A Collaborative Framework to realize Virtual Enterprises using 3APL
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This Triple Partnership Agreement (the "Agreement") is made and entered into as of [Date], by and between the following parties:1. [Company A Name], a [Company A Type] incorporated under the laws of [Country], having its principal place of business at [Company A Address] (hereinafter referred to as "Company A").2. [Company B Name], a [Company B Type] incorporated under the laws of [Country], having its principal place of business at [Company B Address] (hereinafter referred to as "Company B").3. [Company C Name], a [Company C Type] incorporated under the laws of [Country], having its principal place of business at [Company C Address] (hereinafter referred to as "Company C").WHEREAS, the Parties wish to form a strategic partnership for the purpose of [describe the purpose of the partnership, e.g., joint development of a product, sharing of resources, or collaboration on a project];WHEREAS, the Parties believe that the combination of their respective resources, expertise, and market positions will enhance their ability to achieve the aforementioned purpose;NOW, THEREFORE, in consideration of the mutual covenants and promises contained herein, the Parties agree as follows:1. Purpose of the PartnershipThe purpose of this Agreement is to establish a strategic partnership among the Parties for the following objectives:- To [enumerate the specific objectives, e.g., joint research and development, marketing and sales efforts, or provision of technical support];- To leverage the strengths and resources of each Party to achieve mutual growth and profitability;- To create a collaborative framework for sharing information, technology, and expertise.2. Rights and Obligations of the Parties2.1 Company A shall:- Provide [specific resources, e.g., technical expertise, marketing channels, or financial investment];- Contribute [specific contributions, e.g., intellectual property, personnel, or equipment];- Participate actively in the partnership activities as agreed upon by the Parties.2.2 Company B shall:- Provide [specific resources, e.g., manufacturing capabilities, supply chain management, or operational expertise];- Contribute [specific contributions, e.g., intellectual property, personnel, or equipment];- Participate actively in the partnership activities as agreed upon by the Parties.2.3 Company C shall:- Provide [specific resources, e.g., sales and distribution networks, customer relationships, or financial investment];- Contribute [specific contributions, e.g., intellectual property, personnel, or equipment];- Participate actively in the partnership activities as agreed upon by the Parties.3. Financial Provisions3.1 The Parties shall share the profits and losses arising from the partnership activities in the following proportions: [specify the proportions, e.g., 40% Company A, 30% Company B, 30% Company C].3.2 Each Party shall be responsible for its own expenses related to its contributions to the partnership.3.3 The Parties shall establish a fund for the partnership, which shall be used for the common purposes of the partnership as agreed upon.4. Intellectual Property4.1 The Parties shall own all intellectual property rights that are created, developed, or acquired during the term of this Agreement, in accordance with the contributions made by each Party.4.2 The Parties shall have the right to use the intellectual property created by the other Parties for the purposes of the partnership.5. Term and Termination5.1 This Agreement shall be effective as of the date first above written and shall continue in full force and effect for a period of [specify the duration, e.g., five years], unless terminated earlier in accordance with the provisions of this Agreement.5.2 Either Party may terminate this Agreement upon [specify the notice period, e.g., ninety (90) days]。
质量问题协议书英文Quality Issue AgreementQuality is a crucial aspect of any product or service, as it directly impacts customer satisfaction and the overall success of a business. In today's highly competitive market, companies must prioritize quality to maintain a strong reputation and remain competitive. This is where a Quality Issue Agreement (QIA) comes into play.A QIA is a legally binding document that outlines the responsibilities and obligations of both the seller and the buyer in addressing quality-related issues. It serves as a framework for resolving disputes and ensuring that both parties are on the same page when it comes to quality standards and expectations.The primary purpose of a QIA is to establish clear guidelines for identifying, reporting, and resolving quality issues. It typically covers areas such as product specifications, testing and inspection procedures, acceptance criteria, and the process for handling non-conforming products. By having a well-defined QIA in place, both the seller and the buyer can work together to mitigate the impact of quality