SlideShare a Scribd company logo
1 of 10
Download to read offline
Cross-Domain Interoperability: a Case Study

                 Jukka Honkola, Hannu Laine, Ronald Brown, and Ian Oliver

                                Nokia Research Center
                                    P.O. Box 407
                              FI-00045 NOKIA GROUP
               jukka.honkola@nokia.com, hannu.e.laine@nokia.com
                 ronald.brown@nokia.com, ian.oliver@nokia.com




          Abstract. We describe a case study of the behaviour of four agents using a space
          based communication architecture. We demonstrate that interoperability may be
          achieved by the agents merely describing information about themselves using an
          agreed upon common ontology. The case study consists of an exercise logger,
          a game, a mood rendered attached to audio player and phone status observing
          agents. The desired scenario emerges from the independent actions of the agents



1 Introduction

Interoperability between devices and the software and applications that run on those
devices is probably the major goal for many developers of such systems. This can be
achieved in a number of ways: particularly through open, agreed standards or often
through monopoly. Whichever particular ‘interoperability’ route is taken there will al-
ways be a plurality of standards relating to how such systems communicate [6][1].
    For example, the Universal Plug and Play interoperability standard is plagued with
manufacturer and device specific variations which complicate and nullify to some extent
the long and complex standardization process employed to avoid this.
    Technologies such as the Semantic Web [2] provide enablers for solutions to these
problems. Within the Semantic Web exist information representation formats such as
the Resource Description Framework (RDF) [10] and the web ontology language OWL [9]
which themselves build upon enablers such as XML. Using these technologies we can
address and provide solutions1 to the interoperability problem.
    At one level there are existing solutions such as Web Services (SOAP, WSDL,
UDDI etc) and various stacks of middleware for processing representation formats and
preservation and reasoning about the semantics of messages. At the other, there are
solutions based around more declarative mechanisms such as TripCom [11] and the
space-based solutions, for example Java Spaces [4] for the transport and processing of
messages and information to assist in interoperability.
    We do not believe that interoperability will be achieved through standardization
committees, nor through standard, globally accepted semantics and ontologies but rather
by the unification of semantics in a localized manner, as described in previous work [8].
 1
     plural, never singular!
In this paper we describe an approach to solving the interoperability problem through
a combination of context gathering, reasoning and agents within a space-based infras-
tructure taking advantage of technologies such as RDF. We demonstrate this through
the ad hoc integration or mash-up of a number of distinct applications to demonstrate
the principles of this approach.


2 The M3 Concept

The M3 system consists of a space based communication mechanism for independent
agents. The agents communicate implicitly by inserting information to the space and
querying the information in the space. The space is represented by one or more se-
mantic information brokers (SIBs), which store the information as an RDF graph. The
agents can access the space by connecting to any of the SIBs making up the space by
whatever connectivity mechanims the SIBs offer. Usually, the connection will be over
some network, and the agents will be running on various devices. The information in
the space is the union of the information contained in the participating SIBs. Thus, the
agent sees the same information content regardless of the SIB to which it is connected.
The high-level system architecture is shown in Figure 1.


                                    Agent
                   Agent                             Agent
                                                                   Agent



                                                    M3 Space
                            SIB
                                            SIB

                                                         SIB



      Fig. 1. A diagram of the general system architecture: Agents, M3 spaces and SIBs.




   The agents may use five different operations to access the information stored in the
space:
Insert    : Insert information in the space
Remove : Remove information from the space
Update : Atomically update the information, i.e. a
            combination of insert and remove executed
            atomically
Query     : Query for information in the space
Subscribe : Set up a persistent query in the space;
            changes to the query results are reported to
            the subscriber
In addition to the four access operations there are Join and Leave operations. An
agent must have joined the space in order to access the information in the space. The
join and leave operations can thus be used to provide access control and encrypted
sessions, though the exact mechanisms for these are still undefined.
    In its basic form the M3 space does not restrict the structure or semantics of the
information in any way. Thus, we do not enforce nor guarantee adherence to any specific
ontologies, neither do we provide any complex reasoning2 . Furthermore, information
consistency is not guaranteed. The agents accessing the space are free to interpret the
information in whatever way they want.
    We are planning to provide, though, a mechanism to attach agents directly to the
SIBs. These agents have a more powerful interface to access the information and can
be e.g. guaranteed exclusive access to the information for series of operations. Such
agents may perform more complex reasoning, for example ontology repair or translation
between different ontologies. However, they may not join any other spaces but are fixed
to a single SIB and thus a single space.
    The M3 spaces are of local and dynamic nature, in contrast to semantic web which
embodies Tim Berners-Lee’s idea of semantic web [2] as a “giant global graph”. The
locality and dynamicity—we envision that the spaces will store very dynamic context
information, for example—poses different challenges than the internet-wide semantic
web. For example, in order to provide a true interoperability for local ubiquitous agents,
the space (i.e. SIBs) will have to provide a multitude of connectivity options in addition
to http: plain TCP/IP, NoTA [7], Bluetooth,. . . Furthermore, the space should be fairly
responsive. While we do not aim for real-time or near real-time system, even half minute
long response times for operations are unacceptable.
    The responsiveness is one of the factors behind the fundamental decision to not en-
force any specific ontologies and allowing the agents to interpret the information freely,
as it lessens the computational burden of the infrastructure. Another, and more impor-
tant reason is that we explicitly want to allow mashing up information from different
domains in whatever way the agents see best. Strict ontology enforcement would make
this kind of activity extremely difficult as all new ways of mashing up the information
would require approval from some ontology governance committee. However, as men-
tioned above, we still plan to provide means for ontology enforcement for cases where
the space provider explicitly wishes to restrict the ways the information is used as there
are bound to be also situations where this is the best approach.
    The information content in a M3 space may be distributed over several SIBs. The
distribution mechanism assumes that the set of SIBs forming a M3 space are totally
routable but not necessarily totally connected. The information content that the agents
see is the same regardless the SIB where they are connected.


2.1     Applications in M3 Spaces

The notion of application in M3 space is differs radically from the traditional notion
of a monolithic application. Rather, as a long term vision, we see the applications as
possible scenarios which are enabled by certain sets of agents. Thus, we do not see an
 2
     The current implementation of the concept understands the owl:sameAs concept
email application running in M3 space, but we could have a collection of agents present
which allow for sending, receiving, composing and reading email.
     For this kind of scenario based notion of application, we also would like to know
whether the available agents can succesfully execute the scenario. The envisioned model
of using this system is that the user has a set of agents which are capable of executing
certain scenarios. If a user needs to perform a new scenario that the current set of agents
are not capable of executing, she could go and find a suitable agent from some directory
by describing the desired scenario and the agents she already has.
     Thus, we need some formal or semi-formal way of describing agent behavior both
with respect to the M3 space and to the environment. While there exists research ad-
dressing behavior in multi-agent systems, for example by Herlea, Jonker, Treur and
Wijngaards [5], this kind of ad-hoc assembly of agents in order to execute a certain
scenario seems to be quite unaddressed in current research. However, slightly similar
problems have been addressed in e.g. web service orchestration research [3], but these
still seem to concentrate on design-time analysis rather than run-time analysis.
     As for shorter term, our vision is that sets of existing applications would be en-
hanced by being able to interoperate and thus allow execution of (automatic) scenarios
that would have been impossible or required extensive work to implement without the
M3 approach.


3 The Case Study

The case study consists of four agents, Exercise logger, SuperTux game, Phone line
observer, and Mood renderer, running on several devices. The exercise logger and phone
line observer run on Nokia S60 platform phones, and the SuperTux and mood renderer
run on Nokia N800 internet tablets. The M3 space infrastructure runs on a Linux laptop.


3.1   Application Development Vision

The case study setup illustrates a “legacy enhancement” approach to application devel-
opment in M3 spaces. Conceptually, we added M3 space capability to existing applica-
tions (SuperTux, Mood renderer, SportsTracker, Telephony) even if the SportsTracker
and Telephony were implemented as standalone simple applications for practical rea-
sons.
    The starting point for the case study was a single person (as defined in Person ontol-
ogy, section 3.2) who would be exercising and tracking the workouts with an exercise
logger, playing computer games and listening to music. The goal was to demonstrate the
benefits of interoperability between existing application, that is, to be able to execute
a scenario where the SuperTux game would award extra lives for exercising, a mood
renderer embedded in a media player would play suitable music depending on a game
state, and the game and media player would react accordingly if the person receives a
call.
3.2     Ontologies

The ontologies used in this case study have been defined informally, and are not en-
forced in any way. The different components of the case study assume that they are
used correctly. A pseudo-UML diagram of the complete ontology is shown in Figure 2,
and an example instantiation of the ontology when a game is being played and the
phoneline is idle is shown in Figure 3.
    As a general note, the needs of the scenario studied drove the modeling of the on-
tologies. Most of the choices of what to include and what to exclude were based on the
need of the information in executing the chosen scenario. A broader study might need
to revisit the ontologies and generalize end expand them.
    The agents use different parts of the combined3 case study ontology. The Workout
Monitor agent understands Workout and Person ontologies, the SuperTux agent under-
stands all ontologies, the Telephony Observer agent understands OperatorAccount and
Person ontologies, and the Mood Renderer understands Game and OperatorAccount
ontologies.


