Introduction
Web 2d dan 3d menerangkan persekitaran tentang bagaimana perilaku manusia tentang model yang dibina untuk persekitaran tempat. Manakala web semantik menerangkan tentang penggunaan antologi dan adaptif . Melalui kebanyakkan maklumat akan diproses di komputer dan setiap maklumat dibahagikan kepada setiap sistem. Kedua-dua maklumat ini penting dalam meningkatkan ciri-ciri penggunaan web teknologi dalam kehidupan manusia. Melalui web 3d dan 2d manusia apat mengetahui tentang stuktur bangunan di kawasan yang mereka kehendaki. Manakala web semantik adalah untuk memudahkan penggunaan sistem web dengan penggunaan sistem antologi dan adaptif.
Pengaruh pada Adopsi Syarikat Teknologi Web. pula adalah dengan pengunaan sistem e-commerce.Sistem ini adalah berasaskan e-dagang. Iaitu syarikat boleh menjual produk mereka mnelalui internet dengan pantas. Ia berbeza pula dengan sistem web base teknologi kerana ia tertumpu kepada untuk menyimpan maklumat dalam rakaian internet di tempat tersebut dan juga penggunaan v-net yang berkesan. Penggunaan web teknologi mereka ini berebeza antara satu sama lain. Manakala journal yang ke 5 pula menerangkan tentang pengunaan web internet sebagai pelayar maklumat daripada sistem web server. Yang mengandungi berjuta data web .Ia adalah sistem Web Aktif Technologies.Pengenalan bagi web teknologi ni memiliki pelbagai kegunaan dan pemahaman ia yang tersendiri pada setiap journal yang berbeza.
Diskusi
Di dalam perbincangan tentang web teknologi ini. Terdapat 5 journal yang akan diterangkan .Antara tajuk journal adalah Integrating Web 2D and 3D Technologies for Architectural Visualization Model SVG, Using Semantic Web Technologies for Information Adaptation , Influences on the Corporate Adoption of Web Tecnology, Web-Based Technologies: Reaching their Ultimate Potential on Restricted Budgets, Web Active Technologies.Model SVG membolehkan kami untuk mengimbas dan mengubahnya menjadi
model tertentu yang terdiri daripada sel-sel dan kejuruteraan dalam sistem web 3d dan 2d. Penggunaan simulasi 3d dan 2d dalam web teknologi ini lebih kepada pemahaman manusia untuk mengalami pengalaman mereka dalam bentuk simulasi 3d dan 2d ini.
Ia menggunakan model SVG format bagi menukar model CAD itu.Kemudian kami akan mengunakan model kejuruteraan supaya menjadi model yang akan digunakan. Ia berbeza dengan semantik web yang mengunakan sistem adaptif untuk mencari maklumat pentin g yang dibincangkan dalam journal 2. Sebahagian besar digunakan semantik (dan juga pengetahuan) adalah perwakilan ontologi.Ia adalah mudah untuk berkongsi maklumat dengan banyak antara komputer sistem. Integrating Web 2D and 3D Technologies adalah model kognitif mendefinisikan keupayaan pengguna untuk mengakses dan menafsirkan model persekitaran model Ini adalah gabungan daripada empat komponen:iaitu untuk melihat ,mengakses, menterjemah dan mengakui pengunaan ia.Manakala sistem web semantik lebih kepada pengetahuan penalaran untuk fakta-fakta baru yang berasal dari ontologi dan pemprosesan pengetahuan yang digunakan misalnya untuk mengekstrak semantik daripada tidak berstruktur teks. kemampuan untuk merestrukturisasi pengetahuan secara spontan sesuai dengan respon adaptif dalam Web semantik.
Perbezaan juga berlaku dalam cara sistem penggunaan web teknologi antara journal 1 dan 2 ini. Antaranya Integrating Web 2D and 3D Technologies ini Mesin menjalankan langkah simulasi dengan langkah, dan pada setiap langkah waktu itu menambah pengguna dari pintu masuk dan bergerak semua pengguna dengan satu lan untuk mengetahui, melihat, mencari, dan terus bertambah. penilaian perilaku dan kejuruteraan manusia boleh dibuat lebih mudah dan terlihat sebelum persekitaran dibina.Jadi ia memudahkan manusia merasai persekitaran tempat tersebut sebelum merasainya dalam bentuk sebenar.Manakala sistem semantik pula pengguna boleh mendapatkan perasaan bahawa sistem tahu segalanya tentang dirinya dan mengetahui segalanya rahsia dan nyeri.Masalah ini telah dibahas tentang mesin carian seperti Google. Jadi penguna mudah untuk mendapatkan maklumat cepat daripada sistem semantik ini.Sistem semantik ini mempunyai kaedah lain seperti Anologi. Ada banyak model ontologi digunakan, biasanya dibagi menjadi pengetahuan deklaratif dan tatacara. Ia menerangkan tentang pengetahuan deklaratif yang merangkumi model domain pengguna dan model konteks. pengetahuan tatacara meliputi adaptasi dan model aktiviti .pelbagai jenis domain dan mereka menggunakan, semua orang boleh fokus detail objek yang berbeza dan mencipta ontologi yang berbeza . Dengan cara ini pemetaan dan penggabungan membolehkan berkongsi pengetahuan yang lebih baik.
Seterusnya 3 lagi journal menerangkan pelbagai kaedah yang berbeza dalam pengunaannya. Influences on the Corporate Adoption of Web Tecnology menerangkan tentang penggunaan web teknologi dalam sistem yang bersepadu dan pengurusan yang sistematik. Web based pula tentang pengunaan sistem rakaian V-net yang berkesan dalam penggunaan sistem yang sistematik juga.Manakala Web Active Technologies adalah untuk menguruskan perkhidmatan internet yang berkesan. Melalui sistem Influences on the Corporate Adoption of Web Tecnology telah munculnya Web authoring model tradisional , alat pengurusan meningkat keinginan untuk penerbitan segera, sehingga remeh keperluan perancangan yang teliti, tinjauan ke masa depan, dan sistematik desain metodologi. Sistem ini adalah untuk memudahkan proses menguruskan kandungan pada sebuah file system yang tidak boleh menyokong keperluan, dengan lebih daripada 10.000 dokumen. Tujuannya adalah mengembangkan maklumat rendah pemeliharaan sistem, dengan dikendalikan oleh pengguna akhir. Merrill Lynch adalah mengganti teks yang berpusat sistem maklumat Mainframe dengan pelanggan / pelayan dan sistem berasaskan web bersepadu di bawah satu shell antara muka pengguna grafik. Mankala sistem V-net pula tujuan utama kami adalah untuk meningkatkan aliran maklumat dan akses bagi masyarakat pentadbiran dan akademik dalam cara yang mudah dan kos efektif.sistem dengan kurva belajar yang lebih pendek dan sokongan yang lebih rendah dan
keperluan pemeliharaan dari aplikasi high-end. pendidikan bersaskan web. Perbezaan yang diperolehi dalam penggunaan web teknologi dalam 2 journal ini amat berlainan. Sistem V-net lebih kepada penngunaan rakaian maklumat manakala .Sistem Influences on the Corporate Adoption of Web Tecnology adalah untuk menempatkan data maklumat yang banyak. Ia juga bersambun g antara satu sama lain. Jadi keduanya penting dalam sistem web teknologi ini.
Vnet harus lebih dari sekadar sistem portal. v-net direka oleh pelayan untuk pelbagai cara kegunaan. V-net adalah aplikasi yang kompleks dan unik dalam relatif jumlah masa yang singkat. Influences on the Corporate Adoption of Web Tecnology dapat meminimumkan sistem sokongan personel. Web ini juga dokumen penting yang berkaitan dengan untuk fungsi kejadian, pengurusan, penghantaran, dan muat turun. Ia juga meningkatkan fungsi untuk menguruskan koleksi, fungsi pengurusan dokumen penyokong seperti kawalan akses, struktur dan kandungan kawalan versi, kawalan konkurensi, notis perubahan, dan fungsi pengurusan link mengintegrasikan dalam pelayan Web.Manakala Journal 5 yang terakhir menerangkan tentang teknologi internet aktif. Web aktif berkembang dalam arah berikut iaitu perkhidmatan web, Semantic Web dan fungsional tunggal kosa kata XML. XML fungsional menyokong penghantaran lebih cepat daripada aplikasi di atas.Internet aktif adalah aplikasi penting dalam menguruskan sistem perhidmatan web. Ia adalah sebuah model perkhidmatan yang menggambarkan sifat yang melibatkan pelaksanaan perkhidmatan yang berkesan. Jadi perbezaan antara ketiga journal ini juga adalah berkait rapat antara satu sama lain dalam web teknologi.Iaitu menyimpan data , membuat rakaian dan mengruskan maklumat web.
REKOMENDASI
Pengaruh Pembangunan Teknologi
Salah satu faktor yang sangat mencabar pencipta teknologi baru telah tersedianya maklumat tentang bagaimana membuat teknologi ini boleh diakses. Sangat sedikit yang profesional, atau seharusnya diharapkan memiliki, kepercayaan untuk memiliki kesedaran yang cukup tentang implikasi aksesibilitas desain mereka. Journal 1 menerangkan tentang pengunaan teknologi baru virtual 3d dan 2d dalam simulasi pergerakkan.Ia juga melaksanakan SVG, yang merupakan bahasa untuk menerangkan graf dua dimensi dalam XML. Model Virtual pengguna merangkumi tiga komponen utama: pemodelan geometrik dan kawalan gerak, kognitif pemodelan, dan pemodelan perilaku. Pemodelan geometrik dan kawalan gerakan Virtual Pengguna menerangkan tentang pemodelan geometrik merangkumi 2D dan 3D modeling . Untuk tujuan ujian, ia menggunakan hanya dua
Virtual Pengguna: Bob dan Nancy. . Mesin simulasi menggunakan toolkit Batik SVG dengan
Java2D rendering mesin, dan Document Object Model (DOM) untuk melintasi pohon elemen desain. Mencipta usabilitybased model persekitaran. Kami bermula dari lapisan berasaskan CAD model, dan model dikonversi ke model SVG menengah. Ia berbeza dengan journal 2 yan g mengunakan teknologi Adaptif Web dan Ontologi. Ia juga persamaan pengunaan teknologi dari journal 5 . Kebanyakan penggunaan adaptasi adalah penting dalam e-learning. Belajar program boleh disesuaikan dengan keutamaan masing-masing pelajar, ramalan, belajar perkembangan dan gaya kognitif. web adaptif dapat memberikan pelbagai detail jumlah dan kandungan untuk jururawat dan doktor.
Ontologi pula sebagai perwakilan konseptualisasi bersama domain tertentu dan menyatakan itu sebagai komponen utama semantik web. OWL digunakan dalam sistem belajar teknik, di mana sistem menghasilkan ontologi baru atau validasi yang ada satu. Ada beberapa alat untuk merancang ontologi, Konteks model campur dengan model pengguna, definisi hirarki konsep penting dan keterangan sifat masing-masing Konsep. Para ontologi ditakrifkan dalam DAML-MINYAK atau OWL (Web Ontologi Language), Journal 3 mengunakan teknologi TGA membolehkan dalaman kumpulan pemasaran untuk menyampaikan maklumat pemasaran dalam banyak format dan media untuk kewangan perunding melalui intranet. Manakala journal 4 mengunakan sistem v-net.
Dalam web teknologi ini ada 3 tahap adaptasi.
persembahan( contohnya teks, audio)
kandungan (teks)
navigation(buton,loyaut)
Pengunaan yang lain dalam journal web teknologi keseluruhan
Perkhidmatan web , model Web, adaptasi, v-net aplikasi, Semantic Web dan web keselamatan aktif palatform.
Perkhidmatan web
hujah dikodekan ke dalam Unified Resource Identifier (URI) perkhidmatan, dan hasil yang dibungkus dalam XML dokumen yang pelayan menghantar kembali.permintaan dokumen web memainkan peranan pemprosesan transaksi, antrian permintaan, menerbitkan-melanggan notis event, standard untuk pengekodan maklumat, pendaftar perkhidmatan untuk pengenalan dan keterangan
model web
Ada banyak model kandungan adaptif (e-belajar) sistem seperti SACS Model atau aham.sualisasi, struktur .Dalam model mengikut Wikipedia Adaptive Kandungan System (SACS) ada dua pengguna peranan: Administrator dan Mahasiswa.
V-net Aplikasi
VRECORD
VRecord mempunyai kemampuan untuk arkib, update, dan mengambil nota pantas dan mudah. maklumat disimpan kosisten,
VCLASS
VClass merupakan alat akademik yang inovatif. Dengan menggunakan VClass ciri streaming, profesor memberikan para pelajar mereka dengan video versi kelas mereka
VCalendar
VCalendar memeluwap jumlah sangat besar maklumat tentang janji, tugas, dan peristiwa ke dalam format yang dikendalikan dan mudah diakses. Untuk mudah menguruskan tugas seharian.
VAdvising
VAdvising beberapa mengintegrasikan aplikasi yang ada seperti VCalendar, dan VRecord.bukan sekadar kenalan pelajar dengan guru tetapi sebagai pembangunan akedemik dan perancangan dan program.
Web keselamatan aktif platform
Arsitektur ini berorientasikan untuk memberikan dua ciri penting: monitoring mempercayai sistem kelenjar, dan replikasi dalam maklumat penting.menggunakan ontologi untuk menganalisis parameter dari OS, firewall, komponen antivirus, database pencerobohan dan sebagainya. Mereka tidak akan mengancam sistem keselamatan dengan adanya sistem ini. Justeru itu pengunaan anti-virus dan security penting bagi mengesan penceroboh internet.
Kesimpulan
Kombinasi dari kesimpulan yang dapat dilihat daripada 5 journal adalah. Pengunaan teknologi web daripada kelima journal ini adalah berinteraksi antara satu sama lain. Antaranya adalah Integrating Web 2D and 3D Technologies for Architectural Visualization Model SVG memperlihatkan tentang perilaku manusia dalam sistem simulasi 3d dan 2d . Dengan itu maklumat yang di simpan penting dalam pengunaan sistem Influences on the Corporate Adoption of Web Tecnology. Seterusnya journal 5 menerangkan tentang pengurusan maklumat. Dan journal 4 tentang rakaian maklumat daripada sistem v-net. Manakala journal 2 menerangkan tentang perkonsian maklumat yang mudah. Jadi setiap web teknologi ini adalah amat penting dalam kehidupan manusia. Ia membantu manusia menjalankan aktiviti seharian tanpa kesukaran menghadapinya. Dalam alaf yang baru ini pengunaan web teknologi akan terus berkembang pesat. Dengan adanya sistem ini manusia dapat berhubung dengan pantas dan mudah.