problems and maintain a strong business relationship.One of the key benefits of a QIA is that it helps to minimize the risk of financial losses and reputational damage. When quality issues arise, the QIA provides a framework for determining the root cause, identifying the responsible party, and implementing corrective actions. This can help to reduce the costs associated with product returns, replacements, or recalls, as well as the potential legal liabilities that may arise from customer dissatisfaction.Moreover, a QIA can also serve as a tool for continuous improvement. By analyzing the quality issues that are addressed under the agreement, both parties can identify areas for improvement in their processes, materials, or product design. This can lead to the implementation of more effective quality control measures and the development of higher-quality products or services.Another important aspect of a QIA is the inclusion of clear communication and escalation procedures. The agreement should outline the steps to be taken when a quality issue is identified, including the timelines for reporting, investigating, and resolving the problem. This can help to ensure that issues are addressed in a timely and efficient manner, minimizing the impact on the customer and the overall business operations.In addition to the technical aspects of quality management, a QIA should also address the commercial and legal considerations. This may include provisions related to pricing adjustments, compensation for damages, and the handling of intellectual property rights. By addressing these aspects upfront, the agreement can help to prevent future disputes and ensure that both parties are protected.Overall, a well-crafted QIA can be a valuable tool for companies of all sizes, across various industries. It helps to establish a framework for quality management, foster a collaborative relationship between the seller and the buyer, and ultimately, contribute to the long-term success of the business. By prioritizing quality and having a clear QIA in place, companies can build a reputation for excellence and maintain a competitive edge in the market.。
Introduction:The pursuit of high-quality English teaching has always been a top priority for educators. To achieve this goal, it is crucial to establish a collaborative research and development (R&D) framework that fosters innovation, sharing of best practices, and continuous improvement. This article presents a comprehensive overview of a high-quality English教研活动, focusing on its objectives, methodology, implementation, and expected outcomes.I. Objectives:1. To enhance the teaching quality of English teachers.2. To promote the application of innovative teaching methods and techniques.3. To foster collaboration among teachers, researchers, and educational institutions.4. To provide a platform for sharing and disseminating best practices in English teaching.5. To contribute to the overall development of English language education.II. Methodology:1. Formation of a Research and Development Team:The R&D team consists of English teachers, educational researchers, and representatives from educational institutions. This diverse group ensures a comprehensive approach to the research and development process.2. Needs Assessment:A thorough needs assessment is conducted to identify the specific challenges and areas requiring improvement in English teaching. This involves collecting data through surveys, interviews, and observations.3. Development of Research Proposals:Based on the needs assessment, the R&D team develops research proposals that address the identified challenges. These proposals are designed to be practical, actionable, and aligned with the overall objectives of the activity.4. Implementation of Research Projects:The R&D team selects and implements research projects that have the potential to make a significant impact on English teaching quality. These projects may include the development of new teaching materials, implementation of innovative teaching methods, or exploration of technology integration.5. Collaboration and Exchange of Ideas:Regular meetings and workshops are organized to facilitate collaboration among team members. These sessions provide an opportunity to share experiences, exchange ideas, and provide feedback on ongoing research projects.6. Data Collection and Analysis:Data is collected through various methods, including classroom observations, student feedback, and self-assessment tools. The collected data is then analyzed to assess the effectiveness of the implemented strategies and to identify areas for further improvement.7. Dissemination of Findings:The findings of the research projects are shared with the wider English teaching community through conferences, workshops, and publications. This ensures that the knowledge gained from the R&D activity is utilized to benefit other educators.III. Implementation:1. Selection of Research Projects:The R&D team carefully selects research projects