                     SuperTux, Mood renderer,                   SuperTux,
                     Telephony status observer                  Mood renderer
                     OperatorAccount                            Game
                      m3:phonelinestatus                      m3:sessionstart
                                                              m3:sessionend
                                                              m3:lives


                 m3:mobileaccount                 m3:player


                                                                SuperTux, Workout
                               All                              monitor
                                                 m3:user
                                                                Workout
                               Person
                                                              m3:totaldistance
                           m3:username                        m3:totaltime
                                                              m3:stoptime
                                                              m3:username
                                                              m3:starttime


Fig. 2. An informal description of used ontologies. The using agents are named on top of the
“class” box




Person The person ontology describes the information about a person necessary for
this case study. A person can have a name (m3:username) and an operator account
(m3:mobileaccount).

 3
     A combination of Person, OperatorAccount, Game, and Workout ontologies
m3:person
                                                                              m3:workout
            m3:supertux                                   rdf:type
                                                                                      rdf:type     "2008−10−29T07:02:30"
                                                      ?1              m3:user
              rdf:type         m3:player                                                           m3:starttime
                                             m3:username                              ?3          m3:stoptime
                         ?2                                                                                  "2008−10−29T08:05:12"
                                         "SportsTrackerUser"
      m3:sessionstart         m3:lives                                                           m3:totaldistance
                                                                       m3:totaltime

                                                           m3:mobileaccount                         "2053132"
                                 "4"                                             "3738786"
"2008−10−30T11:30:02"
                                                                 ?4
                                                                      rdf:type
                                            m3:phonelinestatus

                                                 "idle"                 m3:operatoraccount


                        Fig. 3. An example RDF graph during the execution of scenario




Operator Account The operator account ontology contains information about the
phoneline status of the account. In a more realistic case, there could also be information
about the phone number, used talking time, amount of data transferred etc.


Workout The workout ontology describes a generic distance-oriented workout. Thus,
we include information about the length of the workout, distance traveled, person who
has done the workout etc. but no information related to, for example, weightlifting
where we probably would like to know the number of repeats and weights instead of
time used and distance. The choice of what to include in the ontology was influenced
by the information available in the SportsTracker application.


Game The Supertux game ontology includes information about the gaming session
start time, stop time, lives left and player. The session start is defined to be the time
when the game executable was started, showing a welcome screen. The lives value is
inserted when a player starts a game, new or saved, from the welcome screen. When
the player quits the game completely, that is, exits the welcome screen, the session stop
time is inserted.
    The ontology could include also information about current score, amount of coins,
field being played etc. which the mood renderer could use.


3.3    Agents

Next we describe the operation of agents making up the case study. It should be noted
that the agents are only communicating implicitly through the M3 space by reading the
information inserted to it by other agents.


Workout Monitor The workout monitor reads SportsTracker workout files and writes
a summary of the workouts to M3 space. We currently read the information related to
general description of the workout and insert that in the M3 space. Any path information
is ignored as we have no use for it in the current scenarios.
     The workout information is related to the person doing the workouts. If a person
with same name as the SportsTracker username is found, we attach the workout in
question to that person, otherwise we create a new person.
     We use an SportsTracker internal workout identifier to identify workouts so that
we do not insert duplicate workouts if the monitor is run again with same workouts as
before.

Supertux Supertux is a classic jump’n’run sidescroller game which has taken strong
inspiration from the original SuperMario games for Nintendo. Supertux is open source
and available under GPL.
    The ontologies related to Supertux game are the Person ontology, the Workout on-
tology and the Supertux ontology. Each Supertux game is assigned with player infor-
mation. If the person class instance of the player can not be found from the M3 space
the game creates one and inserts player information according to the Person ontology.
The person class instance also binds the player to the workout information inserted to
the M3 space. Prior starting the game supertux queries workout information from the
M3 space. The first query searches for all instances of the Workout class. For each
found workout class instance a new query is performed in order to find out the details
of the workout. If there are long and recent enough workouts performed by the player
the game awards two extra lives to a game level.
    The game creates also an instance of itself and inserts information such as refer-
ence to the person class of the player, session start and stop time to the M3 space. In
addition, the game updates how many lives the player has left during playing a game
level. Every time the player looses or gains one life in the game, the game removes old
livesinformation and inserts the new information to the M3 space.

Telephony status observer The telephony voice line status is part of a OperatorAc-
count class. Operator accounts are bound to a person i.e. it is assumed that each account
belongs to a person4 . The voice line status only has two states, namely active and
idle. The phone line status monitor subscribes to voice line status changes provided
by Symbian’s CTelephony API. When the user dials a phone number to establish voice
connection or when there is incoming call to the phone, CTelephony API provides the
current voice line status to the observer application. The observer application transforms
the CTelephony states (e.g. EStatusRinging, EStatusDialling, EStatusIdle, . . . ) to corre-
sponding values defined by the OperatorAccount ontology and updates the information
to the M3 space.

Mood renderer A mood renderer conceptually would have interfaces to sensory, i.e.
mood rendering devices of a smart space invironment in order to cooridinate their con-
trols according to a mood determined by its knowlege processing. The questions would
be many about such knowlege for determing a mood and how to render it for a given
 4
     or a group of persons—we do not prevent that
environment. The mood renderer of the case study is a very simple start on the prob-
lem, which side-steps many issues for practical cases, while showing the essence of
knowlege processing for the given concept.
    The mood renderer in this case study is based on music as the only rendering device,
and thus, the simple assumption that music, more precisely some audio track, maps to
a determinable mood, and still further, that the mapping stems solely from the state of
a partical game being played and applies invariently with regard to time. This dodges
questions about personal tastes and more than one person contributing to the smart
space mood.
    In choosing a track to play, volume is not controlled, but play, pause and stop are
used where appropriate. Mood rendering is based solely on two sources of information
in the smart space environment. The first is an operating supertux game and the second
is phone status. Note then, that this mood renderer is solely reactive to information
about a dynamic smart space environment to which it belongs—for simplicity, it does
not contribute information even though it clearly impacts it.
    Given the simplifications stated, and that the mood renderer understands the ontolo-
gies of the supertux game and telephony status observer. It follows their two indepen-
dent contributions to the smart space environment and combines them to render a mood
appropriate for the state of game play, while maintaining the courtesy of pausing an
audio track, if being played while any phone status of the smart space is active.
    The mood renderer is implemented as two persistent queries for smart space infor-
mation. The first is looking for an active game in order to render its mood, and the sec-
ond is looking for any phone with an active status. When an active game is found, a third
persistent query, particular to this game, looks for its level of m3:lives and renders
a mood as CALM, for no lives before the real play starts, and then when m3:lives
exist, either “UP-BEAT” or “DOWN-BEAT” according to a threshold configuration on
the number of lives. When the game ends, audio rendering is stopped.
    The mood renderer’s behavior can be described as follows:

 – Start with renderer.setTrack (NONE), renderer.setMode (STOP),
   and gameSelected=FALSE.
 – Subscribe to the call-status attribute for all phone-status-observers. Monitor sub-
   scription results, for any attibute value of “active”, if currentMode is PLAY, then
   do renderer.setMode (PAUSE); otherwise, if currentMode is PAUSE,
   do renderer.setMode (PLAY) i.e. any playing pauses during any phone call,
   or resumes when no phone call if paused during a game.
 – Subscribe to a supertux game, which has a session-start and no session-end, or
   session-start after session-end. Monitor subscription results, and, whenever ful-
   filled, first ensure that rendering is stopped and end subscriptions for any earlier
   game. Then render music/mood mapping for the selected game using the next sub-
   scription.
 – Subscribe to session-end and lives attributes of the selected game. When fulfilled,
   set renderer.setMood (mood), for mood according to lives as follows:
     • no lives: CALM i.e. game started, but not yet played.
     • lives above threshold: UP-BEAT
     • below threshold: DOWN-BEAT
When session-end of game is after session-start, stop rendering and end subscrip-
    tions about this game.


4 Conclusions

The idea of agents interoperating by communicating implicitly through M3 spaces
worked well for this case study. We were able to execute the scenario in mind and
add the phone agent to it without modifying the existing ontology. However, this work
was performed inside a single team in a single company. This kind of close cooperation
between people implementing the agents obviously makes things easier.
    Most of the work required in integrating the different agents into a coherent sce-
nario was related to the mood renderer observing the state of the SuperTux game. The
ontology did not directly provide information about all the state changes in the game.
For example, when starting to play a level in the game, the mood renderer deduce this
by observing the appearance of the lives attribute in the M3 space. This is however
something that will probably be a very common case as the ontologies can not and
should not try to describe all possible information that some agent may need. It should
suffice that the information is deducible from the explicitly stated information.
    Another aspect of local pervasive computing environments that was not really ad-
dressed in this case study was the handling of resources that can only be used by one
agent at a time. In this case the mood renderer represents such resource (audio player),
and implicitly it is usually the game that uses it as the mood renderer deduces the mood
based on the game state alone. When the phone rings, the mood renderer will stop the
music and continue after the call is finished. However, in a more complex case there
needs to be (preferably) clear policy for each resource on who can use it. We currently
think that this can be handled at the ontology level, with suitable coordination structures
and an agent acting as a gatekeeper. In general, this is however a subject for further
study.
    The basic principles of agent-dependent interpretation of information and implicit
communication proved useful when the phoneline status information was added to the
case study. When we only describe the information and not the actions to be taken by the
agents, the agent can select suitable course of action based on the detailed knowledge
of the agent in question. In this particular case, the correct course of action for the
SuperTux game is to pause when the phoneline is active but not automatically resume
the game when it goes idle, as the player is not necessarly ready to continue immediately
after ending the call. On the other hand, the mood renderer should continue playing the
music immediately after the distraction (in this case call) has ended.
    If we expanded the case study with more persons with each having mobile phones,
the difference with mood renderer and SuperTux regarding the behavior when a call
arrives would be even more. Sensible behavior for mood renderer would be to stop the
music whenever anyone in the same (acoustic) location receives a call, while the game
should only react to calls to the player of the game.
    Of course, in some cases it might be desirable to have coordinated response from
a group of agents to certain events. We believe that this is best handled outside the
system, by e.g. requirements in the scenario descriptions or ontology documentation.
Anyhow, such coordinated responses would not apply to all agents but rather to only
certain groups of agents involved in executing a given scenario.
    An obvious next step related to the interoperability hypothesis is to have external
research partners extend the demo with agents implemented outside Nokia. This would
clarify the required level of ontology and agent behavior description as the communi-
cation would then approximate more the real world case where the agents would be
implemented by multiple vendors.