Sabtu, 15 Mei 2010
web active
ACTIVE INTERNET TECHNOLOGIES
Active Internet allows intermediate routers to perform calculations and provide results
up to the application layer. Web applications can inject programs into the Internet [3]. The
most important applications of active Internet stems directly from the need to manage and
monitor the network. Additionally new protocols and innovative cost-effective technologies
are employed at intermediate nodes [4]. In this section we distinguish three approaches to
active networks:
•permanent processing - a program resides in a network core node and is executed
providing some services to the application layer;
•indirect computation invocation: the router or switch analyses the packets that
could contain call to some program that is part of the router functionality;
•direct processing: the packet contains a small program that has to be executed
directly by the router.
WEB ACTIVE TECHNOLOGIES
Active Web is evolving in the following directions: Web services, Semantic Web and
functional single-vocabulary XML. Several Web initiatives and industry projects convert
Web space into active computing paradigm. Web services provide the functions of the
active Web, Semantic Web defines the data types and semantic between them, the
functional XML supports faster delivery of the applications over the Web [2].
Web services
The Web service paradigm is based on two classical models of Internet applications:
the Web model (Web browsers make document requests to Web servers), and the remote
method invocation (a host invokes a method on another host). In the Web service model,
the Web document request plays the role of method invocation, arguments are encoded
into the Unified Resource Identifier (URI) of the service, and results are packed in an XML
document that the server sends back. In addition, the Web service architecture
incorporates functions that are important for distributed computing: transaction processing, request queuing, publish-subscribe event notification, standards for encoding the information, registries for service identification and description, etc.
Semantic Web
The composition of Web services requires the existing services to be encoded in a
semantic form, defined in Semantic Web initiatives [13] The Semantic Web service model
is based on the description, invocation and execution of individual services, each
consisting of several operations. The manipulation of Web services by software
applications is the objective of the Semantic Web, where the complex tasks are formulated
as concepts and relationships between them.
Semantic concepts and relationships are declared in an ontology. Ontology is a
document or a file that formally defines relations among terms [9]. The ontology consists of
hierarchical definitions of important concepts and description of the properties of each
concept. The ontologies are defined in DAML-OIL or OWL (Web Ontology Language),
which is an ontology language describing the primitives in XML and RDF/RDF Schema.
The services are represented as classes (concepts). Knowledge about a service is
comprised of two classes: service profile and service model. A service profile is a class
that describes what a service requires and what it provides. A service model is a class that
describes properties that concern the service implementation.
ACTIVE WEB SECURITY PLATFORM
We propose here the first architectural characteristics of a combined active platform
based both on security Web services and active Internet components. The architecture is
oriented to provide two important characteristics: monitoring of the trustworthiness of
the system nodes, and secure replication of the critical information.
In this paper we present a method for using semantic web to create monitoring web
services that select security information internally and estimate the level of the
trustworthiness (Figure 4). The first type of web service – local trust service - uses
ontologies to analyze parameters from the OS, firewalls, antivirus components, database
invasion and so on. The second type, monitoring web service, is incorporated in a trusted
centre. It corresponds with the system nodes and selects confirmation that they are not
object of security threats.
Active Internet allows intermediate routers to perform calculations and provide results
up to the application layer. Web applications can inject programs into the Internet [3]. The
most important applications of active Internet stems directly from the need to manage and
monitor the network. Additionally new protocols and innovative cost-effective technologies
are employed at intermediate nodes [4]. In this section we distinguish three approaches to
active networks:
•permanent processing - a program resides in a network core node and is executed
providing some services to the application layer;
•indirect computation invocation: the router or switch analyses the packets that
could contain call to some program that is part of the router functionality;
•direct processing: the packet contains a small program that has to be executed
directly by the router.
WEB ACTIVE TECHNOLOGIES
Active Web is evolving in the following directions: Web services, Semantic Web and
functional single-vocabulary XML. Several Web initiatives and industry projects convert
Web space into active computing paradigm. Web services provide the functions of the
active Web, Semantic Web defines the data types and semantic between them, the
functional XML supports faster delivery of the applications over the Web [2].
Web services
The Web service paradigm is based on two classical models of Internet applications:
the Web model (Web browsers make document requests to Web servers), and the remote
method invocation (a host invokes a method on another host). In the Web service model,
the Web document request plays the role of method invocation, arguments are encoded
into the Unified Resource Identifier (URI) of the service, and results are packed in an XML
document that the server sends back. In addition, the Web service architecture
incorporates functions that are important for distributed computing: transaction processing, request queuing, publish-subscribe event notification, standards for encoding the information, registries for service identification and description, etc.
Semantic Web
The composition of Web services requires the existing services to be encoded in a
semantic form, defined in Semantic Web initiatives [13] The Semantic Web service model
is based on the description, invocation and execution of individual services, each
consisting of several operations. The manipulation of Web services by software
applications is the objective of the Semantic Web, where the complex tasks are formulated
as concepts and relationships between them.
Semantic concepts and relationships are declared in an ontology. Ontology is a
document or a file that formally defines relations among terms [9]. The ontology consists of
hierarchical definitions of important concepts and description of the properties of each
concept. The ontologies are defined in DAML-OIL or OWL (Web Ontology Language),
which is an ontology language describing the primitives in XML and RDF/RDF Schema.
The services are represented as classes (concepts). Knowledge about a service is
comprised of two classes: service profile and service model. A service profile is a class
that describes what a service requires and what it provides. A service model is a class that
describes properties that concern the service implementation.
ACTIVE WEB SECURITY PLATFORM
We propose here the first architectural characteristics of a combined active platform
based both on security Web services and active Internet components. The architecture is
oriented to provide two important characteristics: monitoring of the trustworthiness of
the system nodes, and secure replication of the critical information.
In this paper we present a method for using semantic web to create monitoring web
services that select security information internally and estimate the level of the
trustworthiness (Figure 4). The first type of web service – local trust service - uses
ontologies to analyze parameters from the OS, firewalls, antivirus components, database
invasion and so on. The second type, monitoring web service, is incorporated in a trusted
centre. It corresponds with the system nodes and selects confirmation that they are not
object of security threats.
web base
WHAT IS VNET?
One of our primary goals is to enhance the information flow and
access for both the administrative and academic communities in a
manner that is easy and cost effective. To this end, we want a
system with a shorter learning curve and lower support and
maintenance requirements than high-end applications. Other
web-based solutions in the educational market offer
implementation costs in our budget range, but their features do
not meet our requirements.
To be effective VNet has to be more than just a portal system. It
also needs to be a system platform that is very similar in design,
capabilities, and features to the Windows or Apple operating
systems. The major difference is that all VNet applications are
designed to run from the server, and they will mainly be accessed
through a web browser. Hence, VNet is a “web operating system
platform” with most of the basic capabilities a user may expect
from a traditional OS. That is, it has a desktop, applications,
development environment, and a built-in security system.
CAPABILITIES SUMMARY
VNet connects to all major databases (Oracle, MySQL,
Access, Sybase, Filemaker and others).
The server side and client side are compatible with the most
popular operating systems on the market (Windows, OS X
and Linux).
It has a secured and encrypted communication environment
including a virtual file management system that allows higher
file security.
It is mostly based on open source applications that allow
most of the built-in functionality of VNet to be available to
developers for modifications.
APPLICATIONS
VNet’s fast and efficient application development environment
has allowed us to create complex and unique applications in a
relatively short amount of time. We have been able to include
high-end features that are only available from prohibitively
expensive commercial applications. Currently, we have 16 fully
developed applications and others are under design.
VNet applications currently include: VDesktop (user customized
web environment), VAdmin (admin management), VContacts
(contact management), VCalendar (calendar and scheduling),
VRecord (records tracking), VHome (web user file management
environment), VHomepage (web page automated design), VClass
(electronic course management), VReservation (room and
equipment reservation system), VResource (electronic
publishing), VPublication (publication and search engine system),
VNews (news publication), VPurchase (purchasing management),
VReport (report generation), VAdvising (tools for advisor record
keeping and management).
VRECORD
VRecord provides the ability to archive, update, and retrieve
records quickly and easily. Input methods can be web form
submissions or scanned document attachments; yet the
information is stored in a consistent format for easy retrieval and
update purposes.
FigureVRecord also provides a view window with information on the
user’s academic and administration records and notifications of
the processing status of previously submitted documents. In
addition, VRecord can be used as a powerful tool to publish
encrypted web forms instantly.
VCLASS
VClass is an innovative academic tool. By using the VClass
streaming feature, professors provide their students with video
versions of their class lectures through the web without technical
intervention by technical staff. In addition, professors have the
ability to post any course related material such as notifications,
notes, practice problems, and much more on the Internet with the
click of a button.
Figure
VCALENDAR
VCalendar condenses the overwhelming amount of information
regarding appointments, tasks, and events into a manageable and easily accessible format. This application enables the user to sort
all the necessary and important day-to-day functions, to manage
workflow, and to list daily tasks and campus announcements.
VAdvising
VAdvising integrates several of the existing applications such as
VCalendar, and VRecord. The application not only facilitates
advising contact between students and advisors, but it also permits
the creation of databases critical to student academic development
planning and program. VAdvising has the ability to generate
reports based not only on the data created by the user but also
information from other databases; therefore, it provides faculty,
academic programs managers, and administrators a quick, costeffective
means of generating assessments, institutional
effectiveness reports, and other documents central to institutional
strategic planning and student academic management.
As an advising tool VAdvising makes it possible for students to
set up appointments with their advisors and to keep track of each
session. The advisor has his or her own portfolio in which they
manage their appointments, pull up a snapshot of the student’s
academic record from the student records system, see the
student’s request sheet which lists the issues to be discussed, and
make entries into a journal in which the outcomes of the academic
intervention for that session is recorded.
338
ADVANTAGES OVER TRADITIONAL
OPERATING SYSTEMS AND
APPLICATION PLATFORMS
VNet applications run on most popular operating systems
(Windows, OSX and Linux) without modifications.
It allows simpler network access
It has a higher level of scalability and security.
Productivity enhancement offered by VNet enables our
Institution to save time and money.
Users and developers can now focus less on technical
challenges and more on creative and business advancements.
It has a shorter learning curve with reduced overall cost for
data-intensive applications.
IMPACT OF VNET
College of NSM web presence has increased dramatically.
Total hits increased from approximately 2.3 million/year in
2002 to close to 14 million/year in 2003 (+600% increase).
Total unique users increased from around 25,000 in 2002 to
more than 110,000 in 2003(+440% increase).
One of our initial VNet applications, VClass, has
revolutionized the educational environment at UH. Since its
implementation, there has been an exponential increase in the number of faculty publishing course materials and some have gone as far as streaming classes on the Web on a daily basis.
Students have benefited enormously! Research studying the
effectiveness of VNet is currently being conducted at the
University of Houston. The preliminary results indicated
that streaming classes on a daily basis improved average test
scores in science classes by 5-10% percent.
Administrative applications such as VPurchase and VReport
are helping research by simplifying the processing of
preparing purchase orders for research supplies and
equipment. Faculty can now approve purchases from
anywhere in the world.
Collaboration between departments has increased and
duplication of technology efforts has decreased dramatically.
IT funding from external resources to the College has
increased substantially.
VTC is identified at the University as a leader in
technological development. Other colleges and academic
programs within the campus are benefiting from these
efforts.
One of our primary goals is to enhance the information flow and
access for both the administrative and academic communities in a
manner that is easy and cost effective. To this end, we want a
system with a shorter learning curve and lower support and
maintenance requirements than high-end applications. Other
web-based solutions in the educational market offer
implementation costs in our budget range, but their features do
not meet our requirements.
To be effective VNet has to be more than just a portal system. It
also needs to be a system platform that is very similar in design,
capabilities, and features to the Windows or Apple operating
systems. The major difference is that all VNet applications are
designed to run from the server, and they will mainly be accessed
through a web browser. Hence, VNet is a “web operating system
platform” with most of the basic capabilities a user may expect
from a traditional OS. That is, it has a desktop, applications,
development environment, and a built-in security system.
CAPABILITIES SUMMARY
VNet connects to all major databases (Oracle, MySQL,
Access, Sybase, Filemaker and others).
The server side and client side are compatible with the most
popular operating systems on the market (Windows, OS X
and Linux).
It has a secured and encrypted communication environment
including a virtual file management system that allows higher
file security.
It is mostly based on open source applications that allow
most of the built-in functionality of VNet to be available to
developers for modifications.
APPLICATIONS
VNet’s fast and efficient application development environment
has allowed us to create complex and unique applications in a
relatively short amount of time. We have been able to include
high-end features that are only available from prohibitively
expensive commercial applications. Currently, we have 16 fully
developed applications and others are under design.
VNet applications currently include: VDesktop (user customized
web environment), VAdmin (admin management), VContacts
(contact management), VCalendar (calendar and scheduling),
VRecord (records tracking), VHome (web user file management
environment), VHomepage (web page automated design), VClass
(electronic course management), VReservation (room and
equipment reservation system), VResource (electronic
publishing), VPublication (publication and search engine system),
VNews (news publication), VPurchase (purchasing management),
VReport (report generation), VAdvising (tools for advisor record
keeping and management).
VRECORD
VRecord provides the ability to archive, update, and retrieve
records quickly and easily. Input methods can be web form
submissions or scanned document attachments; yet the
information is stored in a consistent format for easy retrieval and
update purposes.
FigureVRecord also provides a view window with information on the
user’s academic and administration records and notifications of
the processing status of previously submitted documents. In
addition, VRecord can be used as a powerful tool to publish
encrypted web forms instantly.
VCLASS
VClass is an innovative academic tool. By using the VClass
streaming feature, professors provide their students with video
versions of their class lectures through the web without technical
intervention by technical staff. In addition, professors have the
ability to post any course related material such as notifications,
notes, practice problems, and much more on the Internet with the
click of a button.
Figure
VCALENDAR
VCalendar condenses the overwhelming amount of information
regarding appointments, tasks, and events into a manageable and easily accessible format. This application enables the user to sort
all the necessary and important day-to-day functions, to manage
workflow, and to list daily tasks and campus announcements.
VAdvising
VAdvising integrates several of the existing applications such as
VCalendar, and VRecord. The application not only facilitates
advising contact between students and advisors, but it also permits
the creation of databases critical to student academic development
planning and program. VAdvising has the ability to generate
reports based not only on the data created by the user but also
information from other databases; therefore, it provides faculty,
academic programs managers, and administrators a quick, costeffective
means of generating assessments, institutional
effectiveness reports, and other documents central to institutional
strategic planning and student academic management.