that are aligned with the overall objectives of the activity. These projects are expected tohave a significant impact on English teaching quality and be feasible within the given timeframe.2. Training and Professional Development:Regular training sessions are conducted to enhance the skills and knowledge of English teachers. These sessions cover a range of topics, including curriculum design, classroom management, and innovative teaching methods.3. Implementation of Innovative Teaching Strategies:The R&D team collaborates with teachers to implement innovative teaching strategies identified through the research projects. This involves the use of technology, collaborative learning, and project-based learning approaches.4. Monitoring and Evaluation:Continuous monitoring and evaluation are conducted to ensure that the implemented strategies are effective and to identify any necessary adjustments. This includes regular feedback from teachers, students, and other stakeholders.IV. Expected Outcomes:1. Improved teaching quality and student learning outcomes.2. Increased teacher confidence and competence in using innovative teaching methods.3. Enhanced collaboration among English teachers, researchers, and educational institutions.4. Development of a repository of best practices in English teaching.5. Contribution to the advancement of English language education.Conclusion:A high-quality English教研活动 is a powerful tool for enhancing teaching quality and promoting the continuous development of Englishlanguage education. By fostering collaboration, sharing best practices, and implementing innovative teaching strategies, educators can create a positive and impactful learning environment for students. This article has outlined the objectives, methodology, implementation, and expected outcomes of such an activity, emphasizing the importance ofcollaborative research and development in the field of English education.。
把握青春时光追求远大理想英语作文全文共3篇示例,供读者参考篇1Seizing the Opportunities of Youth to Pursue Grand DreamsYouth is often described as the most wonderful time in one's life. It's a period brimming with energy, curiosity, and limitless possibilities. As a student, I find myself at the crossroads of this exhilarating phase, torn between the thrill of exploration and the weight of expectations. It's a delicate dance, navigating the path towards self-discovery while simultaneously striving to achieve something extraordinary – something that will leave an indelible mark on the world.The allure of youth lies in its inherent spirit of adventure. It's a time when we can afford to take risks, to step outside our comfort zones, and to challenge the status quo. The world becomes our oyster, ripe for the taking, and every experience is a stepping stone towards personal growth. This freedom, however, comes with a caveat – the risk of complacency. It's all too easy to get caught up in the fleeting pleasures of the moment, to lose sight of our long-term aspirations, and to settle for mediocrity.It is here that the pursuit of grand dreams becomes imperative. Dreams are the fuel that propels us forward, the guiding stars that keep us focused on our ultimate goals. They are the manifestations of our deepest desires, the embodiment of our innermost passions. To have a dream is to possess a compass, a roadmap that charts the course towardsself-actualization and fulfillment.Yet, dreams alone are not enough. They must be accompanied by unwavering determination, relentless perseverance, and an unshakable belief in oneself. The path to realizing our grand dreams is fraught with obstacles, setbacks, and moments of doubt. It's a journey that tests our mettle, our resilience, and our willingness to push beyond the boundaries of what is perceived as possible.In these trying times, it's crucial to draw strength from the very essence of youth – its boundless energy and unbridled enthusiasm. We must channel these forces into our pursuits, using them as catalysts for personal growth and as bulwarks against the onslaught of adversity. It's a delicate balance, one that requires us to temper our youthful exuberance with wisdom, foresight, and a keen understanding of our limitations.Moreover, the pursuit of grand dreams is not a solitary endeavor. It's a collaborative effort that thr篇2Seizing the Prime of Youth to Pursue Lofty DreamsAs a student in the prime of my youth, I can't help but feel a profound sense of possibility and potential. These are the years when our minds are sharpest, our energy is boundless, and the world seems rife with opportunities waiting to be seized. It's a time of life that is uniquely positioned to allow us to dream big dreams and lay the foundations to make those dreams a reality.All too often, however, I see my peers squandering these precious years. They drift aimlessly, consumed by trivial distractions and short-term pleasures. Social media, video games, and the pursuit of fleeting popularity consume their focus. Meanwhile, the grand aspirations that