5 Acknowledgements
The authors would like to thank Vesa Luukkala for helping with ontology modeling,
and Antti Lappetel¨ inen for helpful comments.
                  a


References
 1. S. Bergamaschi, S. Castano, and M. Vincini. Semantic Integration of Semi-structured and
    Structured Data Sources. SIGMOD Record, 28(1):54–59, March 1999.
 2. Tim Berners-Lee, James Hendler, and Ora Lassila. The semantic web. Scientific American,
    May 2001.
 3. H. Foster, S. Uchitel, J. Magee, and J. Kramer. Compatibility verification for web service
    choreography. In Proceedings of IEEE International Conference on Web Services, July 6–9
    2004, pages 738–741. IEEE, 2004.
 4. Eric Freeman, Susanne Hupfer, and Ken Arnold. JavaSpaces Principles, Patterns and Prac-
    tice. Addison-Wesley, 1999.
 5. Daniela E. Herlea, Catholijn M. Jonker, Jan Treur, and Niek J. E. Wijngaards. Multi-Agent
    System Engineering, volume 1647 of LNCS, chapter Specification of Bahavioural Require-
    ments within Compositional Multi-agent System Design, pages 8–27. Springer, 1999.
 6. Grace A. Lewis, Edwin Morris, Soumya Simanta, and Lutz Wrage. Why Standards Are
    Not Enough To Guarantee End-to-End Interoperability. In Proceedings of 7th IEEE Inter-
    national Conference on Composition-Based Software Systems (ICCBSS), February 25–29
    2008, Madrid, Spain. IEEE, 2008.
 7. Network on terminal architecture. http://www.notaworld.org, 11 2008.
 8. Ian Oliver and Jukka Honkola. Personal Semantic Web Through A Space Based Computing
    Environment. In Second IEEE Interntional Conference on Semantic Computing, August 4–7,
    2008, Santa Clara, CA, USA. IEEE, 2008.
 9. Web ontology language. http://www.w3.org/2004/OWL/.
10. Resource description framework. http://www.w3.org/RDF/.
11. Kia Teymourian, Lyndon Nixon, Daniel Wutke, Reto Krummenacher, Hans Moritsch, Eva
    Khn, and Christian Schreiber. Implementation of a novel semantic web middleware approach
    based on triplespaces. In Second IEEE International Conference on Semantc Computing,
    August 4–7, 2008, Santa Clara, CA, USA, pages 518–523. IEEE, 2008.

More Related Content

What's hot

Key management in information centric networking
Key management in information centric networkingKey management in information centric networking
Key management in information centric networkingIJCNCJournal
 
Secure Multi-Party Negotiation: An Analysis for Electronic Payments in Mobile...
Secure Multi-Party Negotiation: An Analysis for Electronic Payments in Mobile...Secure Multi-Party Negotiation: An Analysis for Electronic Payments in Mobile...
Secure Multi-Party Negotiation: An Analysis for Electronic Payments in Mobile...IDES Editor
 
An Enhanced Inter-Domain Communication among MANETs through selected Gateways
An Enhanced Inter-Domain Communication among MANETs through selected GatewaysAn Enhanced Inter-Domain Communication among MANETs through selected Gateways
An Enhanced Inter-Domain Communication among MANETs through selected Gatewaysidescitation
 
exploiting service similarity for privacy in location-based search queries
exploiting service similarity for privacy in location-based search queriesexploiting service similarity for privacy in location-based search queries
exploiting service similarity for privacy in location-based search queriesswathi78
 
Selfish Node Isolation & Incentivation using Progressive Thresholds
Selfish Node Isolation & Incentivation using Progressive ThresholdsSelfish Node Isolation & Incentivation using Progressive Thresholds
Selfish Node Isolation & Incentivation using Progressive ThresholdsIDES Editor
 
Location based spatial query processing in wireless broadcast environments(sy...
Location based spatial query processing in wireless broadcast environments(sy...Location based spatial query processing in wireless broadcast environments(sy...
Location based spatial query processing in wireless broadcast environments(sy...Mumbai Academisc
 
Comparison between handwritten word and speech record in real-time using CNN ...
Comparison between handwritten word and speech record in real-time using CNN ...Comparison between handwritten word and speech record in real-time using CNN ...
Comparison between handwritten word and speech record in real-time using CNN ...IJECEIAES
 
Preserving location privacy in geo social applications
Preserving location privacy in geo social applicationsPreserving location privacy in geo social applications
Preserving location privacy in geo social applicationsShakas Technologies
 
A location and diversity-aware news feed system for mobile users
A location  and diversity-aware news feed system for mobile usersA location  and diversity-aware news feed system for mobile users
A location and diversity-aware news feed system for mobile usersLeMeniz Infotech
 
AN EFFICIENT SPEECH RECOGNITION SYSTEM
AN EFFICIENT SPEECH RECOGNITION SYSTEMAN EFFICIENT SPEECH RECOGNITION SYSTEM
AN EFFICIENT SPEECH RECOGNITION SYSTEMcseij
 
A location and diversity-aware news feed system for mobile
A location  and diversity-aware news feed system for mobileA location  and diversity-aware news feed system for mobile
A location and diversity-aware news feed system for mobileNinad Samel
 
Location estimation in zig bee network based on fingerprinting
Location estimation in zig bee network based on fingerprintingLocation estimation in zig bee network based on fingerprinting
Location estimation in zig bee network based on fingerprintingHanumesh Palla
 
Zhao huang deep sim deep learning code functional similarity
Zhao huang deep sim   deep learning code functional similarityZhao huang deep sim   deep learning code functional similarity
Zhao huang deep sim deep learning code functional similarityitrejos
 
Exploring Peer-To-Peer Data Mining
Exploring Peer-To-Peer Data MiningExploring Peer-To-Peer Data Mining
Exploring Peer-To-Peer Data Miningcsandit
 

What's hot (18)

Key management in information centric networking
Key management in information centric networkingKey management in information centric networking
Key management in information centric networking
 
Seminar
SeminarSeminar
Seminar
 
Non cooperative location privacy
Non cooperative location privacyNon cooperative location privacy
Non cooperative location privacy
 
Secure Multi-Party Negotiation: An Analysis for Electronic Payments in Mobile...
Secure Multi-Party Negotiation: An Analysis for Electronic Payments in Mobile...Secure Multi-Party Negotiation: An Analysis for Electronic Payments in Mobile...
Secure Multi-Party Negotiation: An Analysis for Electronic Payments in Mobile...
 
An Enhanced Inter-Domain Communication among MANETs through selected Gateways
An Enhanced Inter-Domain Communication among MANETs through selected GatewaysAn Enhanced Inter-Domain Communication among MANETs through selected Gateways
An Enhanced Inter-Domain Communication among MANETs through selected Gateways
 
exploiting service similarity for privacy in location-based search queries
exploiting service similarity for privacy in location-based search queriesexploiting service similarity for privacy in location-based search queries
exploiting service similarity for privacy in location-based search queries
 
Selfish Node Isolation & Incentivation using Progressive Thresholds
Selfish Node Isolation & Incentivation using Progressive ThresholdsSelfish Node Isolation & Incentivation using Progressive Thresholds
Selfish Node Isolation & Incentivation using Progressive Thresholds
 
Location based spatial query processing in wireless broadcast environments(sy...
Location based spatial query processing in wireless broadcast environments(sy...Location based spatial query processing in wireless broadcast environments(sy...
Location based spatial query processing in wireless broadcast environments(sy...
 
Comparison between handwritten word and speech record in real-time using CNN ...
Comparison between handwritten word and speech record in real-time using CNN ...Comparison between handwritten word and speech record in real-time using CNN ...
Comparison between handwritten word and speech record in real-time using CNN ...
 
