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The Puzzle Approach for Designing Context-Enabled Applications

Brecht Desmet, Kristof Vanhaesebrouck, Jorge Vallejos, Pascal Costanza, Wolfgang De Meuter
2007 XXVI International Conference of the Chilean Society of Computer Science (SCCC'07)  
To this end, we propose our Puzzle Approach, a conceptual framework specifically tailored to deal with context-enabled applications.  ...  At the heart of our puzzle approach lays a systematic plan of four steps to compute the most appropriate behaviour according to a concrete domain model and the running context.  ...  Remark The Puzzle Approach establishes a conceptual way of thinking about context-enabled applications.  ... 
doi:10.1109/sccc.2007.18 dblp:conf/sccc/DesmetVVCM07 fatcat:f47hptlac5cajpqikyrdm7s7zq

The Puzzle Approach for Designing Context-Enabled Applications

Brecht Desmet, Kristof Vanhaesebrouck, Jorge Vallejos, Pascal Costanza, Wolfgang De Meuter
2007 Chilean Computer Science Society (SCCC), Proceedings of the International Conference of the  
To this end, we propose our Puzzle Approach, a conceptual framework specifically tailored to deal with context-enabled applications.  ...  At the heart of our puzzle approach lays a systematic plan of four steps to compute the most appropriate behaviour according to a concrete domain model and the running context.  ...  Remark The Puzzle Approach establishes a conceptual way of thinking about context-enabled applications.  ... 
doi:10.1109/sccc.2007.4396974 fatcat:y3s7hccceff63eymkjv3n5pnam

An overview of interactive application composition approaches

Oleg Davidyuk, Iván Sánchez Milara, Ekaterina Gilman, Jukka Riekki
2015 Open Computer Science  
Furthermore,we look inside the design of user interfaces for visual and non-visual user tools and discuss their advantages and disadvantages.  ...  These approaches provide the necessary user tools and various user interfaces to enable users themselves to specify their needs and achieve their goals with composed applications.  ...  users' needs and other contexts, is specifically useful for creating ubiquitous applications.  ... 
doi:10.1515/comp-2015-0007 fatcat:36dowt2bojffded5siu7kufzr4

Developing Mobile Applications [chapter]

Gruia-Catalin Roman, Amy Murphy, Gian Pietro Picco
2004 Mobile Computing Handbook  
The context for computation, represented in Linda by a single, globally accessible, persistent tuple space, is reinterpreted in LIME as the transient sharing of the tuple spaces carried by individual mobile  ...  Additional constructs provide increased expressiveness, by enabling programs to deal with the location of tuples and to react to specified states.  ...  Any opinions, findings, and conclusions or recommendations expressed in this paper are those of the authors and do not necessarily reflect the views of the research sponsors.  ... 
doi:10.1201/9780203504086.ch2 fatcat:chdczzdpuffiblsulxthedser4

Mapping content plans into learning activities: Organizing a portfolio of e-learning activities for teaching emergent knowledge

L. Vaz, N. David
2013 2013 IEEE Global Engineering Education Conference (EDUCON)  
An issue that becomes especially important when the knowledge is emergent, i.e. when the activities that this knowledge enables are intensively supported by information and communication technologies,  ...  Details on the instructional model are provided; the reasons for implementing a green field e-learning platform are justified; an outline of the results obtained in a post-graduate course discipline of  ...  This step enables the learning designer to build a solid narrative that will be the anchor for the practice field. D.  ... 
doi:10.1109/educon.2013.6530258 dblp:conf/educon/VazD13 fatcat:fvpapsmwkje5bkm7rurgyk4qb4

Puzzle: A mobile application development environment using a jigsaw metaphor

Jose Danado, Fabio Paternò
2014 Journal of Visual Languages and Computing  
Implications: This study has indicated that the Puzzle visual environment has the potential to enable users to easily create applications and stimulate exploration of innovative scenarios through smartphones  ...  Integration of different modalities and usage of smart things was relevant for users. Conclusion: Puzzle has addressed the main objective.  ...  a responsive design approach.  ... 
doi:10.1016/j.jvlc.2014.03.005 fatcat:ioxdebqn6vaq3jcc2yoj4ngnl4

From Solving Puzzles to Designing Solutions: Integrating Design Thinking into Evidence Based Practice

Zaana Howard, Kate Davis
2011 Evidence Based Library and Information Practice  
Through curiosity, developing an understanding of the current context enables the crafting of a question that defines the problem accurately.  ...  Design thinking, in its simplest form, is an approach for solving business problems, similar to the way designers approach design problems (Dunne & Martin, 2006) .  ... 
doi:10.18438/b8tc81 fatcat:fduf7davlnfcrf6w7vebgrcdsu

Evaluating Usability of Cross-Platform Smartphone Applications [chapter]

Gebremariam Mesfin, Gheorghita Ghinea, Dida Midekso, Tor-Morten Grønli
2014 Lecture Notes in Computer Science  
In addition, we observed the prospect of HTML5 and related web technologies to enhance usability in composing Web APIs for smartphone applications.  ...  Thus, we observed that usability of the crossplatform crossword puzzle is unaffected on the respective native platforms and the SDK require only minimal configuration effort.  ...  that enables and supports touch events and design elements for a wide variety of tablets and smartphones in order to make them look and function like native applications [2] .  ... 
doi:10.1007/978-3-319-10359-4_20 fatcat:wiaohjwj4zhhvll4gdt3yx3c2m