once burned within them slowly fizzle and fade.I refuse to let that be my fate. I am determined to make the most of this magical stage of life and use it as a springboard to achieve something transcendent. My dreams are ambitious, some might even say audacious. But I subscribe to thephilosophy that if your dreams don't scare you at least a little, they aren't dreams at all - they're mere wants and wishes.Ever since I was a child, I've had an insatiable curiosity about the cosmos and our place within it. I remember spending nights out in my backyard, gazing up at the star-studded sky in awe, desperate to unravel the mysteries it contained. That sense of wonder has never left me, and it helped crystallize my ambition: I will become an astrophysicist and dedicate my life to exploring the farthest reaches of the universe.I know the road ahead won't be easy. Astrophysics is an incredibly demanding field, requiring years of intensive study and cutting-edge research. There will be long hours in the lab, complex mathematical models to decipher, and failures and setbacks that will test my resolve. But I welcome the challenge. The greatest achievements are reserved for those willing to take on the seemingly impossible.In my pursuit of this lofty dream, I've begun laying the critical groundwork. In my studies, I've immersed myself in the core sciences like physics, chemistry, and calculus. Every equation conquers brings me one step closer to my goal. I've also had the incredible opportunity to intern at a renowned observatory, where I got a first-hand glimpse at the marvelsastrophysicists uncover on a daily basis. Each new revelation I encountered, from the behavior of black holes to the life cycles of stars, only fanned the flames of my passion.Beyond the academic sphere, I'm laser-focused on developing the talents and qualities that will propel me to success. Discipline, perseverance, and an unquenchable thirst for knowledge will be paramount. I've challenged myself to adopt a regimented schedule, waking up early to exercise, study, and work on independent research projects. The sacrifice of leisure time is a small price to pay for the opportunity to turn the inconceivable into the attainable.At the same time, I'm working diligently to nurture my creativity and embrace a growth mindset. The most transformative discoveries rarely come from traveling along well-trodden paths, but rather from exploring audacious new directions. I'm continuously pushing myself to approach concepts from new angles and question long-held assumptions. My dream isn't just to build upon humanity's existing knowledge; it's to shatter boundaries and forge into the great unknown.While the pursuit of my astrophysics ambitions is anall-consuming endeavor, it's not the only lofty dream I'm chasing. In our rapidly-changing world, solving our greatest scientificmysteries will amount to little if we neglect to address our most pressing social issues as well. It's a core conviction of mine that as inhabitants of this pale blue dot, we have a shared responsibility to leave it better than we found it.That's why I've made it my personal mission to apply my passion for science towards uplifting marginalized communities and catalyzing social mobility. I volunteer as a tutor and mentor for underprivileged students, working to kindle their love of learning and give them the tools to overcome systemic barriers. My goal is to open doors of opportunity and empower the next generation to pursue their own wildest dreams.In the process of chasing these intertwined dreams of astrophysical discovery and human empowerment, I've come to appreciate the profound symmetry between the two. The cosmos is a vast, complex tapestry governed by immutable laws and principles. And yet, within that framework curso exists infinite possibility for those armed with imagination and daring.So too is our world, where universally-applicable truths give rise to unlimited potential realities. My ambition is to unravel the mysteries of both – to chart a course towards the galactic horizon while simultaneously leaving my own planet better than I found it.I realize that I may not live to witness the full scope of my dreams realized. The secrets of the universe are so profound that entire lifetimes of devoted study still only scratch their surface. And creating lasting societal change is a marathon, not a sprint. But I'm undaunted.For even if I don't reach every starry aspiration, the mere gargantuan effort required to try will serve as a worthy endeavor in itself. The growth, knowledge, and self-actualization gained from fearlessly charging after the implausible represents the greatest achievement a person can attain.Each phase of life contains certain unique opportunities and advantages. Youth is the phase of enormousupplements of energy, curiosity, passion and determination - potent fuel for daring to attempt the incredible. To let this golden period slip by aimlessly is a tragic waste.So I've adopted "carpe