Preserving location privacy in geo social applications
Preserving location privacy in geo social applicationsPreserving location privacy in geo social applications
Preserving location privacy in geo social applications
 
Sub159
Sub159Sub159
Sub159
 
A location and diversity-aware news feed system for mobile users
A location  and diversity-aware news feed system for mobile usersA location  and diversity-aware news feed system for mobile users
A location and diversity-aware news feed system for mobile users
 
AN EFFICIENT SPEECH RECOGNITION SYSTEM
AN EFFICIENT SPEECH RECOGNITION SYSTEMAN EFFICIENT SPEECH RECOGNITION SYSTEM
AN EFFICIENT SPEECH RECOGNITION SYSTEM
 
A location and diversity-aware news feed system for mobile
A location  and diversity-aware news feed system for mobileA location  and diversity-aware news feed system for mobile
A location and diversity-aware news feed system for mobile
 
Location estimation in zig bee network based on fingerprinting
Location estimation in zig bee network based on fingerprintingLocation estimation in zig bee network based on fingerprinting
Location estimation in zig bee network based on fingerprinting
 
Ce24539543
Ce24539543Ce24539543
Ce24539543
 
Zhao huang deep sim deep learning code functional similarity
Zhao huang deep sim   deep learning code functional similarityZhao huang deep sim   deep learning code functional similarity
Zhao huang deep sim deep learning code functional similarity
 
Exploring Peer-To-Peer Data Mining
Exploring Peer-To-Peer Data MiningExploring Peer-To-Peer Data Mining
Exploring Peer-To-Peer Data Mining
 

Viewers also liked

SOFIA INDRA ATC2011 Virtual Wall Poster
SOFIA INDRA ATC2011 Virtual Wall PosterSOFIA INDRA ATC2011 Virtual Wall Poster
SOFIA INDRA ATC2011 Virtual Wall PosterSofia Eu
 
SOFIA ATC 2011_artemis_magazine
SOFIA ATC 2011_artemis_magazineSOFIA ATC 2011_artemis_magazine
SOFIA ATC 2011_artemis_magazineSofia Eu
 
SOFIA Project Brochure Pilots Set
SOFIA Project Brochure Pilots Set SOFIA Project Brochure Pilots Set
SOFIA Project Brochure Pilots Set Sofia Eu
 
SOFIA Poster ATC 2012
SOFIA Poster ATC 2012SOFIA Poster ATC 2012
SOFIA Poster ATC 2012Sofia Eu
 
Cross-project collaboration leaflet: SOFIA/SMARCOS/CHIRON
Cross-project collaboration leaflet: SOFIA/SMARCOS/CHIRONCross-project collaboration leaflet: SOFIA/SMARCOS/CHIRON
Cross-project collaboration leaflet: SOFIA/SMARCOS/CHIRONSofia Eu
 
SOFIA project INDRA NEO Publication
SOFIA project INDRA NEO PublicationSOFIA project INDRA NEO Publication
SOFIA project INDRA NEO PublicationSofia Eu
 
SOFIA INDRA Presentation to AICIA
SOFIA INDRA  Presentation to AICIASOFIA INDRA  Presentation to AICIA
SOFIA INDRA Presentation to AICIASofia Eu
 
10 Insightful Quotes On Designing A Better Customer Experience
10 Insightful Quotes On Designing A Better Customer Experience10 Insightful Quotes On Designing A Better Customer Experience
10 Insightful Quotes On Designing A Better Customer ExperienceYuan Wang
 
How to Build a Dynamic Social Media Plan
How to Build a Dynamic Social Media PlanHow to Build a Dynamic Social Media Plan
How to Build a Dynamic Social Media PlanPost Planner
 

Viewers also liked (9)

SOFIA INDRA ATC2011 Virtual Wall Poster
SOFIA INDRA ATC2011 Virtual Wall PosterSOFIA INDRA ATC2011 Virtual Wall Poster
SOFIA INDRA ATC2011 Virtual Wall Poster
 
SOFIA ATC 2011_artemis_magazine
SOFIA ATC 2011_artemis_magazineSOFIA ATC 2011_artemis_magazine
SOFIA ATC 2011_artemis_magazine
 
SOFIA Project Brochure Pilots Set
SOFIA Project Brochure Pilots Set SOFIA Project Brochure Pilots Set
SOFIA Project Brochure Pilots Set
 
SOFIA Poster ATC 2012
SOFIA Poster ATC 2012SOFIA Poster ATC 2012
SOFIA Poster ATC 2012
 
Cross-project collaboration leaflet: SOFIA/SMARCOS/CHIRON
Cross-project collaboration leaflet: SOFIA/SMARCOS/CHIRONCross-project collaboration leaflet: SOFIA/SMARCOS/CHIRON
Cross-project collaboration leaflet: SOFIA/SMARCOS/CHIRON
 
SOFIA project INDRA NEO Publication
SOFIA project INDRA NEO PublicationSOFIA project INDRA NEO Publication
SOFIA project INDRA NEO Publication
 
SOFIA INDRA Presentation to AICIA
SOFIA INDRA  Presentation to AICIASOFIA INDRA  Presentation to AICIA
SOFIA INDRA Presentation to AICIA
 
10 Insightful Quotes On Designing A Better Customer Experience
10 Insightful Quotes On Designing A Better Customer Experience10 Insightful Quotes On Designing A Better Customer Experience
10 Insightful Quotes On Designing A Better Customer Experience
 
How to Build a Dynamic Social Media Plan
How to Build a Dynamic Social Media PlanHow to Build a Dynamic Social Media Plan
How to Build a Dynamic Social Media Plan
 

Similar to SOFIA - Cross Domain Interoperability Case Study. NOKIA

SOFIA - Integration of an Answer Set Engine to Smart m3. NOKIA
SOFIA - Integration of an Answer Set Engine to Smart m3. NOKIASOFIA - Integration of an Answer Set Engine to Smart m3. NOKIA
SOFIA - Integration of an Answer Set Engine to Smart m3. NOKIASofia Eu
 
SOFIA - Experiences in Implementing a Cross-domain Use Case by Combining Sema...
SOFIA - Experiences in Implementing a Cross-domain Use Case by Combining Sema...SOFIA - Experiences in Implementing a Cross-domain Use Case by Combining Sema...
SOFIA - Experiences in Implementing a Cross-domain Use Case by Combining Sema...Sofia Eu
 
Cobe framework cloud ontology blackboard environment for enhancing discovery ...
Cobe framework cloud ontology blackboard environment for enhancing discovery ...Cobe framework cloud ontology blackboard environment for enhancing discovery ...
Cobe framework cloud ontology blackboard environment for enhancing discovery ...ijccsa
 
AI AND ML BASED PPT FOR THE CLARIFICATIONS ON DIFFERNT PROBLEMS
AI AND ML BASED PPT FOR THE CLARIFICATIONS ON DIFFERNT PROBLEMSAI AND ML BASED PPT FOR THE CLARIFICATIONS ON DIFFERNT PROBLEMS
AI AND ML BASED PPT FOR THE CLARIFICATIONS ON DIFFERNT PROBLEMSRudranshupandey1
 
Effective Replicated Server Allocation Algorithms in Mobile computing Systems
Effective Replicated Server Allocation Algorithms in Mobile computing SystemsEffective Replicated Server Allocation Algorithms in Mobile computing Systems
Effective Replicated Server Allocation Algorithms in Mobile computing Systemsijwmn
 
SECURE CLOUD COMPUTING MECHANISM FOR ENHANCING: MTBAC
SECURE CLOUD COMPUTING MECHANISM FOR ENHANCING: MTBACSECURE CLOUD COMPUTING MECHANISM FOR ENHANCING: MTBAC
SECURE CLOUD COMPUTING MECHANISM FOR ENHANCING: MTBACijistjournal
 
Privacy preserving location sharing services for social networks(1)
Privacy preserving location sharing services for social networks(1)Privacy preserving location sharing services for social networks(1)
Privacy preserving location sharing services for social networks(1)Kamal Spring
 
Towards a Semantic-based Context-as-a-Service for Internet of Things
Towards a Semantic-based Context-as-a-Service for Internet of ThingsTowards a Semantic-based Context-as-a-Service for Internet of Things
Towards a Semantic-based Context-as-a-Service for Internet of ThingsIJCSIS Research Publications
 
Implementation of Agent Based Dynamic Distributed Service
Implementation of Agent Based Dynamic Distributed ServiceImplementation of Agent Based Dynamic Distributed Service
Implementation of Agent Based Dynamic Distributed ServiceCSCJournals
 
A Survey of Privacy-Preserving Algorithms for Finding meeting point in Mobile...
A Survey of Privacy-Preserving Algorithms for Finding meeting point in Mobile...A Survey of Privacy-Preserving Algorithms for Finding meeting point in Mobile...
A Survey of Privacy-Preserving Algorithms for Finding meeting point in Mobile...IJERA Editor
 
A New Approach to Volunteer Cloud Computing
A New Approach to Volunteer Cloud ComputingA New Approach to Volunteer Cloud Computing
A New Approach to Volunteer Cloud ComputingIOSR Journals
 
agent architecture in artificial intelligence.pptx
agent architecture in artificial intelligence.pptxagent architecture in artificial intelligence.pptx
agent architecture in artificial intelligence.pptxPriyadharshiniG41
 
Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...
Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...
Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...ijcsit
 
Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...
Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...
Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...AIRCC Publishing Corporation
 
LPM: A DISTRIBUTED ARCHITECTURE AND ALGORITHMS FOR LOCATION PRIVACY IN LBS
LPM: A DISTRIBUTED ARCHITECTURE AND ALGORITHMS FOR LOCATION PRIVACY IN LBSLPM: A DISTRIBUTED ARCHITECTURE AND ALGORITHMS FOR LOCATION PRIVACY IN LBS
LPM: A DISTRIBUTED ARCHITECTURE AND ALGORITHMS FOR LOCATION PRIVACY IN LBSIJNSA Journal
 
An Enhanced Framework for Improving Spatio-Temporal Queries for Global Positi...
An Enhanced Framework for Improving Spatio-Temporal Queries for Global Positi...An Enhanced Framework for Improving Spatio-Temporal Queries for Global Positi...
An Enhanced Framework for Improving Spatio-Temporal Queries for Global Positi...IJORCS
 
Indoor localization Leveraging Human Perception of Textual Signs
Indoor localization Leveraging Human Perception of Textual SignsIndoor localization Leveraging Human Perception of Textual Signs
Indoor localization Leveraging Human Perception of Textual SignsShekhar Vimalendu
 

Similar to SOFIA - Cross Domain Interoperability Case Study. NOKIA (20)

SOFIA - Integration of an Answer Set Engine to Smart m3. NOKIA
SOFIA - Integration of an Answer Set Engine to Smart m3. NOKIASOFIA - Integration of an Answer Set Engine to Smart m3. NOKIA
SOFIA - Integration of an Answer Set Engine to Smart m3. NOKIA
 
SOFIA - Experiences in Implementing a Cross-domain Use Case by Combining Sema...
SOFIA - Experiences in Implementing a Cross-domain Use Case by Combining Sema...SOFIA - Experiences in Implementing a Cross-domain Use Case by Combining Sema...
SOFIA - Experiences in Implementing a Cross-domain Use Case by Combining Sema...
 
azd document
azd documentazd document
azd document
 
Cobe framework cloud ontology blackboard environment for enhancing discovery ...
Cobe framework cloud ontology blackboard environment for enhancing discovery ...Cobe framework cloud ontology blackboard environment for enhancing discovery ...
Cobe framework cloud ontology blackboard environment for enhancing discovery ...
 