As an advising tool VAdvising makes it possible for students to
set up appointments with their advisors and to keep track of each
session. The advisor has his or her own portfolio in which they
manage their appointments, pull up a snapshot of the student’s
academic record from the student records system, see the
student’s request sheet which lists the issues to be discussed, and
make entries into a journal in which the outcomes of the academic
intervention for that session is recorded.
338
ADVANTAGES OVER TRADITIONAL
OPERATING SYSTEMS AND
APPLICATION PLATFORMS
VNet applications run on most popular operating systems
(Windows, OSX and Linux) without modifications.
It allows simpler network access
It has a higher level of scalability and security.
Productivity enhancement offered by VNet enables our
Institution to save time and money.
Users and developers can now focus less on technical
challenges and more on creative and business advancements.
It has a shorter learning curve with reduced overall cost for
data-intensive applications.
IMPACT OF VNET
College of NSM web presence has increased dramatically.
Total hits increased from approximately 2.3 million/year in
2002 to close to 14 million/year in 2003 (+600% increase).
Total unique users increased from around 25,000 in 2002 to
more than 110,000 in 2003(+440% increase).
One of our initial VNet applications, VClass, has
revolutionized the educational environment at UH. Since its
implementation, there has been an exponential increase in the number of faculty publishing course materials and some have gone as far as streaming classes on the Web on a daily basis.
Students have benefited enormously! Research studying the
effectiveness of VNet is currently being conducted at the
University of Houston. The preliminary results indicated
that streaming classes on a daily basis improved average test
scores in science classes by 5-10% percent.
Administrative applications such as VPurchase and VReport
are helping research by simplifying the processing of
preparing purchase orders for research supplies and
equipment. Faculty can now approve purchases from
anywhere in the world.
Collaboration between departments has increased and
duplication of technology efforts has decreased dramatically.
IT funding from external resources to the College has
increased substantially.
VTC is identified at the University as a leader in
technological development. Other colleges and academic
programs within the campus are benefiting from these
efforts.
influnce
The Hatter went on in a mournful
tone, “And ever since then, time
won’t do a thing that I ask! It’s
always six o’clock now.” A
bright idea came into Alice’s head.
“Is that the reason so many tea-things
are put out here?” she asked. “Yes,
that’s it,” said the Hatter with a
sigh: “It’s always tea-time, and
we’ve no time to wash the things
between whiles.” “Then, you keep
moving round, I suppose?” said Alice. “Exactly so,” said
the Hatter: “as the things get used up.” “But, what happens
when you come to the beginning again?” Alice ventured
to ask. “Suppose we change the subject,” the March Hare
interrupted [5]. Frequent prototyping during our early efforts to
build a Web information system (WIS) reminded us
of the Hatter’s comment, “it’s always tea-time …”
We often changed design strategies to take advantage
of ever-changing Web technologies, making it difficult
to move forward with “no time to wash the things between whiles.” Also, the advent of easy-touse Web authoring and management tools increased
the desire for instant publishing, thereby trivializing
the need for careful planning, foresight, and a systematic
design methodology.
A Marketing Information System
Wonderland
Merrill Lynch provides financial management and
advisory services to millions of households and businesses.
Through its Trusted Global Advisor (TGA)
initiative, Merrill Lynch is replacing its text-based,
mainframe information systems with client/server
and Web-based systems integrated under a single
graphical user interface shell [6]. TGA enables internal
marketing groups to deliver marketing information
in many formats and media to financial
consultants via an intranet. Subsets of this information
may also be delivered to clients and the general
public.
The systems development team received the following
requirements:
COMMUNICATIONS
Integrating Document Management
and the Web
Alice Marries the Mad Hatter
The traditional Web model of authoring and managing
content on a file system could not support our
requirements, with over 10,000 documents. One
goal was developing a low-maintenance information
system, easily managed by end users. Responsibilities
would be delegated and dispersed to various
stakeholders in the organization. Marketing departments,
products and services groups, editorial, legal,
and technical staff would collaborate through a centralized
document repository, minimizing systems
support personnel.
System Architecture, Challenges,
and Issues
The Newlyweds
To build successful WIS, Bieber et al. [2] urged
developers to observe systematic design methodologies,
integration, and evaluation techniques. As we
describe the highlights of our design methodology within that structure. A challenge was in defining
roles and ACLs without becoming too complex. We
had to balance strict control and flexibility.
Related Work
Supporters of the Marriage
Bieber et al. [2, 3] compare the existing Web infrastructure
to second-generation computing languages.
They recommend incorporating third- and
fourth-generation hypermedia features into the
Web. In addition, the Web lacks in other equally
important functionality pertaining to document
creation, management, delivery, and retrieval. This
concern is also shared by Rein et al. [9] who identify
the need for enhanced functionality to manage
collections, support document management functions
such as access control, structural and content
version control, concurrency control, change notification,
and integrate link management functions
within Web servers. They call for integrating document
management functionality into the Web infrastructure.
Efforts of the IETF Working Group to define standards
for a distributed authoring and versioning protocol
for the Web (WEBDAV) are a step in the right
direction. Whitehead [11] describes the proposed
extensions to the HTTP protocol to provide meta
tone, “And ever since then, time
won’t do a thing that I ask! It’s
always six o’clock now.” A
bright idea came into Alice’s head.
“Is that the reason so many tea-things
are put out here?” she asked. “Yes,
that’s it,” said the Hatter with a
sigh: “It’s always tea-time, and
we’ve no time to wash the things
between whiles.” “Then, you keep
moving round, I suppose?” said Alice. “Exactly so,” said
the Hatter: “as the things get used up.” “But, what happens
when you come to the beginning again?” Alice ventured
to ask. “Suppose we change the subject,” the March Hare
interrupted [5]. Frequent prototyping during our early efforts to
build a Web information system (WIS) reminded us
of the Hatter’s comment, “it’s always tea-time …”
We often changed design strategies to take advantage
of ever-changing Web technologies, making it difficult
to move forward with “no time to wash the things between whiles.” Also, the advent of easy-touse Web authoring and management tools increased
the desire for instant publishing, thereby trivializing
the need for careful planning, foresight, and a systematic
design methodology.
A Marketing Information System
Wonderland
Merrill Lynch provides financial management and
advisory services to millions of households and businesses.
Through its Trusted Global Advisor (TGA)
initiative, Merrill Lynch is replacing its text-based,
mainframe information systems with client/server
and Web-based systems integrated under a single
graphical user interface shell [6]. TGA enables internal
marketing groups to deliver marketing information
in many formats and media to financial
consultants via an intranet. Subsets of this information
may also be delivered to clients and the general
public.
The systems development team received the following
requirements:
COMMUNICATIONS
Integrating Document Management
and the Web
Alice Marries the Mad Hatter
The traditional Web model of authoring and managing
content on a file system could not support our
requirements, with over 10,000 documents. One
goal was developing a low-maintenance information
system, easily managed by end users. Responsibilities
would be delegated and dispersed to various
stakeholders in the organization. Marketing departments,
products and services groups, editorial, legal,
and technical staff would collaborate through a centralized
document repository, minimizing systems
support personnel.
System Architecture, Challenges,
and Issues
The Newlyweds
To build successful WIS, Bieber et al. [2] urged
developers to observe systematic design methodologies,
integration, and evaluation techniques. As we
describe the highlights of our design methodology within that structure. A challenge was in defining
roles and ACLs without becoming too complex. We
had to balance strict control and flexibility.
Related Work
Supporters of the Marriage
Bieber et al. [2, 3] compare the existing Web infrastructure
to second-generation computing languages.
They recommend incorporating third- and
fourth-generation hypermedia features into the
Web. In addition, the Web lacks in other equally
important functionality pertaining to document
creation, management, delivery, and retrieval. This
concern is also shared by Rein et al. [9] who identify
the need for enhanced functionality to manage
collections, support document management functions
such as access control, structural and content
version control, concurrency control, change notification,
and integrate link management functions
within Web servers. They call for integrating document
management functionality into the Web infrastructure.
Efforts of the IETF Working Group to define standards
for a distributed authoring and versioning protocol
for the Web (WEBDAV) are a step in the right
direction. Whitehead [11] describes the proposed
extensions to the HTTP protocol to provide meta
SEMANTIC WEB
On the web there is need to equip content with some meta-information about its
meaning (semantics). Mostly used semantic (and also knowledge) representation are
ontologies. Tagging information with its meaning is useful for many reasons: content is
understandable and reusable by machines [6] and can be easily shared among computer
systems. Another profit of semantics is in information searching, because it enables
searching by meaning not only by keywords contained in content.
Further ontology topics are knowledge reasoning for deriving new facts from
ontologies and knowledge processing used e.g. for extracting semantics from unstructured
text. Another inspirable term from human brain researches is cognitive flexibility defined as
ability to restructure knowledge spontaneously according to adaptive response.
There is a challenge how to appropriately represent various types of knowledge and
domains and how to interact these types when generating adaptive content. Everyone can
express same thing differently.
ADAPTIVE WEB
Adaptive web is advanced content providing and presenting technique. It provides
information on the web according to specific needs of users or user groups [2]. Adaptive
web is opposite concept than unified generic content, same for everyone. There are two
crucial problems in adaptation, at first how to identify these needs and second how to map
those needs to available resources. Most important usage of adaptation is in e-learning.
Learning courses can be adapted to each student's preferences, foreknowledge, learning
progress and cognitive style. Let's give some examples: In first [3] we have ontology,
which is branching structure, representing some knowledge. Then we can generate
learning content, such as slides, in reasonable order using preorder DFS of ontology class'
tree and we can also generate multi-choice test with class-subclass and class-instance
questions derived from ontology. In second example adaptive web can provide different
amount and detail of content to nurse and to medicine doctor according to their
foreknowledge.
Adaptive web technology is also applicable in recommender systems, which analyze
usage of entities (services, products etc.) in order to point out additional relevant and
interesting information or entities. In sales terminology this is called cross-selling.
There are three levels of adaptation:
presentation
content
navigation
In presentation level type of media (e.g. text, audio) or its form (e.g. visualization,
structure) is adapted. Blind user receives audio content instead of text; graphical symbols
are replaced by text description for text terminals etc.
In content level amount and detail of information is adapted. Alternatively completely
different content can be provided for different inputs. Example of content adaptation was
mentioned above.
Last level of adaptation is navigation one. Links are enabled or disabled, visible or
hidden, reordered or annotated according to appropriate or recommended next steps in
content absorbing by user. When system realizes that all prerequisites are learned,
following course can be recommended. Well-known type of navigation adaptation is
semaphore technique. Links are annotated by red, yellow or green symbol according to
appropriateness of such link for current user.
Information is adapted by user and context inputs. User input is related to user model
ontology mentioned below. Main factors of user inputs are his/her preferences, desired
goals, cognitive and learning style, foreknowledge and learning progress.
Context input is related to context model ontology. It can be very close to user input
in some cases. Let's give some examples: content can be adapted to device and its
properties e.g. PDA or mobile phone due to its limited-size display, in second example
presentation can be adapted according to user handicap e.g. audio representation for blind
user instead of text. We can discuss whether handicap is context or user input, but we
consider division of user as inner input and context as outer input and reason this way that
handicap is not something that comes from user inside.
There are many models for adaptive content (e-learning) systems such as SACS
model [1] or AHAM.
In model according to Simple Adaptive Content System (SACS) there are two user
roles: Administrator and Student. Administrator configures the system and adds new
content. Student is browsing available content and his/her study state is monitored by
system in order to offering most appropriate content,
WHAT is adapted
ACCORDING TO WHAT
HOW is adaptation made
In earlier model WHAT was represented by domain model, describing adaptable
content, ACCORDING TO WHAT was represented by user model, describing user
preferences, foreknowledge, cognitive and learning style and learning progress. Finally HOW was represented by adaptation model, rules that defines adaptation process itself. In later model according to new needs model was modified: ACCORDING TO WHAT is divided into user and context model and HOW is divided into activity and adaptation model (see Figure 2). Context model describes outer inputs entering to adaptation
process. There can be privacy issue in adaptive web, because of conflict between most possible adaptation of content according to individual user on the one side and his/her privacy on the other side. User can get feeling that systems know everything about him/her and knows all his/her secrets and pains. This problem was discussed about adaptable search engines such as Google.
ONTOLOGY
Sampson [6] defines ontology as representation of shared conceptualization of
particular domain and declares it as major semantic web component.
Because of instances are not reusable, we need to represent knowledge itself [5].
Usual representation of knowledge is branching structure e.g. concept graph, semantic net or mind-map, so ontology is also branching, defining classes and properties. In graph representation generating of new domains can be made using graph transformations. There are many ontology models used, usually divided into declarative and procedural knowledge. Declarative knowledge includes domain model (content, WHAT level of AHAM) and user and context models (ACCORDING TO WHAT). Procedural knowledge includes adaptation and activity models (HOW).
User model captures learner profile, and provides the information on which adaptivity
is based [3]. There are many specifications to describe user model based on XML e.g.
UserML, which was not accepted by community anyway, OWL and RDF(S) and some special like PAPI, LIP and ACCLIP [5]. User model can be predefined, e.g. according to expected profiles of user or adaptive according to individual user’s behavior. User model can learn from actively provided information (like configuring preferences or collaborative tagging) or passively from user’s interaction and behavior.
Domain model is internally represented by RDF(S) or special Web Ontology
Language (OWL). Domain model (and even user model) can be also imported from relation database [7]. It could be hard to describe domains appropriately because of its vast heterogeneity. OWL is used in system learning techniques, where system is
generating new ontology or is validating existing one. There are some tools for designing ontology e.g. Protégé.
Context model interfere with user model, we can consider user's handicap is in
context model instead of user model. Another example of context model is target device dependence (content needs to be adapted for display with reduced color depth or for device with limited transfer rates). Activity and adaptation model are procedural types of knowledge and both describe HOW adapt the content. Adaptation model is set of rules usually mapping domain, user
and context model (domain) to adapted content parts (range). For its description rule
based languages such as Lisp or Prolog is used or there are special semantic web
languages e.g. RIF (Rule Interchange Format), which is used mainly for interchange and rule languages conversion; SWRL (Semantic Web Rule Language) or OCL (Object Constraint Language).