Inside the Antichamber: How Purposeful Game Design Reveals and Refines Player Archetypes

2021 Issues in Information Systems  
In summary, we investigate how game design applies reflective practice, how the application of such theory influences players' behavior, and its implications for CreaSE.  ...  Using content analysis, we examine how the game design of Antichamber models the application of reflective practice, how this design reveals players' problem-solving and problem-setting skills through  ...  Given the context of crossing a large gap, however, falling is likely to be perceived as failure to solve the puzzle room and the application of an unsuccessful frame.  ... 
doi:10.48009/2_iis_2021_1-20 fatcat:vpjf4645evc3zerg5aqx4yp5xa

Programming Games for Logical Thinking

H. Tsalapatas
2013 EAI Endorsed Transactions on Serious Games  
The proposed learning design promotes structured algorithmic mindsets, is based on inclusive universal logic present in all cultures, and promotes constructivism educational approaches encouraging learners  ...  As a result, the responsibility for structuring related learning activities falls to teachers.  ...  This communication reflects the views only of the author and the Commission cannot be held responsible for any use which may be made of the information contained therein.  ... 
doi:10.4108/trans.gbl.01-06.2013.e4 fatcat:rdojbfe67vff3elaqfx4gch4pq

On the integration of verticals through 5G control plane

Kashif Mahmood, Toktam Mahmoodi, Riccardo Trivisonno, Anastasius Gavras, Dirk Trossen, Marco Liebsch
2017 2017 European Conference on Networks and Communications (EuCNC)  
We believe that the 5G control plane vision and the accompanying reference framework presented in this paper are important puzzle pieces in the overall 5G architecture.  ...  We discuss in detail the enabling concepts which are essential to realize this vision.  ...  ACKNOWLEDGEMENT The authors would like to thank Rui Aguiar, Hans Einsiedler, Xiaofeng Huang, Tarik Taleb, Slawomir Kuklinski, Xueli An, Daniel Corujo, Filipe Leito, Panagiotis Gouvas an Damien Lavaux for  ... 
doi:10.1109/eucnc.2017.7980677 dblp:conf/eucnc/MahmoodMTGTL17 fatcat:vbq3ye7vgfd25mpxirniaee5ty

Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review

Irini Malegiannaki, Τhanasis Daradoumis
2017 Computers & Education  
Analyzing the educational design, use and effect of spatial games for cultural heritage: a Literature Review.  ...  The article focuses, first, on the game genres and game plots used to cope with cultural content and then it investigates the contexts of use in which games for culture are applied and the social relationships  ...  Boyle, 2012) refer to such blended approaches that are usually technology mediated. Cultural heritage is one of the application areas of game-based approaches to learning.  ... 
doi:10.1016/j.compedu.2017.01.007 fatcat:2na2khvjf5fz3coih3zqkagria

Puzzle: A Visual-Based Environment for End User Development in Touch-Based Mobile Phones [chapter]

Jose Danado, Fabio Paternò
2012 Lecture Notes in Computer Science  
This paper is structured as follows: after discussing related work, Section 3 presents a sample application. Section 4 introduces the proposed approach for the development of mobile applications.  ...  In this paper, we present the Puzzle framework, which supports a visual environment for opportunistically creating mobile applications in touch-based mobile phones.  ...  For the second user test, a similar approach was considered.  ... 
doi:10.1007/978-3-642-34347-6_12 fatcat:nfii4mj2yjgv3eikzvunfmycay

Pervasive content-centric wireless networking

Hanno Wirtz, Matteo Ceriotti, Benjamin Grap, Klaus Wehrle
2014 Proceeding of IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks 2014  
Indeed, SO-Fi makes instant, content-centric wireless networking readily accessible to application designers.  ...  Current communication approaches assume network associations as a prerequisite to both content discovery and access.  ...  ACKNOWLEDGEMENTS This work was funded by the Deutsche Forschungsgemeinschaft (DFG) and the DFG Cluster of Excellence on Ultra High-Speed Mobile Information and Communication (UMIC).  ... 
doi:10.1109/wowmom.2014.6918968 dblp:conf/wowmom/WirtzCGW14 fatcat:k2qi3guhgjee7fingzzfrmguze

Software Architecture for Mobile Computing [chapter]

Amy L. Murphy, Gian Pietro Picco, Gruia-Catalin Roman
2003 Lecture Notes in Computer Science  
37 Enabling the Rapid Development of Mobile Applications ♦ Embody a conceptual model to facilitate the design of mobile applications ♦ Functional characteristics to consider ♦ Disconnected  ...  changing, and many applications must adapt to these changes ♦ Approaches to Adaptation: ♦ Application-transparent: adaptation is the responsibility of the system • Applications do not change, simplifies  ...  ♦ Possibly augmented by application constraints • e.g., to deal with security, or with specific application constraints 70 Design Alternatives -cont'd ♦ Degree of symmetry and transitivity ♦ Is everybody  ... 
doi:10.1007/978-3-540-39800-4_9 fatcat:g7uiakrkofetxbjzilds54jiey
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