AI AND ML BASED PPT FOR THE CLARIFICATIONS ON DIFFERNT PROBLEMS
AI AND ML BASED PPT FOR THE CLARIFICATIONS ON DIFFERNT PROBLEMSAI AND ML BASED PPT FOR THE CLARIFICATIONS ON DIFFERNT PROBLEMS
AI AND ML BASED PPT FOR THE CLARIFICATIONS ON DIFFERNT PROBLEMS
 
Effective Replicated Server Allocation Algorithms in Mobile computing Systems
Effective Replicated Server Allocation Algorithms in Mobile computing SystemsEffective Replicated Server Allocation Algorithms in Mobile computing Systems
Effective Replicated Server Allocation Algorithms in Mobile computing Systems
 
SECURE CLOUD COMPUTING MECHANISM FOR ENHANCING: MTBAC
SECURE CLOUD COMPUTING MECHANISM FOR ENHANCING: MTBACSECURE CLOUD COMPUTING MECHANISM FOR ENHANCING: MTBAC
SECURE CLOUD COMPUTING MECHANISM FOR ENHANCING: MTBAC
 
Privacy preserving location sharing services for social networks(1)
Privacy preserving location sharing services for social networks(1)Privacy preserving location sharing services for social networks(1)
Privacy preserving location sharing services for social networks(1)
 
Towards a Semantic-based Context-as-a-Service for Internet of Things
Towards a Semantic-based Context-as-a-Service for Internet of ThingsTowards a Semantic-based Context-as-a-Service for Internet of Things
Towards a Semantic-based Context-as-a-Service for Internet of Things
 
Implementation of Agent Based Dynamic Distributed Service
Implementation of Agent Based Dynamic Distributed ServiceImplementation of Agent Based Dynamic Distributed Service
Implementation of Agent Based Dynamic Distributed Service
 
A Survey of Privacy-Preserving Algorithms for Finding meeting point in Mobile...
A Survey of Privacy-Preserving Algorithms for Finding meeting point in Mobile...A Survey of Privacy-Preserving Algorithms for Finding meeting point in Mobile...
A Survey of Privacy-Preserving Algorithms for Finding meeting point in Mobile...
 
Agent basedqos
Agent basedqosAgent basedqos
Agent basedqos
 
A New Approach to Volunteer Cloud Computing
A New Approach to Volunteer Cloud ComputingA New Approach to Volunteer Cloud Computing
A New Approach to Volunteer Cloud Computing
 
agent architecture in artificial intelligence.pptx
agent architecture in artificial intelligence.pptxagent architecture in artificial intelligence.pptx
agent architecture in artificial intelligence.pptx
 
Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...
Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...
Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...
 
Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...
Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...
Formal Specification for Implementing Atomic Read/Write Shared Memory in Mobi...
 
LPM: A DISTRIBUTED ARCHITECTURE AND ALGORITHMS FOR LOCATION PRIVACY IN LBS
LPM: A DISTRIBUTED ARCHITECTURE AND ALGORITHMS FOR LOCATION PRIVACY IN LBSLPM: A DISTRIBUTED ARCHITECTURE AND ALGORITHMS FOR LOCATION PRIVACY IN LBS
LPM: A DISTRIBUTED ARCHITECTURE AND ALGORITHMS FOR LOCATION PRIVACY IN LBS
 
An Enhanced Framework for Improving Spatio-Temporal Queries for Global Positi...
An Enhanced Framework for Improving Spatio-Temporal Queries for Global Positi...An Enhanced Framework for Improving Spatio-Temporal Queries for Global Positi...
An Enhanced Framework for Improving Spatio-Temporal Queries for Global Positi...
 
Indoor localization Leveraging Human Perception of Textual Signs
Indoor localization Leveraging Human Perception of Textual SignsIndoor localization Leveraging Human Perception of Textual Signs
Indoor localization Leveraging Human Perception of Textual Signs
 
H017665256
H017665256H017665256
H017665256
 

More from Sofia Eu

SOFIA/SMARCOS/CHIRON Poster ARTEMIS & ITEA2 Co-Summit 2011
SOFIA/SMARCOS/CHIRON Poster ARTEMIS & ITEA2 Co-Summit 2011SOFIA/SMARCOS/CHIRON Poster ARTEMIS & ITEA2 Co-Summit 2011
SOFIA/SMARCOS/CHIRON Poster ARTEMIS & ITEA2 Co-Summit 2011Sofia Eu
 
SOFIA Pilots Brochure Final Set
SOFIA Pilots Brochure Final SetSOFIA Pilots Brochure Final Set
SOFIA Pilots Brochure Final SetSofia Eu
 
Smart LED Lighting for Power Management in a Building
Smart LED Lighting for Power Management in a BuildingSmart LED Lighting for Power Management in a Building
Smart LED Lighting for Power Management in a BuildingSofia Eu
 
SOFIA Vvirtual Wall Pilot Poster
SOFIA Vvirtual Wall Pilot PosterSOFIA Vvirtual Wall Pilot Poster
SOFIA Vvirtual Wall Pilot PosterSofia Eu
 
SOFIA Pilots Set Brochure
SOFIA Pilots Set BrochureSOFIA Pilots Set Brochure
SOFIA Pilots Set BrochureSofia Eu
 
SOFIA PILOTS POSTER 8th European ITS Congress, Lyon - France
SOFIA PILOTS POSTER 8th European ITS Congress, Lyon - France SOFIA PILOTS POSTER 8th European ITS Congress, Lyon - France
SOFIA PILOTS POSTER 8th European ITS Congress, Lyon - France Sofia Eu
 
SOFIA PILOTS BROCHURE 8th European ITS Congress, Lyon - France
SOFIA PILOTS BROCHURE 8th European ITS Congress, Lyon - France SOFIA PILOTS BROCHURE 8th European ITS Congress, Lyon - France
SOFIA PILOTS BROCHURE 8th European ITS Congress, Lyon - France Sofia Eu
 
SOFIA Newsletter 1st Issue May 2011
SOFIA Newsletter 1st Issue May 2011SOFIA Newsletter 1st Issue May 2011
SOFIA Newsletter 1st Issue May 2011Sofia Eu
 
SOFIA - Interactive Quality Visualization (IQVis)- VTT
SOFIA - Interactive Quality Visualization (IQVis)- VTTSOFIA - Interactive Quality Visualization (IQVis)- VTT
SOFIA - Interactive Quality Visualization (IQVis)- VTTSofia Eu
 
SOFIA Poster - ARTEMIS & ITEA co-Summit 2010
SOFIA Poster - ARTEMIS & ITEA co-Summit 2010SOFIA Poster - ARTEMIS & ITEA co-Summit 2010
SOFIA Poster - ARTEMIS & ITEA co-Summit 2010Sofia Eu
 
SOFIA - ARTEMIS & ITEA co-Summit 2010
SOFIA - ARTEMIS & ITEA co-Summit 2010SOFIA - ARTEMIS & ITEA co-Summit 2010
SOFIA - ARTEMIS & ITEA co-Summit 2010Sofia Eu
 
SOFIA - M3 Smart Space Infrastructure. VTT/NOKIA
SOFIA - M3 Smart Space Infrastructure. VTT/NOKIASOFIA - M3 Smart Space Infrastructure. VTT/NOKIA
SOFIA - M3 Smart Space Infrastructure. VTT/NOKIASofia Eu
 
SOFIA - Overview Brochure
SOFIA - Overview BrochureSOFIA - Overview Brochure
SOFIA - Overview BrochureSofia Eu
 
SOFIA - A Smart Space Application to Dynamically Relate Medical and Environme...
SOFIA - A Smart Space Application to Dynamically Relate Medical and Environme...SOFIA - A Smart Space Application to Dynamically Relate Medical and Environme...
SOFIA - A Smart Space Application to Dynamically Relate Medical and Environme...Sofia Eu
 
SOFIA Poster (Abstract) - ADK VLHCC 2010. INDRA/ESI
SOFIA Poster (Abstract) - ADK VLHCC 2010. INDRA/ESISOFIA Poster (Abstract) - ADK VLHCC 2010. INDRA/ESI
SOFIA Poster (Abstract) - ADK VLHCC 2010. INDRA/ESISofia Eu
 