We should mention importance of ontology mapping and merging [4]. Because of
various types of domains and their using, everyone can focus different detail of object and create different ontology. Mapping helps to find relevant classes in both ontologies. In this way mapping and merging enables better knowledge sharing. There are some tools for ontology mapping e.g. Pellet plug-in into Protégé ontology designing software.
meaning (semantics). Mostly used semantic (and also knowledge) representation are
ontologies. Tagging information with its meaning is useful for many reasons: content is
understandable and reusable by machines [6] and can be easily shared among computer
systems. Another profit of semantics is in information searching, because it enables
searching by meaning not only by keywords contained in content.
Further ontology topics are knowledge reasoning for deriving new facts from
ontologies and knowledge processing used e.g. for extracting semantics from unstructured
text. Another inspirable term from human brain researches is cognitive flexibility defined as
ability to restructure knowledge spontaneously according to adaptive response.
There is a challenge how to appropriately represent various types of knowledge and
domains and how to interact these types when generating adaptive content. Everyone can
express same thing differently.
ADAPTIVE WEB
Adaptive web is advanced content providing and presenting technique. It provides
information on the web according to specific needs of users or user groups [2]. Adaptive
web is opposite concept than unified generic content, same for everyone. There are two
crucial problems in adaptation, at first how to identify these needs and second how to map
those needs to available resources. Most important usage of adaptation is in e-learning.
Learning courses can be adapted to each student's preferences, foreknowledge, learning
progress and cognitive style. Let's give some examples: In first [3] we have ontology,
which is branching structure, representing some knowledge. Then we can generate
learning content, such as slides, in reasonable order using preorder DFS of ontology class'
tree and we can also generate multi-choice test with class-subclass and class-instance
questions derived from ontology. In second example adaptive web can provide different
amount and detail of content to nurse and to medicine doctor according to their
foreknowledge.
Adaptive web technology is also applicable in recommender systems, which analyze
usage of entities (services, products etc.) in order to point out additional relevant and
interesting information or entities. In sales terminology this is called cross-selling.
There are three levels of adaptation:
presentation
content
navigation
In presentation level type of media (e.g. text, audio) or its form (e.g. visualization,
structure) is adapted. Blind user receives audio content instead of text; graphical symbols
are replaced by text description for text terminals etc.
In content level amount and detail of information is adapted. Alternatively completely
different content can be provided for different inputs. Example of content adaptation was
mentioned above.
Last level of adaptation is navigation one. Links are enabled or disabled, visible or
hidden, reordered or annotated according to appropriate or recommended next steps in
content absorbing by user. When system realizes that all prerequisites are learned,
following course can be recommended. Well-known type of navigation adaptation is
semaphore technique. Links are annotated by red, yellow or green symbol according to
appropriateness of such link for current user.
Information is adapted by user and context inputs. User input is related to user model
ontology mentioned below. Main factors of user inputs are his/her preferences, desired
goals, cognitive and learning style, foreknowledge and learning progress.
Context input is related to context model ontology. It can be very close to user input
in some cases. Let's give some examples: content can be adapted to device and its
properties e.g. PDA or mobile phone due to its limited-size display, in second example
presentation can be adapted according to user handicap e.g. audio representation for blind
user instead of text. We can discuss whether handicap is context or user input, but we
consider division of user as inner input and context as outer input and reason this way that
handicap is not something that comes from user inside.
There are many models for adaptive content (e-learning) systems such as SACS
model [1] or AHAM.
In model according to Simple Adaptive Content System (SACS) there are two user
roles: Administrator and Student. Administrator configures the system and adds new
content. Student is browsing available content and his/her study state is monitored by
system in order to offering most appropriate content,
WHAT is adapted
ACCORDING TO WHAT
HOW is adaptation made
In earlier model WHAT was represented by domain model, describing adaptable
content, ACCORDING TO WHAT was represented by user model, describing user
preferences, foreknowledge, cognitive and learning style and learning progress. Finally HOW was represented by adaptation model, rules that defines adaptation process itself. In later model according to new needs model was modified: ACCORDING TO WHAT is divided into user and context model and HOW is divided into activity and adaptation model (see Figure 2). Context model describes outer inputs entering to adaptation
process. There can be privacy issue in adaptive web, because of conflict between most possible adaptation of content according to individual user on the one side and his/her privacy on the other side. User can get feeling that systems know everything about him/her and knows all his/her secrets and pains. This problem was discussed about adaptable search engines such as Google.
ONTOLOGY
Sampson [6] defines ontology as representation of shared conceptualization of
particular domain and declares it as major semantic web component.
Because of instances are not reusable, we need to represent knowledge itself [5].
Usual representation of knowledge is branching structure e.g. concept graph, semantic net or mind-map, so ontology is also branching, defining classes and properties. In graph representation generating of new domains can be made using graph transformations. There are many ontology models used, usually divided into declarative and procedural knowledge. Declarative knowledge includes domain model (content, WHAT level of AHAM) and user and context models (ACCORDING TO WHAT). Procedural knowledge includes adaptation and activity models (HOW).
User model captures learner profile, and provides the information on which adaptivity
is based [3]. There are many specifications to describe user model based on XML e.g.
UserML, which was not accepted by community anyway, OWL and RDF(S) and some special like PAPI, LIP and ACCLIP [5]. User model can be predefined, e.g. according to expected profiles of user or adaptive according to individual user’s behavior. User model can learn from actively provided information (like configuring preferences or collaborative tagging) or passively from user’s interaction and behavior.
Domain model is internally represented by RDF(S) or special Web Ontology
Language (OWL). Domain model (and even user model) can be also imported from relation database [7]. It could be hard to describe domains appropriately because of its vast heterogeneity. OWL is used in system learning techniques, where system is
generating new ontology or is validating existing one. There are some tools for designing ontology e.g. Protégé.
Context model interfere with user model, we can consider user's handicap is in
context model instead of user model. Another example of context model is target device dependence (content needs to be adapted for display with reduced color depth or for device with limited transfer rates). Activity and adaptation model are procedural types of knowledge and both describe HOW adapt the content. Adaptation model is set of rules usually mapping domain, user
and context model (domain) to adapted content parts (range). For its description rule
based languages such as Lisp or Prolog is used or there are special semantic web
languages e.g. RIF (Rule Interchange Format), which is used mainly for interchange and rule languages conversion; SWRL (Semantic Web Rule Language) or OCL (Object Constraint Language).
We should mention importance of ontology mapping and merging [4]. Because of
various types of domains and their using, everyone can focus different detail of object and create different ontology. Mapping helps to find relevant classes in both ontologies. In this way mapping and merging enables better knowledge sharing. There are some tools for ontology mapping e.g. Pellet plug-in into Protégé ontology designing software.
3d
Environment Modeling in SVG and X3D
We have developed a systematic approach to create the usabilitybased
environment model. We started from a layer-based CAD
model, and converted the model to an intermediate SVG model.
This SVG model allowed us to scan it and convert it into a
discrete model consisting of spatial cells. The cells are then
assigned usability properties according to their design element
types. The discrete space model is also in SVG format, which has
proven to be an effective data structure for environment models
and behavior simulation.
Environment Geometry Modeling
To make the case study simple without losing generality, we used
the popular layer-based DXF format to build the CAD model ofUtilizing CAD models makes our simulation practical and
eventually applicable to everyday design practice, which is the
ultimate objective of this research. Our approach, however, is not
tied to any particular CAD software. Rather, it is designed as a
reusable tool for working with traditional graphic models and
Building Information Models. To apply the simulation to design
practice, a designer needs minimal extra effort to follow a
naming convention for the components of CAD models, e.g.
layers in layer-based models, or objects in object-oriented
models, in which doors, walls, windows, etc. are presented as
layers or objects, respectively. By naming the design components
in an easy-to-follow convention and marking the components’ zbuffer
Environment Usability Modeling
We first convert the CAD model into an intermediate model in
SVG format, and then built a discrete spatial model, which
became our usability model.
To model usability information, we applied SVG, which is a
language for describing two-dimensional graphics in XML (W3C
Recommendation). Using a graphics formatter, a SVG document
can be presented in a graphical way, e.g. a design drawing
(Figure 4). The following advantages of SVG make it very useful
for creating the usability-based model for our simulation:
SVG is semantically rich: the graphical information is always
associated with meaningful textual information. It allows
representation of both graphical and non-graphical data in an
open, published XML schema. Thus a rectangle represents not
only a shape, but also the meaning, which can be a door, a
User Modeling in SVG and VRML (H-Anim)
The Virtual User model includes three major components: (1)
geometric modeling and motion control, (2) cognitive modeling,
and (3) behavioral modeling.
Geometric Modeling and Motion Control of
Virtual Users
Geometric modeling includes 2D and 3D modeling. 2D modeling
is used for behavioral simulation and 3D modeling is used for
behavioral visualization.
The Virtual User’s 2D model is a fairly abstract symbol used for
user model design and checking purposes in the simulation phase.
The Virtual User utilizes SVG format for the same purpose of
presenting both geometrical and non-geometrical information.
As shown in Figure 8, its graphical view is made of a filled circle
and a short line indicating the facing direction of a Virtual User.
Cognitive Modeling of Virtual Users
Cognitive modeling defines the users’ ability to access and
interpret the environment model. It is the combination of four
components: (1) “seeing,” i.e. accessing the relevant parts of the
environment model within a circular area in front of a user in
real-time, and translating them into terms that correspond to the
virtual user’s cognitive model, for such purposes as avoiding
collisions and recognizing an acquaintance or an object; (2)
“knowing” the entire environment in advance to help make basic
decision of what to do and how to behave, much like a frequent
visitor has knowledge about the location and orientation of
benches, so they can seek them out in order to sit on one; (3)
“finding” paths using A* algorithm, which is widely used for
searching the shortest path in games. We optimized A* in our
simulation to reduce the search space from the total number of
cells to a subset of cells within a rectangle with a user’s starting
and target points as corners; and (4) “counting” the duration of a
specific behavior, such as sitting, to make a decision about what
to do next: continue sitting or walk away.
Behavioral Modeling of Virtual Users
Behavioral modeling is the most critical issue underlying the
simulation because it must mimic closely how humans behave in
phase. Public distance is not affecting users’ movement because
other persons’ present can be seen only peripherally in this
distance
Sample scenarios
Combining all the four components: Artificial Life algorithms,
social spaces, environmental effects, and randomization, we built
a user model to simulate individual and group behaviors. The
implementation details will be discussed in Section 4.
The following two scenarios are intended to test how the
behavior simulation works. They reveal that many behavior
patterns can be simulated. For testing purposes, we used only two
Virtual Users: Bob and Nancy. The implementation is achieved
with VRML and Java through External Authoring Interface
(EAI).
Simulation Results
We integrated the environment model and the user model into our
behavior simulation in the run time through a simulation engine.
The simulation engine first loads the environment model and
parses the model’s graphical and usability properties, then creates
a Virtual User group—a list that allows an unlimited number of
user models to be added into, and upon completion of a journey
removed from the list. The engine runs the simulation step by
step, and at each time step (one second) it adds users from the
entrances and moves all the users by one step. The Virtual Users
acquire environmental knowledge through the cognitive
processes (knowing, seeing, finding, and counting) so that the
users know, for example, where they can walk and where they
can sit. Then the engine lets the Virtual Users move following
behavior rules, e.g. shortest path, group movement rules, and
social spaces. The simulation engine uses Batik SVG toolkit with
Java2D rendering engine, and Document Object Model (DOM)
to traverse the design element tree of the environment model [see
Conclusions and Future Work
Our simulation has been considered by A/E/C experts a
significant topic dealing with evaluation of human spatial
behavior that can be made visible before construction. It raises
hopes that future modeling of users in designed environments
may be less crude than it is today. We expect, with our
environmental behavior simulation, human behavior analysis as
one of the most important aspects in environmental design can be
integrated into designers’ daily design practices seamlessly. The
evaluation of human spatial behavior can be made easier and
visible before the environment is built. This will encourage
designers to pay more attention to users and therefore innovative
environments concerning more about the needs of people can be
designed and built. We also expect in A/E/C industry, XML and
Web-based graphics technologies, because of their flexibility and
extensibility, will greatly facilitate the representation of design
information such as geometries, usability, materials or activities
such as design and construction.
We have developed a systematic approach to create the usabilitybased
environment model. We started from a layer-based CAD
model, and converted the model to an intermediate SVG model.
This SVG model allowed us to scan it and convert it into a
discrete model consisting of spatial cells. The cells are then
assigned usability properties according to their design element
types. The discrete space model is also in SVG format, which has
proven to be an effective data structure for environment models
and behavior simulation.
Environment Geometry Modeling
To make the case study simple without losing generality, we used
the popular layer-based DXF format to build the CAD model ofUtilizing CAD models makes our simulation practical and
eventually applicable to everyday design practice, which is the
ultimate objective of this research. Our approach, however, is not
tied to any particular CAD software. Rather, it is designed as a
reusable tool for working with traditional graphic models and
Building Information Models. To apply the simulation to design
practice, a designer needs minimal extra effort to follow a
naming convention for the components of CAD models, e.g.
layers in layer-based models, or objects in object-oriented
models, in which doors, walls, windows, etc. are presented as
layers or objects, respectively. By naming the design components
in an easy-to-follow convention and marking the components’ zbuffer
Environment Usability Modeling
We first convert the CAD model into an intermediate model in
SVG format, and then built a discrete spatial model, which
became our usability model.
To model usability information, we applied SVG, which is a
language for describing two-dimensional graphics in XML (W3C
Recommendation). Using a graphics formatter, a SVG document
can be presented in a graphical way, e.g. a design drawing
(Figure 4). The following advantages of SVG make it very useful
for creating the usability-based model for our simulation:
SVG is semantically rich: the graphical information is always
associated with meaningful textual information. It allows
representation of both graphical and non-graphical data in an
open, published XML schema. Thus a rectangle represents not
only a shape, but also the meaning, which can be a door, a
User Modeling in SVG and VRML (H-Anim)
The Virtual User model includes three major components: (1)
geometric modeling and motion control, (2) cognitive modeling,
and (3) behavioral modeling.
Geometric Modeling and Motion Control of
Virtual Users
Geometric modeling includes 2D and 3D modeling. 2D modeling
is used for behavioral simulation and 3D modeling is used for
behavioral visualization.
The Virtual User’s 2D model is a fairly abstract symbol used for
user model design and checking purposes in the simulation phase.
The Virtual User utilizes SVG format for the same purpose of
presenting both geometrical and non-geometrical information.
As shown in Figure 8, its graphical view is made of a filled circle
and a short line indicating the facing direction of a Virtual User.
