The Cult of the Chronogram in 18th Century Bohemia
Tamara Ayrapetova and Ksenia Larionova
Villamarin M. Alejandro
The present paper proposes the application of Semiotic Engineering theory to Content Management Systems (CMS) focusing on the analysis of how the use of different ontologies can affect the user’s efficiency when performing tasks in a CMS. The analysis is performed using the theoretical semiotic model Web-Semiotic Interface Design Evaluation (W-SIDE model).
The Ontology Translation concept is proposed as a practical enhancement for the W-SIDE model. The enhanced model is validated by using a proof of concept based on test cases of a fictitious scenario. The validation process is carried out modifying an open source CMS. The testing of the modified CMS if performed by a volunteer tester that fits both the Ontology Translation concept and the fictitious scenario. Finally, the results of the experiment are critically evaluated establishing limitations, conclusions, and recommendations for future studies.
The project follows the development of a Java Software Tool that extracts data from Flat File (Fixed Length Record Type), CSV (Comma Separated Values), and XLS (Microsoft Excel 97-2003 Worksheet file), apply transformation to those sources, and finally load the data into the end target RDBMS. The software refers to a process known as ETL (Extract Transform and Load). Those kinds of systems are called ETL systems.
The analysis involved research on the theory behind the ETL process as well as the theory behind the various phases of the applied methodology. Also an in-depth look at the design and architecture of the software has been made. To create a complete design needed to be used for the implementation, different techniques and diagrams where used to visualise and refine ideas: UML class diagrams, System Architecture Diagrams, Physical Data Model, and Project Timeline.
The implementation of the project involved the translation of the system architecture into working software using the Extreme Programming Methodology and the Java programming language. A mapping algorithm module and design patterns have been used in the implementation phase. A transformation syntax has been defined to achieve data transformation.
The testing of the software was done in the form of a unit test. A formal test plan was prepared to ensure that the main features of the system worked as defined. An error handling code implementation has been developed to avoid an unexpected crash of the system and to communicate to the user problems or errors.
This study focuses on the differences in power consumption between beam-forming and relaying data transmission methods in a sparse wireless ad-hoc network. These two methods are observed for the same parameters using an identical network topology in a simulation programme that was developed as a part of this study.
This paper introduces the reader the background of sensor networks and exposes the aims of this study and methods used to simulate these networks. Finally, the results of a simulation are analysed and the two methods are compared, followed by the conclusion of the study and the project itself.
Tran Van Ngoc
Barter is the direct exchange of goods or services without using a medium of exchange, such as money. Barter faced a number of limitations, and according to Smith (1776), these limitations led to the emergence of money. However, trading with money also exposes traders to the problems of monetary economy such as inflation, deflation, currency de-valuation, and currency exchange fluctuation. According to Statista.com (2015), in 2016, global Business to Customer (B2C) e-commerce sales will reach 1.92 trillion US dollars. On the other hand, online barter solutions are rare on the market. The only attempts to tackle online barter are mobile applications, carried out by small businesses. The market gap is caused by the unsolved inefficiencies of barter. The aim of this thesis is to identify the problems of barter, propose an IT solution for the problems of barter, and finally, produce an artefact, which is the realisation of the proposed IT solution by utilising computer systems and computer algorithms.