.