Cognitive Modeling of Virtual Users
Cognitive modeling defines the users’ ability to access and
interpret the environment model. It is the combination of four
components: (1) “seeing,” i.e. accessing the relevant parts of the
environment model within a circular area in front of a user in
real-time, and translating them into terms that correspond to the
virtual user’s cognitive model, for such purposes as avoiding
collisions and recognizing an acquaintance or an object; (2)
“knowing” the entire environment in advance to help make basic
decision of what to do and how to behave, much like a frequent
visitor has knowledge about the location and orientation of
benches, so they can seek them out in order to sit on one; (3)
“finding” paths using A* algorithm, which is widely used for
searching the shortest path in games. We optimized A* in our
simulation to reduce the search space from the total number of
cells to a subset of cells within a rectangle with a user’s starting
and target points as corners; and (4) “counting” the duration of a
specific behavior, such as sitting, to make a decision about what
to do next: continue sitting or walk away.
Behavioral Modeling of Virtual Users
Behavioral modeling is the most critical issue underlying the
simulation because it must mimic closely how humans behave in
phase. Public distance is not affecting users’ movement because
other persons’ present can be seen only peripherally in this
distance
Sample scenarios
Combining all the four components: Artificial Life algorithms,
social spaces, environmental effects, and randomization, we built
a user model to simulate individual and group behaviors. The
implementation details will be discussed in Section 4.
The following two scenarios are intended to test how the
behavior simulation works. They reveal that many behavior
patterns can be simulated. For testing purposes, we used only two
Virtual Users: Bob and Nancy. The implementation is achieved
with VRML and Java through External Authoring Interface
(EAI).
Simulation Results
We integrated the environment model and the user model into our
behavior simulation in the run time through a simulation engine.
The simulation engine first loads the environment model and
parses the model’s graphical and usability properties, then creates
a Virtual User group—a list that allows an unlimited number of
user models to be added into, and upon completion of a journey
removed from the list. The engine runs the simulation step by
step, and at each time step (one second) it adds users from the
entrances and moves all the users by one step. The Virtual Users
acquire environmental knowledge through the cognitive
processes (knowing, seeing, finding, and counting) so that the
users know, for example, where they can walk and where they
can sit. Then the engine lets the Virtual Users move following
behavior rules, e.g. shortest path, group movement rules, and
social spaces. The simulation engine uses Batik SVG toolkit with
Java2D rendering engine, and Document Object Model (DOM)
to traverse the design element tree of the environment model [see
Conclusions and Future Work
Our simulation has been considered by A/E/C experts a
significant topic dealing with evaluation of human spatial
behavior that can be made visible before construction. It raises
hopes that future modeling of users in designed environments
may be less crude than it is today. We expect, with our
environmental behavior simulation, human behavior analysis as
one of the most important aspects in environmental design can be
integrated into designers’ daily design practices seamlessly. The
evaluation of human spatial behavior can be made easier and
visible before the environment is built. This will encourage
designers to pay more attention to users and therefore innovative
environments concerning more about the needs of people can be
designed and built. We also expect in A/E/C industry, XML and
Web-based graphics technologies, because of their flexibility and
extensibility, will greatly facilitate the representation of design
information such as geometries, usability, materials or activities
such as design and construction.
Jumaat, 14 Mei 2010
CONCLUSION
While the new techniques and paradigm of Web 2.0 present challenges to Web accessibility, there is much opportunity as well. New technologies bring new abilities, on which we should
capitalize while being response to potential new problems. Web 2.0 and Semantic Web, often viewed as alternatives to each other, actually help to solve each other’s problems. Web 2.0 brings
Interactivity and information sharing, while Semantic Web brings semantics to the process, beneficial to accessibility as well as to the robustness of the combined platform. This is a rich field in which accessibility advocates can work.
capitalize while being response to potential new problems. Web 2.0 and Semantic Web, often viewed as alternatives to each other, actually help to solve each other’s problems. Web 2.0 brings
Interactivity and information sharing, while Semantic Web brings semantics to the process, beneficial to accessibility as well as to the robustness of the combined platform. This is a rich field in which accessibility advocates can work.
RECOMMENDATION
Influence Technology Development
One factor that has greatly challenged the creators of new technologies has been unavailability of information about how to make these technologies accessible. Very few professionals have, or should be expected to have, the credentials to have sufficient awareness about the accessibility implications of their designs. Most do not even have access to people with the appropriate credentials, even if they are motivated to attend to the issue. As the pace of technological innovation continues to accelerate, meanwhile, it will become increasingly difficult for those who do have accessibility credentials to be “at the table” at all the place they need to. Therefore, it will be crucial that, as a community, we make available effective guidelines for the design of technologies themselves to incorporate accessibility support. These guidelines need to be understandable by a technology developer who is pressed for time, and comprehensive enough that, if followed, there is acceptable assurance that real accessibility will result.
Xml Accessibility Guidelines
Any early example of this type of specification is the XML Accessibility Guidelines from the World Wide Web Consortium. Although only a draft, and at this time both dated and incomplete, this document provides basic principles for ensuring that accessibility principles are built into XML-based languages. As a community, we need to reinvigorate this or a similar
specification and ensure it is applicable to the various kinds of technologies that we can foresee being developed.
Accessible Rich Internet Applications
The development of new technologies requires, however, more than simple vigilance to ensure accessibility features are included. New technologies bring new paradigms, sometimes in quite
unexpected ways. While the accessibility problems and solutions of currently deployed technologies are reasonably well understood, new technologies can introduce new kinds of
challenges for accessibility. The optimal solutions to these challenges might not be immediately apparent and will require experience and research to develop. The development of such solutions, in turn, is required to implement the necessary features in the technologies. Thus, it is all the more critical that accessibility advocates be involved in an active way at the earliest
stages of any technology development. As part of the solution to Web 2.0, the W3C Web Accessibility Initiative is developing a suite of specifications for Accessible Rich Internet Applications. Described in the Roadmap for Accessible Rich Internet Applications, it describes the technologies to map controls, AJAX live regions and events to accessibility APIs, including custom controls used for Rich Internet Applications as well as techniques to mark common Web
Structures as menus, primary content, and secondary content. The technical specifications are provided in two parts: Roles for Accessible Rich Internet Applications and States and
Properties Module for Accessible Rich Internet Applications. WAI-ARIA Roles identifies the types of widgets that are recognized by accessibility products, and provides an ontology of
roles for these that can be attached to content. WAI-ARIA States and Properties allows authors to declare important properties of an element that affect and describe interaction.
The Accessible Rich Internet Applications suite is specifically designed as a bridge between established and emerging technologies. HTML does not provide all the semantic features
needed for accessibility, and the new forms of interaction possible with Dynamic HTML and AJAX push the semantic requirements further. Therefore, WAI-ARIA catalogs the semantics currently understood by assistive technologies and provides a mechanism to attach those semantics to Web content. The mechanism to attach WAI-ARIA to Web content uses standardized technologies of namespaces and XHTML modularization, and the ontology of roles is implemented in Web Ontology Language. Since HTML does not support these features, a technique is provided to use the “class” attribute to provide WAI-ARIA information. This is similar to how micro formats are used, though distinct as well because it provides multiple values and provides a mechanism to use other values of the attribute for other purposes. Use of these standard technologies, many of which are core enabling technologies for the Semantic Web, is expected to ensure forwards compatibility. However, it may prove that the ontology of roles and states will be directly adopted by future technologies and the need to provide WAI-ARIA support as a semi-separate effort will diminish.
Research
The WAI-ARIA suite is the result of active research by participants in the Web Accessibility Initiative working groups. To keep pace with technological change, ongoing research is very
important. Research is needed to discover problems in new technologies early, and then to develop effective methods of resolving those problems for people with disabilities. This will
require creativity and technical innovation. When developing solutions, approaches that yield an optimal cost/benefit balance must be high priority.
Work With Community
One trend that has provided important new opportunities for accessibility has been the rise of community developed tools, particularly user agents. Accessibility advocates unable to obtain
rapid results in the implementation of accessibility features in mainstream products have been able to contribute accessibility features to community developed products such as Firefox. This
has had the direct benefit of making needed accessibility features available sooner. It has also provided a forum for accessibility advocates to have a voice in the future of Web technology. This in turn has created real market pressure that has led to an acceleration in the implementation of accessibility features in mainstream products. Note that mainstream technologies are not
likely to lose their market dominance by this trend, but the ability for people with specialized needs, including people with disabilities, to develop their own solutions has led to noticeable
increases in attention from all technology developers. In support of all this growth of the field, there will be a need for increased professionalization of Web accessibility. In particular,
Accessibility-oriented design expertise will be in demand, as well as accessibility evaluation expertise. Designers must be able to create template designs, reusable widgets, and most large organizations will engage staff or consultants as part of the normal process of creating Web sites. Evaluators will verify to third parties that sites created by these designers do in fact meet the needs of people with disabilities. Finally, advocacy will continue to play a vital role in maintaining this trajectory of the field of accessibility. Without the work of advocates,
The awareness that currently exists will fade again. Advocacy has brought about the research into solutions for accessibility problems, and created a social and legal environment in which organizations developing Web technologies and Web sites pay attention to the issues. This is a trend which we must work actively to maintain.
One factor that has greatly challenged the creators of new technologies has been unavailability of information about how to make these technologies accessible. Very few professionals have, or should be expected to have, the credentials to have sufficient awareness about the accessibility implications of their designs. Most do not even have access to people with the appropriate credentials, even if they are motivated to attend to the issue. As the pace of technological innovation continues to accelerate, meanwhile, it will become increasingly difficult for those who do have accessibility credentials to be “at the table” at all the place they need to. Therefore, it will be crucial that, as a community, we make available effective guidelines for the design of technologies themselves to incorporate accessibility support. These guidelines need to be understandable by a technology developer who is pressed for time, and comprehensive enough that, if followed, there is acceptable assurance that real accessibility will result.
Xml Accessibility Guidelines
Any early example of this type of specification is the XML Accessibility Guidelines from the World Wide Web Consortium. Although only a draft, and at this time both dated and incomplete, this document provides basic principles for ensuring that accessibility principles are built into XML-based languages. As a community, we need to reinvigorate this or a similar
specification and ensure it is applicable to the various kinds of technologies that we can foresee being developed.
Accessible Rich Internet Applications
The development of new technologies requires, however, more than simple vigilance to ensure accessibility features are included. New technologies bring new paradigms, sometimes in quite
unexpected ways. While the accessibility problems and solutions of currently deployed technologies are reasonably well understood, new technologies can introduce new kinds of
challenges for accessibility. The optimal solutions to these challenges might not be immediately apparent and will require experience and research to develop. The development of such solutions, in turn, is required to implement the necessary features in the technologies. Thus, it is all the more critical that accessibility advocates be involved in an active way at the earliest
stages of any technology development. As part of the solution to Web 2.0, the W3C Web Accessibility Initiative is developing a suite of specifications for Accessible Rich Internet Applications. Described in the Roadmap for Accessible Rich Internet Applications, it describes the technologies to map controls, AJAX live regions and events to accessibility APIs, including custom controls used for Rich Internet Applications as well as techniques to mark common Web
Structures as menus, primary content, and secondary content. The technical specifications are provided in two parts: Roles for Accessible Rich Internet Applications and States and
Properties Module for Accessible Rich Internet Applications. WAI-ARIA Roles identifies the types of widgets that are recognized by accessibility products, and provides an ontology of
roles for these that can be attached to content. WAI-ARIA States and Properties allows authors to declare important properties of an element that affect and describe interaction.
The Accessible Rich Internet Applications suite is specifically designed as a bridge between established and emerging technologies. HTML does not provide all the semantic features
needed for accessibility, and the new forms of interaction possible with Dynamic HTML and AJAX push the semantic requirements further. Therefore, WAI-ARIA catalogs the semantics currently understood by assistive technologies and provides a mechanism to attach those semantics to Web content. The mechanism to attach WAI-ARIA to Web content uses standardized technologies of namespaces and XHTML modularization, and the ontology of roles is implemented in Web Ontology Language. Since HTML does not support these features, a technique is provided to use the “class” attribute to provide WAI-ARIA information. This is similar to how micro formats are used, though distinct as well because it provides multiple values and provides a mechanism to use other values of the attribute for other purposes. Use of these standard technologies, many of which are core enabling technologies for the Semantic Web, is expected to ensure forwards compatibility. However, it may prove that the ontology of roles and states will be directly adopted by future technologies and the need to provide WAI-ARIA support as a semi-separate effort will diminish.
Research
The WAI-ARIA suite is the result of active research by participants in the Web Accessibility Initiative working groups. To keep pace with technological change, ongoing research is very
important. Research is needed to discover problems in new technologies early, and then to develop effective methods of resolving those problems for people with disabilities. This will
require creativity and technical innovation. When developing solutions, approaches that yield an optimal cost/benefit balance must be high priority.
Work With Community
One trend that has provided important new opportunities for accessibility has been the rise of community developed tools, particularly user agents. Accessibility advocates unable to obtain
rapid results in the implementation of accessibility features in mainstream products have been able to contribute accessibility features to community developed products such as Firefox. This
has had the direct benefit of making needed accessibility features available sooner. It has also provided a forum for accessibility advocates to have a voice in the future of Web technology. This in turn has created real market pressure that has led to an acceleration in the implementation of accessibility features in mainstream products. Note that mainstream technologies are not
likely to lose their market dominance by this trend, but the ability for people with specialized needs, including people with disabilities, to develop their own solutions has led to noticeable
increases in attention from all technology developers. In support of all this growth of the field, there will be a need for increased professionalization of Web accessibility. In particular,
Accessibility-oriented design expertise will be in demand, as well as accessibility evaluation expertise. Designers must be able to create template designs, reusable widgets, and most large organizations will engage staff or consultants as part of the normal process of creating Web sites. Evaluators will verify to third parties that sites created by these designers do in fact meet the needs of people with disabilities. Finally, advocacy will continue to play a vital role in maintaining this trajectory of the field of accessibility. Without the work of advocates,
The awareness that currently exists will fade again. Advocacy has brought about the research into solutions for accessibility problems, and created a social and legal environment in which organizations developing Web technologies and Web sites pay attention to the issues. This is a trend which we must work actively to maintain.