SOFIA - Semantic Technologies and Techniques for Interoperable Information in...
SOFIA - Semantic Technologies and Techniques for Interoperable Information in...SOFIA - Semantic Technologies and Techniques for Interoperable Information in...
SOFIA - Semantic Technologies and Techniques for Interoperable Information in...Sofia Eu
 
SOFIA - Opening Embedded Information for Smart Applications. VTT/ESI/NOKIA
SOFIA - Opening Embedded Information for Smart Applications. VTT/ESI/NOKIASOFIA - Opening Embedded Information for Smart Applications. VTT/ESI/NOKIA
SOFIA - Opening Embedded Information for Smart Applications. VTT/ESI/NOKIASofia Eu
 
SOFIA - RDF Recipes for Context Aware Interoperability in Pervasive Systems. NXP
SOFIA - RDF Recipes for Context Aware Interoperability in Pervasive Systems. NXPSOFIA - RDF Recipes for Context Aware Interoperability in Pervasive Systems. NXP
SOFIA - RDF Recipes for Context Aware Interoperability in Pervasive Systems. NXPSofia Eu
 
SOFIA - A Smart-M3 lab course: approach and design style to support student p...
SOFIA - A Smart-M3 lab course: approach and design style to support student p...SOFIA - A Smart-M3 lab course: approach and design style to support student p...
SOFIA - A Smart-M3 lab course: approach and design style to support student p...Sofia Eu
 
SOFIA - Smart City: an Event Driven Architecture for Monitoring Public Spaces...
SOFIA - Smart City: an Event Driven Architecture for Monitoring Public Spaces...SOFIA - Smart City: an Event Driven Architecture for Monitoring Public Spaces...
SOFIA - Smart City: an Event Driven Architecture for Monitoring Public Spaces...Sofia Eu
 

More from Sofia Eu (20)

SOFIA/SMARCOS/CHIRON Poster ARTEMIS & ITEA2 Co-Summit 2011
SOFIA/SMARCOS/CHIRON Poster ARTEMIS & ITEA2 Co-Summit 2011SOFIA/SMARCOS/CHIRON Poster ARTEMIS & ITEA2 Co-Summit 2011
SOFIA/SMARCOS/CHIRON Poster ARTEMIS & ITEA2 Co-Summit 2011
 
SOFIA Pilots Brochure Final Set
SOFIA Pilots Brochure Final SetSOFIA Pilots Brochure Final Set
SOFIA Pilots Brochure Final Set
 
Smart LED Lighting for Power Management in a Building
Smart LED Lighting for Power Management in a BuildingSmart LED Lighting for Power Management in a Building
Smart LED Lighting for Power Management in a Building
 
SOFIA Vvirtual Wall Pilot Poster
SOFIA Vvirtual Wall Pilot PosterSOFIA Vvirtual Wall Pilot Poster
SOFIA Vvirtual Wall Pilot Poster
 
SOFIA Pilots Set Brochure
SOFIA Pilots Set BrochureSOFIA Pilots Set Brochure
SOFIA Pilots Set Brochure
 
SOFIA PILOTS POSTER 8th European ITS Congress, Lyon - France
SOFIA PILOTS POSTER 8th European ITS Congress, Lyon - France SOFIA PILOTS POSTER 8th European ITS Congress, Lyon - France
SOFIA PILOTS POSTER 8th European ITS Congress, Lyon - France
 
SOFIA PILOTS BROCHURE 8th European ITS Congress, Lyon - France
SOFIA PILOTS BROCHURE 8th European ITS Congress, Lyon - France SOFIA PILOTS BROCHURE 8th European ITS Congress, Lyon - France
SOFIA PILOTS BROCHURE 8th European ITS Congress, Lyon - France
 
SOFIA Newsletter 1st Issue May 2011
SOFIA Newsletter 1st Issue May 2011SOFIA Newsletter 1st Issue May 2011
SOFIA Newsletter 1st Issue May 2011
 
SOFIA - Interactive Quality Visualization (IQVis)- VTT
SOFIA - Interactive Quality Visualization (IQVis)- VTTSOFIA - Interactive Quality Visualization (IQVis)- VTT
SOFIA - Interactive Quality Visualization (IQVis)- VTT
 
SOFIA Poster - ARTEMIS & ITEA co-Summit 2010
SOFIA Poster - ARTEMIS & ITEA co-Summit 2010SOFIA Poster - ARTEMIS & ITEA co-Summit 2010
SOFIA Poster - ARTEMIS & ITEA co-Summit 2010
 
SOFIA - ARTEMIS & ITEA co-Summit 2010
SOFIA - ARTEMIS & ITEA co-Summit 2010SOFIA - ARTEMIS & ITEA co-Summit 2010
SOFIA - ARTEMIS & ITEA co-Summit 2010
 
SOFIA - M3 Smart Space Infrastructure. VTT/NOKIA
SOFIA - M3 Smart Space Infrastructure. VTT/NOKIASOFIA - M3 Smart Space Infrastructure. VTT/NOKIA
SOFIA - M3 Smart Space Infrastructure. VTT/NOKIA
 
SOFIA - Overview Brochure
SOFIA - Overview BrochureSOFIA - Overview Brochure
SOFIA - Overview Brochure
 
SOFIA - A Smart Space Application to Dynamically Relate Medical and Environme...
SOFIA - A Smart Space Application to Dynamically Relate Medical and Environme...SOFIA - A Smart Space Application to Dynamically Relate Medical and Environme...
SOFIA - A Smart Space Application to Dynamically Relate Medical and Environme...
 
SOFIA Poster (Abstract) - ADK VLHCC 2010. INDRA/ESI
SOFIA Poster (Abstract) - ADK VLHCC 2010. INDRA/ESISOFIA Poster (Abstract) - ADK VLHCC 2010. INDRA/ESI
SOFIA Poster (Abstract) - ADK VLHCC 2010. INDRA/ESI
 
SOFIA - Semantic Technologies and Techniques for Interoperable Information in...
SOFIA - Semantic Technologies and Techniques for Interoperable Information in...SOFIA - Semantic Technologies and Techniques for Interoperable Information in...
SOFIA - Semantic Technologies and Techniques for Interoperable Information in...
 
SOFIA - Opening Embedded Information for Smart Applications. VTT/ESI/NOKIA
SOFIA - Opening Embedded Information for Smart Applications. VTT/ESI/NOKIASOFIA - Opening Embedded Information for Smart Applications. VTT/ESI/NOKIA
SOFIA - Opening Embedded Information for Smart Applications. VTT/ESI/NOKIA
 
SOFIA - RDF Recipes for Context Aware Interoperability in Pervasive Systems. NXP
SOFIA - RDF Recipes for Context Aware Interoperability in Pervasive Systems. NXPSOFIA - RDF Recipes for Context Aware Interoperability in Pervasive Systems. NXP
SOFIA - RDF Recipes for Context Aware Interoperability in Pervasive Systems. NXP
 
SOFIA - A Smart-M3 lab course: approach and design style to support student p...
SOFIA - A Smart-M3 lab course: approach and design style to support student p...SOFIA - A Smart-M3 lab course: approach and design style to support student p...
SOFIA - A Smart-M3 lab course: approach and design style to support student p...
 
SOFIA - Smart City: an Event Driven Architecture for Monitoring Public Spaces...
SOFIA - Smart City: an Event Driven Architecture for Monitoring Public Spaces...SOFIA - Smart City: an Event Driven Architecture for Monitoring Public Spaces...
SOFIA - Smart City: an Event Driven Architecture for Monitoring Public Spaces...
 