DISCUSSION
Community Solutions
Web 2.0 techniques can be used to create accessibility on sites. One approach is the use of “mashups” to enhance accessibility. Mashups are a signature aspect of Web 2.0 in which information from several sites is combined or modified to create a new site with incrementally richer features. Unlike classic aggregation that involved loading images or frames from different sites into a portal-style page, mashups involve the seamless blending of data via scripts, using APIs or other data exchange technologies. The content of the resultant page involves resources from all the involved sites with no clear demarcation between them. An early mashup hit the news in 2003 when student provided on his own site an alternate, accessible interface to the Odeon Cinema’s Web site. He was able to provide the same service of searching cinema listings, but in a lightweight, simple, and accessible interface. This was celebrated in the accessibility community and was a visionary use of the new capabilities of technology to increase access. Although this project gained a great deal of attention, and even had the potential to increase the business to the cinema, it was shut down due to legal protest. Since this time, mashups have become more common and accepted, and are frequently used to provide alternate interfaces to major e-commerce sites. Such sites even specifically provide public APIs to support value-add via mashups. Often, mashups are created to integrate data from various sites to address specific interests, but users can take the lead of the Odeon cinema example and use this technique to solve accessibility problems. Amazon.com is an example site that, although it itself provides a simplified and accessible version of its user interface in addition to the primary one, alternate versions for specific usability and accessibility needs are available.
Rich Content
Many people who have difficulty with Web sites now will be able to make use of sites in these new dynamic services. Now techniques exist to provide dynamic contextual help, provide an
Interface suited to the user’s experience, and learn a user’s preferences in order to quickly select the most appropriate choices provide great value. This will be of particular help to users with
Cognitive and learning disabilities, who will benefit greatly from the more interactive nature of these sites, and from the potential to provide multimodal interaction.
New Technology
The new technologies also bring indirect benefits. We should also consider the direct benefits to the field of accessibility brought by these technologies. The convergence of Web 2.0 and Semantic Web is likely to be brought about by improvements in automated semantic discovery heuristics. Tools and services that can analyze a Web site and discover semantics will be able to plug in value-added services, essentially bringing the capabilities of the Semantic Web to sites that were not designed with that in mind. The same techniques to discover semantics will be invaluable to assistive technologies, which remain dependent on a semantic understanding of the site to transform the presentation and provide alternate user interfaces for interaction. As much as third party semantic discovery services will be able to add value to sites for commercial reasons, third party accessibility transcoders will be able to use this technology to provide access.
Web 2.0 techniques can be used to create accessibility on sites. One approach is the use of “mashups” to enhance accessibility. Mashups are a signature aspect of Web 2.0 in which information from several sites is combined or modified to create a new site with incrementally richer features. Unlike classic aggregation that involved loading images or frames from different sites into a portal-style page, mashups involve the seamless blending of data via scripts, using APIs or other data exchange technologies. The content of the resultant page involves resources from all the involved sites with no clear demarcation between them. An early mashup hit the news in 2003 when student provided on his own site an alternate, accessible interface to the Odeon Cinema’s Web site. He was able to provide the same service of searching cinema listings, but in a lightweight, simple, and accessible interface. This was celebrated in the accessibility community and was a visionary use of the new capabilities of technology to increase access. Although this project gained a great deal of attention, and even had the potential to increase the business to the cinema, it was shut down due to legal protest. Since this time, mashups have become more common and accepted, and are frequently used to provide alternate interfaces to major e-commerce sites. Such sites even specifically provide public APIs to support value-add via mashups. Often, mashups are created to integrate data from various sites to address specific interests, but users can take the lead of the Odeon cinema example and use this technique to solve accessibility problems. Amazon.com is an example site that, although it itself provides a simplified and accessible version of its user interface in addition to the primary one, alternate versions for specific usability and accessibility needs are available.
Rich Content
Many people who have difficulty with Web sites now will be able to make use of sites in these new dynamic services. Now techniques exist to provide dynamic contextual help, provide an
Interface suited to the user’s experience, and learn a user’s preferences in order to quickly select the most appropriate choices provide great value. This will be of particular help to users with
Cognitive and learning disabilities, who will benefit greatly from the more interactive nature of these sites, and from the potential to provide multimodal interaction.
New Technology
The new technologies also bring indirect benefits. We should also consider the direct benefits to the field of accessibility brought by these technologies. The convergence of Web 2.0 and Semantic Web is likely to be brought about by improvements in automated semantic discovery heuristics. Tools and services that can analyze a Web site and discover semantics will be able to plug in value-added services, essentially bringing the capabilities of the Semantic Web to sites that were not designed with that in mind. The same techniques to discover semantics will be invaluable to assistive technologies, which remain dependent on a semantic understanding of the site to transform the presentation and provide alternate user interfaces for interaction. As much as third party semantic discovery services will be able to add value to sites for commercial reasons, third party accessibility transcoders will be able to use this technology to provide access.
intro web
INTRODUCTION
The term “Web 2.0” describes new characteristics of the Web. New types of services are made possible by the ability of sites to share or aggregate data, and for users to be part of the authoring
process. For users, it is often characterized by much greater interactivity, with users able to influence what is presented to them. Often the content changes or updates frequently, such as in
games, flight trackers, stock tickers, etc. In many ways there is a more desktop-like experience, in which Web applications converge with the features of ordinary applications. This is an
emergent aspect of the combination of existing technologies supported by the open nature of the architecture of the Web. Although Web 2.0 applications behave increasingly like desktop
applications, they continue to use Web technologies for content transmission, encoding, and presentation. These technologies are used or combined in novel ways that lack the accessibility features that have been built over years into their platform-specific counterparts and are just becoming effectively mainstream in “Web 1.0” content. Web 2.0 thus presents significant risks to accessibility. Because Web 2.0 is an emergent phenomenon rather than a specific technology or set of technologies, there is no single designer or responsible authority that ensures that the technologies and practices support accessibility. Market forces must influence this. While the work done by accessibility advocates to date has greatly increased awareness of accessibility, the voice of the community is not loud enough. Because of the fast pace of technological innovation, and because the accessibility challenges of Web 2.0 can block the very people who need most to engage in dialog to influence its form. Therefore accessibility is an important challenge.
The Semantic Web was not created to solve accessibility problem, in spite of the overlap with the term “semantic” that’s an important part of accessibility techniques. But it brings great accessibility promise. The creators of Semantic Web understand accessibility and are supportive of it, seeing it as one of the dimensions of universal access that all W3C technologies are
designed to support. However, we recognize that standards are slow, and technology
evolves quickly in the commercial marketplace. Innovation brings new customers and solidifies relationships with existing customers; Web 2.0 innovations also bring new types of professionals to the field, ones who care about the new dynamic medium. As technologies prove themselves, standardizing brings in the universality of the benefit, but necessarily follows this innovation. Therefore, this paper acknowledges and respects Web 2.0, discussing the issues and real world solutions.
The term “Web 2.0” describes new characteristics of the Web. New types of services are made possible by the ability of sites to share or aggregate data, and for users to be part of the authoring
process. For users, it is often characterized by much greater interactivity, with users able to influence what is presented to them. Often the content changes or updates frequently, such as in
games, flight trackers, stock tickers, etc. In many ways there is a more desktop-like experience, in which Web applications converge with the features of ordinary applications. This is an
emergent aspect of the combination of existing technologies supported by the open nature of the architecture of the Web. Although Web 2.0 applications behave increasingly like desktop
applications, they continue to use Web technologies for content transmission, encoding, and presentation. These technologies are used or combined in novel ways that lack the accessibility features that have been built over years into their platform-specific counterparts and are just becoming effectively mainstream in “Web 1.0” content. Web 2.0 thus presents significant risks to accessibility. Because Web 2.0 is an emergent phenomenon rather than a specific technology or set of technologies, there is no single designer or responsible authority that ensures that the technologies and practices support accessibility. Market forces must influence this. While the work done by accessibility advocates to date has greatly increased awareness of accessibility, the voice of the community is not loud enough. Because of the fast pace of technological innovation, and because the accessibility challenges of Web 2.0 can block the very people who need most to engage in dialog to influence its form. Therefore accessibility is an important challenge.
The Semantic Web was not created to solve accessibility problem, in spite of the overlap with the term “semantic” that’s an important part of accessibility techniques. But it brings great accessibility promise. The creators of Semantic Web understand accessibility and are supportive of it, seeing it as one of the dimensions of universal access that all W3C technologies are
designed to support. However, we recognize that standards are slow, and technology
evolves quickly in the commercial marketplace. Innovation brings new customers and solidifies relationships with existing customers; Web 2.0 innovations also bring new types of professionals to the field, ones who care about the new dynamic medium. As technologies prove themselves, standardizing brings in the universality of the benefit, but necessarily follows this innovation. Therefore, this paper acknowledges and respects Web 2.0, discussing the issues and real world solutions.
Rabu, 5 Mei 2010
Integrating Web 2D and 3D Technologies for Architectural Visualization.
Environmental behavior simulation can be used to assess the impact and memprediksi range of human behavior. This is suitable for parts that require designer arsitektur and also to their clients.
Between the behavior of the simulation is done as the pedestrian traffic, space for public events, and also features Modeling environment that directly affect human behavior.
Simulating a user must know to understand the behavior of both their attitude. For example walk through the door, there is water in the showers four standing, and sitting the chair.
Using Semantic Web Technologies for Information Adaptation. In recent years the amount of information available for each person growing rapidly. To chosse ideas have been taken in the Internet account.
Among the interesting technologies in the semantic web is the use of anthologies and adaptive web. This technique relative to its use. Information is processed in thecomputer must always new and always easily divided between different system.
Knowledge representation system with a computer can be brought to our people's representatives. Research shows the importance of the human brain
analogy and knowledge redundancy in the human brain to represent knowledge. Knowledge redundancy helps view and analyze objects in a different context or
Perspective. This research can inspirable web technology in the computer system of knowledge representation.
Influences on the Corporate Adoption of Web Technology. It describes the use of technology in companies such as e-comerece. Several companies quickly establish a Web presence with thousands of pages of information on the site and even their initial e-commerce features.
Several companies have emerged to promote the website but there are also companies do not promote on the web. This discusses the role of senior management and company resources on the Web early adoption of technology.
We have been collecting data for 1996-1997, making this study. study results obtained primarily in the findings about the role of management
adoption, innovation can digeneralisasi to TI other than page Web.Ia electronic capabilities including e-commerece in a company, company software, systems and supply chain management, and future technologies that have not appeared.
From previous research shows that companies predict response to new technology requires a study of leadership and strategic direction from senior management. It is about how alternative .Many company emphasizes technology to a strategy. Thus establishing a rakaian Internet companies. Can form enable a company intranet and Extranet. Hence it can improve a company pontensi strong and known.
Web-Based Technologies: Reaching their Ultimate Potential on Restricted Budgets. It explains about a house in a unique Houstan. it is known as the University of Houston System. There are many students of different races and backgrounds. It provides the research has antarabangsa.Ia has approximately 35,000 students, 1900 faculty, staff and 3.900.
It highlights the Technology Support Services, Office of Undergraduate Academic Development and Reserves. Mission it is to be ranked in front of major research universities in the use and development of information
technology.
Among the technologies highlighted is the use teknologo V-net. Be Virtual Technology Center (VTC) was established to plan and implement strategic plans to achieve this ambisius. VTC can not rely only on technology. It is also necessary to menbagunkan through research and development needs. Vnet thus become the core of a web of new technologies now.
The primary purpose of v-net is to adopt web-based paperless environment for communication students, faculty and staff.
most academic structure. So they only use to make Vnet and pembelanjaran study.
This challenge requires the development of technology that is flexible,
expanded, easily maintained, and costs could efisien.Jadi Vnet menanggapi these concerns. Besides the key is to plan Vnet an interface familiar to users and easy to learn. Would interface applications we berperilaku as a standard operating system.
Web Active Technologies. It is concerned with the use of Internet and the Web in many lives. In the Internet there is a protocol that describes the use of different boundaries between the network provides.
Processing on the Internet is oriented in forwarding, routing, kemacetan, flow control, and Sub-network health monitoring. In the classical ewb server browser to get a lot of information from the web server. Function and use of Internet web site can benefit from medapatkan result. It makes them dominate the information space. Some problems with the Internet and Web has been defined passive: Integrate the difficulty to mengadaptasikan new technology and poor performance. Rauter was used to pass user data calculation. Which can connect to the Internet rakaian more can digunakan.Example 6 pc in one-time use. On the Web, XML-based Web technology allows functions to be
incorporated in a document and also assumed to be able to connect information objects. Embedding the Internet and web processing computer can divide communities.
With the active Internet and Web can provide more flexibility for distributed computing with the increased capacity. At that time the Internet network can be implemented several safety problems can diketatkann and disignifkan.
With the use of XML is internit and function. People will be able to learn in a short time. The purpose of this article is to analyze the main direction of active Web technology together with some suggestions in the treatment paradigm of Web Security.
Environmental behavior simulation can be used to assess the impact and memprediksi range of human behavior. This is suitable for parts that require designer arsitektur and also to their clients.
Between the behavior of the simulation is done as the pedestrian traffic, space for public events, and also features Modeling environment that directly affect human behavior.
Simulating a user must know to understand the behavior of both their attitude. For example walk through the door, there is water in the showers four standing, and sitting the chair.
Using Semantic Web Technologies for Information Adaptation. In recent years the amount of information available for each person growing rapidly. To chosse ideas have been taken in the Internet account.
Among the interesting technologies in the semantic web is the use of anthologies and adaptive web. This technique relative to its use. Information is processed in thecomputer must always new and always easily divided between different system.
Knowledge representation system with a computer can be brought to our people's representatives. Research shows the importance of the human brain
analogy and knowledge redundancy in the human brain to represent knowledge. Knowledge redundancy helps view and analyze objects in a different context or
Perspective. This research can inspirable web technology in the computer system of knowledge representation.
Influences on the Corporate Adoption of Web Technology. It describes the use of technology in companies such as e-comerece. Several companies quickly establish a Web presence with thousands of pages of information on the site and even their initial e-commerce features.
Several companies have emerged to promote the website but there are also companies do not promote on the web. This discusses the role of senior management and company resources on the Web early adoption of technology.
We have been collecting data for 1996-1997, making this study. study results obtained primarily in the findings about the role of management
adoption, innovation can digeneralisasi to TI other than page Web.Ia electronic capabilities including e-commerece in a company, company software, systems and supply chain management, and future technologies that have not appeared.
From previous research shows that companies predict response to new technology requires a study of leadership and strategic direction from senior management. It is about how alternative .Many company emphasizes technology to a strategy. Thus establishing a rakaian Internet companies. Can form enable a company intranet and Extranet. Hence it can improve a company pontensi strong and known.
Web-Based Technologies: Reaching their Ultimate Potential on Restricted Budgets. It explains about a house in a unique Houstan. it is known as the University of Houston System. There are many students of different races and backgrounds. It provides the research has antarabangsa.Ia has approximately 35,000 students, 1900 faculty, staff and 3.900.