SOFIA - Cross Domain Interoperability Case Study. NOKIA

  • 1. Cross-Domain Interoperability: a Case Study Jukka Honkola, Hannu Laine, Ronald Brown, and Ian Oliver Nokia Research Center P.O. Box 407 FI-00045 NOKIA GROUP jukka.honkola@nokia.com, hannu.e.laine@nokia.com ronald.brown@nokia.com, ian.oliver@nokia.com Abstract. We describe a case study of the behaviour of four agents using a space based communication architecture. We demonstrate that interoperability may be achieved by the agents merely describing information about themselves using an agreed upon common ontology. The case study consists of an exercise logger, a game, a mood rendered attached to audio player and phone status observing agents. The desired scenario emerges from the independent actions of the agents 1 Introduction Interoperability between devices and the software and applications that run on those devices is probably the major goal for many developers of such systems. This can be achieved in a number of ways: particularly through open, agreed standards or often through monopoly. Whichever particular ‘interoperability’ route is taken there will al- ways be a plurality of standards relating to how such systems communicate [6][1]. For example, the Universal Plug and Play interoperability standard is plagued with manufacturer and device specific variations which complicate and nullify to some extent the long and complex standardization process employed to avoid this. Technologies such as the Semantic Web [2] provide enablers for solutions to these problems. Within the Semantic Web exist information representation formats such as the Resource Description Framework (RDF) [10] and the web ontology language OWL [9] which themselves build upon enablers such as XML. Using these technologies we can address and provide solutions1 to the interoperability problem. At one level there are existing solutions such as Web Services (SOAP, WSDL, UDDI etc) and various stacks of middleware for processing representation formats and preservation and reasoning about the semantics of messages. At the other, there are solutions based around more declarative mechanisms such as TripCom [11] and the space-based solutions, for example Java Spaces [4] for the transport and processing of messages and information to assist in interoperability. We do not believe that interoperability will be achieved through standardization committees, nor through standard, globally accepted semantics and ontologies but rather by the unification of semantics in a localized manner, as described in previous work [8]. 1 plural, never singular!
  • 2. In this paper we describe an approach to solving the interoperability problem through a combination of context gathering, reasoning and agents within a space-based infras- tructure taking advantage of technologies such as RDF. We demonstrate this through the ad hoc integration or mash-up of a number of distinct applications to demonstrate the principles of this approach. 2 The M3 Concept The M3 system consists of a space based communication mechanism for independent agents. The agents communicate implicitly by inserting information to the space and querying the information in the space. The space is represented by one or more se- mantic information brokers (SIBs), which store the information as an RDF graph. The agents can access the space by connecting to any of the SIBs making up the space by whatever connectivity mechanims the SIBs offer. Usually, the connection will be over some network, and the agents will be running on various devices. The information in the space is the union of the information contained in the participating SIBs. Thus, the agent sees the same information content regardless of the SIB to which it is connected. The high-level system architecture is shown in Figure 1. Agent Agent Agent Agent M3 Space SIB SIB SIB Fig. 1. A diagram of the general system architecture: Agents, M3 spaces and SIBs. The agents may use five different operations to access the information stored in the space: Insert : Insert information in the space Remove : Remove information from the space Update : Atomically update the information, i.e. a combination of insert and remove executed atomically Query : Query for information in the space Subscribe : Set up a persistent query in the space; changes to the query results are reported to the subscriber
  • 3. In addition to the four access operations there are Join and Leave operations. An agent must have joined the space in order to access the information in the space. The join and leave operations can thus be used to provide access control and encrypted sessions, though the exact mechanisms for these are still undefined. In its basic form the M3 space does not restrict the structure or semantics of the information in any way. Thus, we do not enforce nor guarantee adherence to any specific ontologies, neither do we provide any complex reasoning2 . Furthermore, information consistency is not guaranteed. The agents accessing the space are free to interpret the information in whatever way they want. We are planning to provide, though, a mechanism to attach agents directly to the SIBs. These agents have a more powerful interface to access the information and can be e.g. guaranteed exclusive access to the information for series of operations. Such agents may perform more complex reasoning, for example ontology repair or translation between different ontologies. However, they may not join any other spaces but are fixed to a single SIB and thus a single space. The M3 spaces are of local and dynamic nature, in contrast to semantic web which embodies Tim Berners-Lee’s idea of semantic web [2] as a “giant global graph”. The locality and dynamicity—we envision that the spaces will store very dynamic context information, for example—poses different challenges than the internet-wide semantic web. For example, in order to provide a true interoperability for local ubiquitous agents, the space (i.e. SIBs) will have to provide a multitude of connectivity options in addition to http: plain TCP/IP, NoTA [7], Bluetooth,. . . Furthermore, the space should be fairly responsive. While we do not aim for real-time or near real-time system, even half minute long response times for operations are unacceptable. The responsiveness is one of the factors behind the fundamental decision to not en- force any specific ontologies and allowing the agents to interpret the information freely, as it lessens the computational burden of the infrastructure. Another, and more impor- tant reason is that we explicitly want to allow mashing up information from different domains in whatever way the agents see best. Strict ontology enforcement would make this kind of activity extremely difficult as all new ways of mashing up the information would require approval from some ontology governance committee. However, as men- tioned above, we still plan to provide means for ontology enforcement for cases where the space provider explicitly wishes to restrict the ways the information is used as there are bound to be also situations where this is the best approach. The information content in a M3 space may be distributed over several SIBs. The distribution mechanism assumes that the set of SIBs forming a M3 space are totally routable but not necessarily totally connected. The information content that the agents see is the same regardless the SIB where they are connected. 2.1 Applications in M3 Spaces The notion of application in M3 space is differs radically from the traditional notion of a monolithic application. Rather, as a long term vision, we see the applications as possible scenarios which are enabled by certain sets of agents. Thus, we do not see an 2 The current implementation of the concept understands the owl:sameAs concept
  • 4. email application running in M3 space, but we could have a collection of agents present which allow for sending, receiving, composing and reading email. For this kind of scenario based notion of application, we also would like to know whether the available agents can succesfully execute the scenario. The envisioned model of using this system is that the user has a set of agents which are capable of executing certain scenarios. If a user needs to perform a new scenario that the current set of agents are not capable of executing, she could go and find a suitable agent from some directory by describing the desired scenario and the agents she already has. Thus, we need some formal or semi-formal way of describing agent behavior both with respect to the M3 space and to the environment. While there exists research ad- dressing behavior in multi-agent systems, for example by Herlea, Jonker, Treur and Wijngaards [5], this kind of ad-hoc assembly of agents in order to execute a certain scenario seems to be quite unaddressed in current research. However, slightly similar problems have been addressed in e.g. web service orchestration research [3], but these still seem to concentrate on design-time analysis rather than run-time analysis. As for shorter term, our vision is that sets of existing applications would be en- hanced by being able to interoperate and thus allow execution of (automatic) scenarios that would have been impossible or required extensive work to implement without the M3 approach. 3 The Case Study The case study consists of four agents, Exercise logger, SuperTux game, Phone line observer, and Mood renderer, running on several devices. The exercise logger and phone line observer run on Nokia S60 platform phones, and the SuperTux and mood renderer run on Nokia N800 internet tablets. The M3 space infrastructure runs on a Linux laptop. 3.1 Application Development Vision The case study setup illustrates a “legacy enhancement” approach to application devel- opment in M3 spaces. Conceptually, we added M3 space capability to existing applica- tions (SuperTux, Mood renderer, SportsTracker, Telephony) even if the SportsTracker and Telephony were implemented as standalone simple applications for practical rea- sons. The starting point for the case study was a single person (as defined in Person ontol- ogy, section 3.2) who would be exercising and tracking the workouts with an exercise logger, playing computer games and listening to music. The goal was to demonstrate the benefits of interoperability between existing application, that is, to be able to execute a scenario where the SuperTux game would award extra lives for exercising, a mood renderer embedded in a media player would play suitable music depending on a game state, and the game and media player would react accordingly if the person receives a call.
  • 5. 3.2 Ontologies The ontologies used in this case study have been defined informally, and are not en- forced in any way. The different components of the case study assume that they are used correctly. A pseudo-UML diagram of the complete ontology is shown in Figure 2, and an example instantiation of the ontology when a game is being played and the phoneline is idle is shown in Figure 3. As a general note, the needs of the scenario studied drove the modeling of the on- tologies. Most of the choices of what to include and what to exclude were based on the need of the information in executing the chosen scenario. A broader study might need to revisit the ontologies and generalize end expand them. The agents use different parts of the combined3 case study ontology. The Workout Monitor agent understands Workout and Person ontologies, the SuperTux agent under- stands all ontologies, the Telephony Observer agent understands OperatorAccount and Person ontologies, and the Mood Renderer understands Game and OperatorAccount ontologies. SuperTux, Mood renderer, SuperTux, Telephony status observer Mood renderer OperatorAccount Game m3:phonelinestatus m3:sessionstart m3:sessionend m3:lives m3:mobileaccount m3:player SuperTux, Workout All monitor m3:user Workout Person m3:totaldistance m3:username m3:totaltime m3:stoptime m3:username m3:starttime Fig. 2. An informal description of used ontologies. The using agents are named on top of the “class” box Person The person ontology describes the information about a person necessary for this case study. A person can have a name (m3:username) and an operator account (m3:mobileaccount). 3 A combination of Person, OperatorAccount, Game, and Workout ontologies
  • 6. m3:person m3:workout m3:supertux rdf:type rdf:type "2008−10−29T07:02:30" ?1 m3:user rdf:type m3:player m3:starttime m3:username ?3 m3:stoptime ?2 "2008−10−29T08:05:12" "SportsTrackerUser" m3:sessionstart m3:lives m3:totaldistance m3:totaltime m3:mobileaccount "2053132" "4" "3738786" "2008−10−30T11:30:02" ?4 rdf:type m3:phonelinestatus "idle" m3:operatoraccount Fig. 3. An example RDF graph during the execution of scenario Operator Account The operator account ontology contains information about the phoneline status of the account. In a more realistic case, there could also be information about the phone number, used talking time, amount of data transferred etc. Workout The workout ontology describes a generic distance-oriented workout. Thus, we include information about the length of the workout, distance traveled, person who has done the workout etc. but no information related to, for example, weightlifting where we probably would like to know the number of repeats and weights instead of time used and distance. The choice of what to include in the ontology was influenced by the information available in the SportsTracker application. Game The Supertux game ontology includes information about the gaming session start time, stop time, lives left and player. The session start is defined to be the time when the game executable was started, showing a welcome screen. The lives value is inserted when a player starts a game, new or saved, from the welcome screen. When the player quits the game completely, that is, exits the welcome screen, the session stop time is inserted. The ontology could include also information about current score, amount of coins, field being played etc. which the mood renderer could use. 3.3 Agents Next we describe the operation of agents making up the case study. It should be noted that the agents are only communicating implicitly through the M3 space by reading the information inserted to it by other agents. Workout Monitor The workout monitor reads SportsTracker workout files and writes a summary of the workouts to M3 space. We currently read the information related to
  • 7. general description of the workout and insert that in the M3 space. Any path information is ignored as we have no use for it in the current scenarios. The workout information is related to the person doing the workouts. If a person with same name as the SportsTracker username is found, we attach the workout in question to that person, otherwise we create a new person. We use an SportsTracker internal workout identifier to identify workouts so that we do not insert duplicate workouts if the monitor is run again with same workouts as before. Supertux Supertux is a classic jump’n’run sidescroller game which has taken strong inspiration from the original SuperMario games for Nintendo. Supertux is open source and available under GPL. The ontologies related to Supertux game are the Person ontology, the Workout on- tology and the Supertux ontology. Each Supertux game is assigned with player infor- mation. If the person class instance of the player can not be found from the M3 space the game creates one and inserts player information according to the Person ontology. The person class instance also binds the player to the workout information inserted to the M3 space. Prior starting the game supertux queries workout information from the M3 space. The first query searches for all instances of the Workout class. For each found workout class instance a new query is performed in order to find out the details of the workout. If there are long and recent enough workouts performed by the player the game awards two extra lives to a game level. The game creates also an instance of itself and inserts information such as refer- ence to the person class of the player, session start and stop time to the M3 space. In addition, the game updates how many lives the player has left during playing a game level. Every time the player looses or gains one life in the game, the game removes old livesinformation and inserts the new information to the M3 space. Telephony status observer The telephony voice line status is part of a OperatorAc- count class. Operator accounts are bound to a person i.e. it is assumed that each account belongs to a person4 . The voice line status only has two states, namely active and idle. The phone line status monitor subscribes to voice line status changes provided by Symbian’s CTelephony API. When the user dials a phone number to establish voice connection or when there is incoming call to the phone, CTelephony API provides the current voice line status to the observer application. The observer application transforms the CTelephony states (e.g. EStatusRinging, EStatusDialling, EStatusIdle, . . . ) to corre- sponding values defined by the OperatorAccount ontology and updates the information to the M3 space. Mood renderer A mood renderer conceptually would have interfaces to sensory, i.e. mood rendering devices of a smart space invironment in order to cooridinate their con- trols according to a mood determined by its knowlege processing. The questions would be many about such knowlege for determing a mood and how to render it for a given 4 or a group of persons—we do not prevent that
  • 8. environment. The mood renderer of the case study is a very simple start on the prob- lem, which side-steps many issues for practical cases, while showing the essence of knowlege processing for the given concept. The mood renderer in this case study is based on music as the only rendering device, and thus, the simple assumption that music, more precisely some audio track, maps to a determinable mood, and still further, that the mapping stems solely from the state of a partical game being played and applies invariently with regard to time. This dodges questions about personal tastes and more than one person contributing to the smart space mood. In choosing a track to play, volume is not controlled, but play, pause and stop are used where appropriate. Mood rendering is based solely on two sources of information in the smart space environment. The first is an operating supertux game and the second is phone status. Note then, that this mood renderer is solely reactive to information about a dynamic smart space environment to which it belongs—for simplicity, it does not contribute information even though it clearly impacts it. Given the simplifications stated, and that the mood renderer understands the ontolo- gies of the supertux game and telephony status observer. It follows their two indepen- dent contributions to the smart space environment and combines them to render a mood appropriate for the state of game play, while maintaining the courtesy of pausing an audio track, if being played while any phone status of the smart space is active. The mood renderer is implemented as two persistent queries for smart space infor- mation. The first is looking for an active game in order to render its mood, and the sec- ond is looking for any phone with an active status. When an active game is found, a third persistent query, particular to this game, looks for its level of m3:lives and renders a mood as CALM, for no lives before the real play starts, and then when m3:lives exist, either “UP-BEAT” or “DOWN-BEAT” according to a threshold configuration on the number of lives. When the game ends, audio rendering is stopped. The mood renderer’s behavior can be described as follows: – Start with renderer.setTrack (NONE), renderer.setMode (STOP), and gameSelected=FALSE. – Subscribe to the call-status attribute for all phone-status-observers. Monitor sub- scription results, for any attibute value of “active”, if currentMode is PLAY, then do renderer.setMode (PAUSE); otherwise, if currentMode is PAUSE, do renderer.setMode (PLAY) i.e. any playing pauses during any phone call, or resumes when no phone call if paused during a game. – Subscribe to a supertux game, which has a session-start and no session-end, or session-start after session-end. Monitor subscription results, and, whenever ful- filled, first ensure that rendering is stopped and end subscriptions for any earlier game. Then render music/mood mapping for the selected game using the next sub- scription. – Subscribe to session-end and lives attributes of the selected game. When fulfilled, set renderer.setMood (mood), for mood according to lives as follows: • no lives: CALM i.e. game started, but not yet played. • lives above threshold: UP-BEAT • below threshold: DOWN-BEAT
  • 9. When session-end of game is after session-start, stop rendering and end subscrip- tions about this game. 4 Conclusions The idea of agents interoperating by communicating implicitly through M3 spaces worked well for this case study. We were able to execute the scenario in mind and add the phone agent to it without modifying the existing ontology. However, this work was performed inside a single team in a single company. This kind of close cooperation between people implementing the agents obviously makes things easier. Most of the work required in integrating the different agents into a coherent sce- nario was related to the mood renderer observing the state of the SuperTux game. The ontology did not directly provide information about all the state changes in the game. For example, when starting to play a level in the game, the mood renderer deduce this by observing the appearance of the lives attribute in the M3 space. This is however something that will probably be a very common case as the ontologies can not and should not try to describe all possible information that some agent may need. It should suffice that the information is deducible from the explicitly stated information. Another aspect of local pervasive computing environments that was not really ad- dressed in this case study was the handling of resources that can only be used by one agent at a time. In this case the mood renderer represents such resource (audio player), and implicitly it is usually the game that uses it as the mood renderer deduces the mood based on the game state alone. When the phone rings, the mood renderer will stop the music and continue after the call is finished. However, in a more complex case there needs to be (preferably) clear policy for each resource on who can use it. We currently think that this can be handled at the ontology level, with suitable coordination structures and an agent acting as a gatekeeper. In general, this is however a subject for further study. The basic principles of agent-dependent interpretation of information and implicit communication proved useful when the phoneline status information was added to the case study. When we only describe the information and not the actions to be taken by the agents, the agent can select suitable course of action based on the detailed knowledge of the agent in question. In this particular case, the correct course of action for the SuperTux game is to pause when the phoneline is active but not automatically resume the game when it goes idle, as the player is not necessarly ready to continue immediately after ending the call. On the other hand, the mood renderer should continue playing the music immediately after the distraction (in this case call) has ended. If we expanded the case study with more persons with each having mobile phones, the difference with mood renderer and SuperTux regarding the behavior when a call arrives would be even more. Sensible behavior for mood renderer would be to stop the music whenever anyone in the same (acoustic) location receives a call, while the game should only react to calls to the player of the game. Of course, in some cases it might be desirable to have coordinated response from a group of agents to certain events. We believe that this is best handled outside the system, by e.g. requirements in the scenario descriptions or ontology documentation.
  • 10. Anyhow, such coordinated responses would not apply to all agents but rather to only certain groups of agents involved in executing a given scenario. An obvious next step related to the interoperability hypothesis is to have external research partners extend the demo with agents implemented outside Nokia. This would clarify the required level of ontology and agent behavior description as the communi- cation would then approximate more the real world case where the agents would be implemented by multiple vendors. 5 Acknowledgements The authors would like to thank Vesa Luukkala for helping with ontology modeling, and Antti Lappetel¨ inen for helpful comments. a References 1. S. Bergamaschi, S. Castano, and M. Vincini. Semantic Integration of Semi-structured and Structured Data Sources. SIGMOD Record, 28(1):54–59, March 1999. 2. Tim Berners-Lee, James Hendler, and Ora Lassila. The semantic web. Scientific American, May 2001. 3. H. Foster, S. Uchitel, J. Magee, and J. Kramer. Compatibility verification for web service choreography. In Proceedings of IEEE International Conference on Web Services, July 6–9 2004, pages 738–741. IEEE, 2004. 4. Eric Freeman, Susanne Hupfer, and Ken Arnold. JavaSpaces Principles, Patterns and Prac- tice. Addison-Wesley, 1999. 5. Daniela E. Herlea, Catholijn M. Jonker, Jan Treur, and Niek J. E. Wijngaards. Multi-Agent System Engineering, volume 1647 of LNCS, chapter Specification of Bahavioural Require- ments within Compositional Multi-agent System Design, pages 8–27. Springer, 1999. 6. Grace A. Lewis, Edwin Morris, Soumya Simanta, and Lutz Wrage. Why Standards Are Not Enough To Guarantee End-to-End Interoperability. In Proceedings of 7th IEEE Inter- national Conference on Composition-Based Software Systems (ICCBSS), February 25–29 2008, Madrid, Spain. IEEE, 2008. 7. Network on terminal architecture. http://www.notaworld.org, 11 2008. 8. Ian Oliver and Jukka Honkola. Personal Semantic Web Through A Space Based Computing Environment. In Second IEEE Interntional Conference on Semantic Computing, August 4–7, 2008, Santa Clara, CA, USA. IEEE, 2008. 9. Web ontology language. http://www.w3.org/2004/OWL/. 10. Resource description framework. http://www.w3.org/RDF/. 11. Kia Teymourian, Lyndon Nixon, Daniel Wutke, Reto Krummenacher, Hans Moritsch, Eva Khn, and Christian Schreiber. Implementation of a novel semantic web middleware approach based on triplespaces. In Second IEEE International Conference on Semantc Computing, August 4–7, 2008, Santa Clara, CA, USA, pages 518–523. IEEE, 2008.