It highlights the Technology Support Services, Office of Undergraduate Academic Development and Reserves. Mission it is to be ranked in front of major research universities in the use and development of information
technology.
Among the technologies highlighted is the use teknologo V-net. Be Virtual Technology Center (VTC) was established to plan and implement strategic plans to achieve this ambisius. VTC can not rely only on technology. It is also necessary to menbagunkan through research and development needs. Vnet thus become the core of a web of new technologies now.
The primary purpose of v-net is to adopt web-based paperless environment for communication students, faculty and staff.
most academic structure. So they only use to make Vnet and pembelanjaran study.
This challenge requires the development of technology that is flexible,
expanded, easily maintained, and costs could efisien.Jadi Vnet menanggapi these concerns. Besides the key is to plan Vnet an interface familiar to users and easy to learn. Would interface applications we berperilaku as a standard operating system.
Web Active Technologies. It is concerned with the use of Internet and the Web in many lives. In the Internet there is a protocol that describes the use of different boundaries between the network provides.
Processing on the Internet is oriented in forwarding, routing, kemacetan, flow control, and Sub-network health monitoring. In the classical ewb server browser to get a lot of information from the web server. Function and use of Internet web site can benefit from medapatkan result. It makes them dominate the information space. Some problems with the Internet and Web has been defined passive: Integrate the difficulty to mengadaptasikan new technology and poor performance. Rauter was used to pass user data calculation. Which can connect to the Internet rakaian more can digunakan.Example 6 pc in one-time use. On the Web, XML-based Web technology allows functions to be
incorporated in a document and also assumed to be able to connect information objects. Embedding the Internet and web processing computer can divide communities.
With the active Internet and Web can provide more flexibility for distributed computing with the increased capacity. At that time the Internet network can be implemented several safety problems can diketatkann and disignifkan.
With the use of XML is internit and function. People will be able to learn in a short time. The purpose of this article is to analyze the main direction of active Web technology together with some suggestions in the treatment paradigm of Web Security.
Khamis, 15 April 2010
Jumaat, 2 April 2010
Method in documenting a project
a) Paper Based Document
· Paper-based report should be simple and easy to be understood. For example: written
paper work and minutes.
b) Electronic Based Document
· Individuals involved in electronic communication must be well versed in technology,
facilities, the characters and the method of application. For example: Video Conference and e-mail.
a) Paper Based Document
· Paper-based report should be simple and easy to be understood. For example: written
paper work and minutes.
b) Electronic Based Document
· Individuals involved in electronic communication must be well versed in technology,
facilities, the characters and the method of application. For example: Video Conference and e-mail.
b) Program Evaluation Review Technique (PERT)
· It is a flow chart, which represents relationship or connection between tasks to be
done and project’s job arrangement, in diagram form. PERT chart refers to the boxes,
circles, and arrows network that are linked together. Each box represents the activity or task to be executed. Arrows or straight lines are used to show the relation between activities.
· There are three main components of PERT chart namely the event, activity and nonactivity.
a) Event – usually drawn as a circle or rectangle in a flow chart. Example: graphic
has been created.
b) Activity – is a process done to finish an event. It is drawn as arrows or straight
lines in a flow chart. Example: audio recording process.
c) Non-activity – marked as a dotted line presenting no work is taking place.
· Via PERT chart, activity implementation’s duration is countable and easily showed
because each activity is stated with its starting and finishing date. This technique can help the management people to take reasonable steps and plan to ensure smooth
project flow in conjunction to the chart itself conveys detail graphical information.
· It is a flow chart, which represents relationship or connection between tasks to be
done and project’s job arrangement, in diagram form. PERT chart refers to the boxes,
circles, and arrows network that are linked together. Each box represents the activity or task to be executed. Arrows or straight lines are used to show the relation between activities.
· There are three main components of PERT chart namely the event, activity and nonactivity.
a) Event – usually drawn as a circle or rectangle in a flow chart. Example: graphic
has been created.
b) Activity – is a process done to finish an event. It is drawn as arrows or straight
lines in a flow chart. Example: audio recording process.
c) Non-activity – marked as a dotted line presenting no work is taking place.
· Via PERT chart, activity implementation’s duration is countable and easily showed
because each activity is stated with its starting and finishing date. This technique can help the management people to take reasonable steps and plan to ensure smooth
project flow in conjunction to the chart itself conveys detail graphical information.
Liaison
· The liaison between a few partners and needs extensive planning between the partners.
· The fund provider has to unite in allocating the budget for the project development
and all the partners involved will be the owner for the application produced.
· The multimedia project development process needs all the partners to co-operate
effectively, and it will not be a one-way co-operation.
Liaison Contract
· Is the agreement made between the parties, and also having interest in the project
development.
· It involves the distribution of profits based on the ratio mentioned between both
parties, where the parties will achieve profit based on the liaison agreement.
· The liaison between a few partners and needs extensive planning between the partners.
· The fund provider has to unite in allocating the budget for the project development
and all the partners involved will be the owner for the application produced.
· The multimedia project development process needs all the partners to co-operate
effectively, and it will not be a one-way co-operation.
Liaison Contract
· Is the agreement made between the parties, and also having interest in the project
development.
· It involves the distribution of profits based on the ratio mentioned between both
parties, where the parties will achieve profit based on the liaison agreement.
PROPOSAL
The Purpose of Proposal
· Proposal simplifies the process of decision-making development based on the
feedback from customers, experience and developers’ discussion on method of the
multimedia project’s execution.
· The objective is to give an approach that will help customers to understand the
project’s flow in detail. Customers need a complete documentation that will help
them in decision making, whether to continue a certain development phase or not.
· Other than that, a proposal becomes a proposed paper, that is done by the
development team, in the effort to achieve a project contract and help the customers to make a comparison on the cost, quality and estimated time, that is offered by a few developer competing for a similar tender.
The Content of Proposal
· A proposal must be simple, contains simple words, and must contain these items:
1. Brief Information of the executive and general introduction.
2. Statement of the customer’s requirements from the application.
3. Description of the solution of the proposed project, along with reasons and
rationales for the solutions.
4. Choices available in a project’s development.
5. Diagram structure of the proposed project.
6. Description of human resource requirement’s description structure.
7. Task breakdown and scheduling process.
8. Cost/payment structure in the project development.
9. The project’s boundaries.
4.1.3 Description Of Proposal’s Content
a) Brief Information of the executive and general introduction
· This part explains the project type definition, its goal and brief description on
what is presented in that proposal.
b) Statement of the customer’s requirements from the application
· Proposal must contain client’s actual requirement, besides the description about the project development that can help clients to identify their needs.
c) Description of the solution of the proposed project, along with reasons and rationales for the solutions.
· Project building method ideas should consider the client’s requirement, their
necessity and the importance of project’s solution options itself.
d) Choices available in a project’s development
· The phase of defining the project from the online and offline. If there are budget
amendments, it has to be stated here.
e) Diagram structure of the proposed project
· Diagram such as the Gantt Chart, Data Flow and others helps the customers to
understand the project’s flow, compared with just reading about the project.
f) Description of human resource requirement’s description structure
· The proposal has to briefly list down the details of the members in the development team, based on their specialties. Avoid giving various works to a developer, because this will result in a task overlapping during the workflow, and
finally it will bring bad effects to the project’s development.
g) Task breakdown and scheduling process
· At this stage, the project manager has to sketch the diagram of job distribution
structure. For example, in every phase to be executed, the manager sets the estimated output. The proposal should also have the complete schedule for the
project.
h) Cost/payment structure in the project development
· Project development total cost stated here in detail by referring to the policy of
company payment policy.
i) The project’s boundaries
· The project development technology is expanding, so there will be boundaries during the project’s development. The boundary of the project is based on the
situation of the developer, customers and the technology itself.
The Purpose of Proposal
· Proposal simplifies the process of decision-making development based on the
feedback from customers, experience and developers’ discussion on method of the
multimedia project’s execution.
· The objective is to give an approach that will help customers to understand the
project’s flow in detail. Customers need a complete documentation that will help
them in decision making, whether to continue a certain development phase or not.
· Other than that, a proposal becomes a proposed paper, that is done by the
development team, in the effort to achieve a project contract and help the customers to make a comparison on the cost, quality and estimated time, that is offered by a few developer competing for a similar tender.
The Content of Proposal
· A proposal must be simple, contains simple words, and must contain these items:
1. Brief Information of the executive and general introduction.
2. Statement of the customer’s requirements from the application.
3. Description of the solution of the proposed project, along with reasons and
rationales for the solutions.
4. Choices available in a project’s development.
5. Diagram structure of the proposed project.
6. Description of human resource requirement’s description structure.
7. Task breakdown and scheduling process.
8. Cost/payment structure in the project development.
9. The project’s boundaries.
4.1.3 Description Of Proposal’s Content
a) Brief Information of the executive and general introduction
· This part explains the project type definition, its goal and brief description on
what is presented in that proposal.
b) Statement of the customer’s requirements from the application
· Proposal must contain client’s actual requirement, besides the description about the project development that can help clients to identify their needs.
c) Description of the solution of the proposed project, along with reasons and rationales for the solutions.
· Project building method ideas should consider the client’s requirement, their
necessity and the importance of project’s solution options itself.
d) Choices available in a project’s development
· The phase of defining the project from the online and offline. If there are budget
amendments, it has to be stated here.
e) Diagram structure of the proposed project
· Diagram such as the Gantt Chart, Data Flow and others helps the customers to
understand the project’s flow, compared with just reading about the project.
f) Description of human resource requirement’s description structure
· The proposal has to briefly list down the details of the members in the development team, based on their specialties. Avoid giving various works to a developer, because this will result in a task overlapping during the workflow, and
finally it will bring bad effects to the project’s development.
g) Task breakdown and scheduling process
· At this stage, the project manager has to sketch the diagram of job distribution
structure. For example, in every phase to be executed, the manager sets the estimated output. The proposal should also have the complete schedule for the
project.
h) Cost/payment structure in the project development
· Project development total cost stated here in detail by referring to the policy of
company payment policy.
i) The project’s boundaries
· The project development technology is expanding, so there will be boundaries during the project’s development. The boundary of the project is based on the
situation of the developer, customers and the technology itself.
c) Gantt Chart
· It is the other alternative to display the project schedule namely by using a bar chart called as Gantt chart. It is a calendar-oriented bar chart with each bar representing an activity.
· A bar drawn along the project’s starting and finishing date represents every activity. The darker side of bar shows the maximum delay allowed for that activity without ever spoilt the project’s finish date.
· The length of each bar is proportional to the length of the time planned for the
activity.
· A gantt chart may be drawn for the entire project or separate charts can be drawn for each function in the project or each individual working on the project.
· Gantt chart concept is easy where the traditional vertical histogram figure, being
adjusted into horizontal form. The horizontal shows the allocate time while the vertical bar represents tasks.
· Gantt chart able to show clear presentation for all project phases while important
dates can be effectively evaluated. This enable a project manager to quickly plan his
staffs’ tasks and other sources required in complex projects.
· It is the other alternative to display the project schedule namely by using a bar chart called as Gantt chart. It is a calendar-oriented bar chart with each bar representing an activity.
· A bar drawn along the project’s starting and finishing date represents every activity. The darker side of bar shows the maximum delay allowed for that activity without ever spoilt the project’s finish date.
· The length of each bar is proportional to the length of the time planned for the
activity.
· A gantt chart may be drawn for the entire project or separate charts can be drawn for each function in the project or each individual working on the project.
· Gantt chart concept is easy where the traditional vertical histogram figure, being
adjusted into horizontal form. The horizontal shows the allocate time while the vertical bar represents tasks.
· Gantt chart able to show clear presentation for all project phases while important
dates can be effectively evaluated. This enable a project manager to quickly plan his
staffs’ tasks and other sources required in complex projects.
Project Management Model
a) Traditional Organization Hierarchy Model
· Project manager is the individu who has full authority on the project flow.Inferior
must do the greed job instructions given by the superior.
· Problems in different opinion, policy and project basis can be avoided with no
interruption from many people in the decision and instruction making process.
· However, the disadvantage of this management model is that it will set a side or
abandon the opinion and dissatisfaction feeling from inferiors and eventually will
cause the cooperation level between staffs is difficult to happen.
b) Project Co-ordination Management Model
· Refers to the management level who gives full believe and responsible to team
members whoever has the ability to make decision. The project manager will
distribute part of the making decision task to a particular individual without having the compulsory to refer back to the project manager.
· Indirectly it will decrease the management burden where each small problem can be
settled down by the inferiority.
· The disadvantage of this model is that the project manager will easily lose his or her control power. This is due to the decision making job can be handed over to the
inferior without ever making a return reference to them.
c) Delicate Tension Model
· This model is among the most popular model and normally assumed as the best model
ever. It is the combination of both models mentioned earlier in this section.
· Even if the project manager has the full authority on the project flow, but at the same time, the communication process between superior and inferior level still go on.
· However, in case if it is not being well conduct, the management will face trouble
when too much individual who speak out their opinions in making decision process,
thus work flow will disrupt.
d) Work Breakdown Structure Model
· It is a technique of job distribution into smaller units so it would be easier to manage. It aims to reduce difficulties in management system, and to ease up activity
controlling processes in a project’s building.
· It can be used as the base of making cost estimation, schedule and job distribution to members of the project. The project manager could sketch the staff’s job in the form of schedule. Staff’s activities can be monitored according to time to ensure the work is done as scheduled.
· The work breakdown structure will determine all work needed to be executed along
the process of assembling, maintenance, management, training, collection and
documenting.
a) Traditional Organization Hierarchy Model
· Project manager is the individu who has full authority on the project flow.Inferior
must do the greed job instructions given by the superior.
· Problems in different opinion, policy and project basis can be avoided with no
interruption from many people in the decision and instruction making process.
· However, the disadvantage of this management model is that it will set a side or
abandon the opinion and dissatisfaction feeling from inferiors and eventually will
cause the cooperation level between staffs is difficult to happen.
b) Project Co-ordination Management Model
· Refers to the management level who gives full believe and responsible to team
members whoever has the ability to make decision. The project manager will
distribute part of the making decision task to a particular individual without having the compulsory to refer back to the project manager.
· Indirectly it will decrease the management burden where each small problem can be
settled down by the inferiority.
· The disadvantage of this model is that the project manager will easily lose his or her control power. This is due to the decision making job can be handed over to the
inferior without ever making a return reference to them.
c) Delicate Tension Model
· This model is among the most popular model and normally assumed as the best model
ever. It is the combination of both models mentioned earlier in this section.
· Even if the project manager has the full authority on the project flow, but at the same time, the communication process between superior and inferior level still go on.
· However, in case if it is not being well conduct, the management will face trouble
when too much individual who speak out their opinions in making decision process,
thus work flow will disrupt.
d) Work Breakdown Structure Model
· It is a technique of job distribution into smaller units so it would be easier to manage. It aims to reduce difficulties in management system, and to ease up activity
controlling processes in a project’s building.
· It can be used as the base of making cost estimation, schedule and job distribution to members of the project. The project manager could sketch the staff’s job in the form of schedule. Staff’s activities can be monitored according to time to ensure the work is done as scheduled.
· The work breakdown structure will determine all work needed to be executed along
the process of assembling, maintenance, management, training, collection and
documenting.
Dick & Carey Model
This model suitable used for development project of multimedia software based on education. The Dick & Carey model have 9 phase. But, this model did not shown in chart form, its more to explanation for each phase in general as follow:
Phase 1:
Determine software goal.
Software goal can be determined based on the syllabuses that need to build.
Phase 2:
Analyse software goal.
After knowing the software goal, development has to determine step by step to generate the goal. This final step of process is determined the skill and knowledge
that needed from user.
Phase 3:
Analyse user and context
As complementary to analyse of software goal, there is also analyse that involved user; the method of skill learning and how to use it. This information is very
important to determine the next phase in identify the strategy of information presentation that will be used.
Phase 4:
Write performance objectives
Development need to state the objective for each activity that done by user from beginning to end of application.
Phase 5:
Develop assessment
In this phase, evaluation based on objective will be done.
Phase 6:
Develop strategy of software presentation
Strategy of application presentation involved the research result about learning, knowledge in learning process, content and characteristic of target user characteristic.
Phase 7:
Develop and select application material
Material that need to develop depends on objective or learning result of available material. This selection depends on criteria such as content situation, presentation method, knowledge available and multimedia elements used.
Phase 8:
Design and conduct formative evaluation
This phase involved the real development process of software. After finished this process, formative evaluation will be done on the software.
Phase 9:
Revise instruction
Information form formative evaluation are summarised and interpreted to identify the difficulties experience by user in achieving the objectives. From evaluation
result, all components will be revise and modify based on suitability.
This model suitable used for development project of multimedia software based on education. The Dick & Carey model have 9 phase. But, this model did not shown in chart form, its more to explanation for each phase in general as follow:
Phase 1:
Determine software goal.
Software goal can be determined based on the syllabuses that need to build.
Phase 2:
Analyse software goal.
After knowing the software goal, development has to determine step by step to generate the goal. This final step of process is determined the skill and knowledge
that needed from user.
Phase 3:
Analyse user and context
As complementary to analyse of software goal, there is also analyse that involved user; the method of skill learning and how to use it. This information is very
important to determine the next phase in identify the strategy of information presentation that will be used.
Phase 4:
Write performance objectives
Development need to state the objective for each activity that done by user from beginning to end of application.
Phase 5:
Develop assessment
In this phase, evaluation based on objective will be done.
Phase 6:
Develop strategy of software presentation
Strategy of application presentation involved the research result about learning, knowledge in learning process, content and characteristic of target user characteristic.
Phase 7:
Develop and select application material
Material that need to develop depends on objective or learning result of available material. This selection depends on criteria such as content situation, presentation method, knowledge available and multimedia elements used.
Phase 8:
Design and conduct formative evaluation
This phase involved the real development process of software. After finished this process, formative evaluation will be done on the software.
Phase 9:
Revise instruction
Information form formative evaluation are summarised and interpreted to identify the difficulties experience by user in achieving the objectives. From evaluation
result, all components will be revise and modify based on suitability.
Waterfall Model
This model is the structure approach. It divided into 6 phases that supposed to proceed linearly through the phases of requirement. Output for each phase becomes input of the next process.
Below is the statement for each phase of the Waterfall Model.
phase 1
ANALYSIS
The research on user to develop new specific software.
In this phase, what was done by the new system is defined but not how to executed it.
Phase 2
DESIGN
The level where all the research done is translated into written form. For example: Formation of objective software, elements construction, selection of software presentation strategy and so on..
Phase 3
IMPLEMENTATION
A group of developer will build or generate the design done in previous phase.
Phase 4
DEVELOPMENT
The level of development and integrate software. This is the real process of software producing.
Phase 5
TESTING
Application will be tested and evaluated to ensure that its working correctly, fulfil the design, achieve the objective and so on.
Phase 6
MAINTENANCE
The final phase in Waterfall Model. In this phase, the software will be managed before it use effectively.Next, the modification process will be done to improve the quality of software.
This model is the structure approach. It divided into 6 phases that supposed to proceed linearly through the phases of requirement. Output for each phase becomes input of the next process.
Below is the statement for each phase of the Waterfall Model.
phase 1
ANALYSIS
The research on user to develop new specific software.
In this phase, what was done by the new system is defined but not how to executed it.
Phase 2
DESIGN
The level where all the research done is translated into written form. For example: Formation of objective software, elements construction, selection of software presentation strategy and so on..
Phase 3
IMPLEMENTATION
A group of developer will build or generate the design done in previous phase.
Phase 4
DEVELOPMENT
The level of development and integrate software. This is the real process of software producing.
Phase 5
TESTING
Application will be tested and evaluated to ensure that its working correctly, fulfil the design, achieve the objective and so on.
Phase 6
MAINTENANCE
The final phase in Waterfall Model. In this phase, the software will be managed before it use effectively.Next, the modification process will be done to improve the quality of software.
ASSURE Model
The ASSURE model is an instructional design model which helps organize thoughts and
create a product for use in the classroom. The implementation piece of your project will probably not take place until after you have taught your lessons, implemented the performance task, and evaluated the success of the project.
phase 1
ANALYSE USERS
The first step in planning is to specifically define your audience. You must know the learners if you are to select the best strategies to meet the objectives you have set. The audience can be analyzed in terms of their general characteristics (grade level, age) and specific entry competencies (prior knowledge, skills, and attitudes about the topic, and learning styles). To begin designing a course, you must know whom you are teaching.
General Characteristics that impact instruction:
· Prerequisite skills or knowledge (ex. Computer skills)
· What points are they in their program or major?
· What courses are taken prior to this one? What knowledge is assumed?
· Learning Styles of the students - This model emphasizes teaching for different
learning styles.
· Motivations - Why are they taking the class? Is it required or an elective?
phase 2
State Objectives
The next step in planning is to specifically state the objectives for the lesson or presentation. Objectives must be stated in terms of what the learner (not the teacher or presenter) will do stated in behavioral terms) as the result ofinstructio n. Your lesson should include 2-3 specific objectives.
What is the student to learn?
It will be helpful to state the objectives using the ABCD format.
phase 3
Select Methods, Media, and Materials
Now you have set the beginning point (the audience's present knowledge, skills, and
attitudes) and the ending point (objectives) of your instruction. Now your job is the build an instructional bridge that will connect the two points. You may select available materials, modify existing materials, or design new materials to help accomplish this task. You may select several different types of media to use with the unit. Any of the media/technology discussed in the text will be appropriate.
What materials will the course require?
The following questions will help to decide what media will be useful.:
1. Look at my Objectives, what method is appropriate for delivery of the information needed for the learning task? Can it be done independently or is some type of guided instruction required? Does it have to be completed in the classroom?
2. What types of media provide the information needed to complete the task? What media do my students have available to them? What types of media do they have prior
experience with? What types of media are common or required for the subject matter?
3. Can I select media that is already created? Will something work with a little
modification? Do I need to design something myself?
phase 4
Utilize Media and Materials
Now you must decide how the materials will be used by the students. Preview the materials and practice the lesson. Next, prepare the room and be sure the necessary equipment and facilities are available and ready for your use before you actually use the lesson. Once selected, the media needs to be created and utilized.
It is important to preview all materials before assigning them to students. This step could be used as an opportunity to conduct instruction as a pilot or a test run. Test the materials to make sure they are appropriate and make adjustments before presented the materials to students.
phase 5
Require Learner Participation
Learners need to practice what they have learned. Describe how the learners will actively use the materials you have selected. Correct responses should be reinforced. There should be activities included in the lesson or that allow learners to respond and receive feedback before any type of evaluation is administered.
The basis of the learning theory is that students learn through active engagement with their learning environment, not passive engagement. Participation includes discussion, small group learning and testing or assessment. It is important to allow for frequent feedback on the students' performance and many opportunities to practice what they have learned.
phase 6
Evaluate and Revise
After instruction, you must evaluate the entire instructional process. Did the learners meet the objectives? Did the media/materials assist the learners in reaching those objectives? Could all learners use the materials properly? If there are discrepancies between what you intended and what actually happened during the lesson, make appropriate revisions before making the lesson again
This last stage is often neglected but it is the most important one. At this point in the process you need to evaluate the student's performance, the materials and the assessment methods.
After looking at all of these areas, decide if the intended outcome was reached.
· Did the skills/ concepts get taught?
· Did the students meet the set performance objectives?
· What was their attitude toward the learning environment?
· Did the materials work?
· Did the materials help the students meet their objectives?
If performance objectives were not met, try to determine the cause. Has my audience
changed?
· Were the objectives unclear?
· Was my assessment fair?
· Did the materials match the objectives?
· Did media failure prevent students from learning key pieces of information?
When results are unsatisfactory, consider the possibility that the course performed poorly, not the students.
The ASSURE model is an instructional design model which helps organize thoughts and
create a product for use in the classroom. The implementation piece of your project will probably not take place until after you have taught your lessons, implemented the performance task, and evaluated the success of the project.
phase 1
ANALYSE USERS
The first step in planning is to specifically define your audience. You must know the learners if you are to select the best strategies to meet the objectives you have set. The audience can be analyzed in terms of their general characteristics (grade level, age) and specific entry competencies (prior knowledge, skills, and attitudes about the topic, and learning styles). To begin designing a course, you must know whom you are teaching.
General Characteristics that impact instruction:
· Prerequisite skills or knowledge (ex. Computer skills)
· What points are they in their program or major?
· What courses are taken prior to this one? What knowledge is assumed?
· Learning Styles of the students - This model emphasizes teaching for different
learning styles.
· Motivations - Why are they taking the class? Is it required or an elective?
phase 2
State Objectives
The next step in planning is to specifically state the objectives for the lesson or presentation. Objectives must be stated in terms of what the learner (not the teacher or presenter) will do stated in behavioral terms) as the result ofinstructio n. Your lesson should include 2-3 specific objectives.
What is the student to learn?
It will be helpful to state the objectives using the ABCD format.
phase 3
Select Methods, Media, and Materials
Now you have set the beginning point (the audience's present knowledge, skills, and
attitudes) and the ending point (objectives) of your instruction. Now your job is the build an instructional bridge that will connect the two points. You may select available materials, modify existing materials, or design new materials to help accomplish this task. You may select several different types of media to use with the unit. Any of the media/technology discussed in the text will be appropriate.
What materials will the course require?
The following questions will help to decide what media will be useful.:
1. Look at my Objectives, what method is appropriate for delivery of the information needed for the learning task? Can it be done independently or is some type of guided instruction required? Does it have to be completed in the classroom?
2. What types of media provide the information needed to complete the task? What media do my students have available to them? What types of media do they have prior
experience with? What types of media are common or required for the subject matter?
3. Can I select media that is already created? Will something work with a little
modification? Do I need to design something myself?
phase 4
Utilize Media and Materials
Now you must decide how the materials will be used by the students. Preview the materials and practice the lesson. Next, prepare the room and be sure the necessary equipment and facilities are available and ready for your use before you actually use the lesson. Once selected, the media needs to be created and utilized.
It is important to preview all materials before assigning them to students. This step could be used as an opportunity to conduct instruction as a pilot or a test run. Test the materials to make sure they are appropriate and make adjustments before presented the materials to students.
phase 5
Require Learner Participation
Learners need to practice what they have learned. Describe how the learners will actively use the materials you have selected. Correct responses should be reinforced. There should be activities included in the lesson or that allow learners to respond and receive feedback before any type of evaluation is administered.
The basis of the learning theory is that students learn through active engagement with their learning environment, not passive engagement. Participation includes discussion, small group learning and testing or assessment. It is important to allow for frequent feedback on the students' performance and many opportunities to practice what they have learned.
phase 6
Evaluate and Revise
After instruction, you must evaluate the entire instructional process. Did the learners meet the objectives? Did the media/materials assist the learners in reaching those objectives? Could all learners use the materials properly? If there are discrepancies between what you intended and what actually happened during the lesson, make appropriate revisions before making the lesson again
This last stage is often neglected but it is the most important one. At this point in the process you need to evaluate the student's performance, the materials and the assessment methods.
After looking at all of these areas, decide if the intended outcome was reached.
· Did the skills/ concepts get taught?
· Did the students meet the set performance objectives?
· What was their attitude toward the learning environment?
· Did the materials work?
· Did the materials help the students meet their objectives?
If performance objectives were not met, try to determine the cause. Has my audience
changed?
· Were the objectives unclear?
· Was my assessment fair?
· Did the materials match the objectives?
· Did media failure prevent students from learning key pieces of information?
When results are unsatisfactory, consider the possibility that the course performed poorly, not the students.
Selasa, 19 Januari 2010
Keputusan Liga Super Terkini 19/1/2010
Kelantan 0-1 Kedah
Azlan Ismail 41' ked
Perak 0-1 perlis
Azrul Ahmad 74' per
Penang 1-1 Johor
Failee Ghazali 46' pen
M. Irfan 87' Joh
Johor Fc 0-1 Kuala Lumpur
Yong Kuong 18' KL
T-team 1-1 Terengganu
Manaf Mamat 71' Ter
Haris Safwan 76' Tteam
N.Sembilan 2-1 Kl Plus
Nizaruddin Yusof 71' KL.P
Firdaus Azizul 83' 90' N.S
F
Azlan Ismail 41' ked
Perak 0-1 perlis
Azrul Ahmad 74' per
Penang 1-1 Johor
Failee Ghazali 46' pen
M. Irfan 87' Joh
Johor Fc 0-1 Kuala Lumpur
Yong Kuong 18' KL
T-team 1-1 Terengganu
Manaf Mamat 71' Ter
Haris Safwan 76' Tteam
N.Sembilan 2-1 Kl Plus
Nizaruddin Yusof 71' KL.P
Firdaus Azizul 83' 90' N.S
F
Langgan:
Catatan (Atom)