adolescentiam" as my own personal mantra – a rallying cry to seize the prime of my youth and pour every ounce of vigor I have into making the impossible possible. For if I successfully heed this call to adventure, I have a chance to live a life of enduring purpose and significance.No inspiration or accomplishment can eclipse the magnificence of solving the deepest mysteries of our universeand leveraging that knowledge to uplift humanity. And no undertaking is too audacious to attempt when you embrace the invincible spirit and "seize the day" mentality of youth. With passion, hard work, and daring dreams, anything is possible.These are the core truths that will guide me through the coming years. While the path remains uncharted and immense challenges loom, I venture forward undaunted and hopeful. This is the time to aim for the farthest stars, both literally and metaphorically. After all, what else is youth for if not daring to pursue the wildly improbable and rewrite the limits of what's possible?The window is open, but not forever. For now, I bask in these prime years and the infinite promise they contain. And come what may, when I look back on my life, I'll always be able to say that I truly seized the prime of my youth to reach for something greater.篇3Seizing the Precious Years of Youth to Pursue Great AmbitionsThe famed poet Robert Frost once said, "The woods are lovely, dark and deep, but I have promises to keep, and miles togo before I sleep." These poignant words have resonated deeply within me during my youth, for the fleeting years of our adolescence present an opportune yet rapidly closing window to chase our ambitious dreams. We must seize this golden period to cultivate our passions, fortify our values, and propel ourselves towards the lofty summits of our aspirations.As youths, our minds are fertile grounds brimming with curiosity, idealism, and a fervent hunger to understand the vast complexities of our world. We possess an insatiable thirst for knowledge that empowers us to ceaselessly question, explore uncharted intellectual frontiers, and conceive audacious visions. This intellectual vitality is a potent catalyst that can unlock transformative innovations and propel humanity's progression if channeled purposefully.Throughout history, many of the world's greatest luminaries and pioneers seized upon the fecund opportunities of their youth to cultivate the immense potential within themselves. The Renaissance genius Leonardo da Vinci was a prolific painter, sculptor, architect, inventor and studious observer of nature by his late teens. The mathematician Srinivasa Ramanujan made seminal contributions to analytic number theory as an unschooled young man working as a clerk in India. Theseextraordinary figures demonstrated that the ambitions of youth, fortified with discipline and tenacity, can reshape the trajectory of human enlightenment.Our youthful years are also a critical juncture for us to galvanize our ethical compasses and moral convictions that will steer our actions as conscientious global citizens. By upholding virtues like compassion, integrity, and justice, we can raise a reson。
高考英语应用文写作素材一、社区与学校生活【社区生活】People from different walks of life gather in the communal park, engaging in lively conversations and laughter. The community center hums with activity, hosting cultural events and workshops that celebrate the diversity and talents of the residents.来自各行各业的人们聚集在公共公园里,进行着生动的对话和笑声。
社区中心热闹非凡,举办文化活动和研讨会,庆祝居民的多样性和才能。
The vibrant murals adorning the walls tell stories of unity, resilience, and shared dreams. The community thrives as a close-knit family, supporting and uplifting one another, creating a harmonious and welcoming haven.墙壁上装饰着充满活力的壁画,讲述了团结、坚韧和共同梦想的故事。
社区作为一个紧密联系的家庭蓬勃发展,相互支持和提升,创造了一个和谐而温馨的避风港。
【学校生活】From science experiments to drama performances, the school pulses with a vibrant rhythm, nurturing not only academic growth but also the holistic development of its students. It is a place where lifelong friendships are forged, and dreams are given wings to soar.从科学实验到戏剧表演,学校以充满活力的节奏脉动,不仅培养学生的学术成长,而且培养学生的全面发展。
yjs协同原理English:YJS is a real-time collaborative framework that allows multiple users to work together on the same document or project simultaneously. This is achieved through a combination of client-server architecture and operational transformation algorithms. When a user makes a change to the document, their client sends a request to the server, which then broadcasts the change to all other clients. Each client applies the change locally and sends an acknowledgment back to the server. If multiple users make changes at the same time, operational transformation algorithms ensure that the changes are applied in a consistent and coherent manner, preventing conflicts and maintaining the integrity of the document. This allows for seamless collaboration and real-time updates, making YJS an effective tool for teams working on shared documents or projects.中文翻译:YJS是一个实时协作框架,允许多个用户同时在同一份文档或项目上进行协作。
第1篇Introduction:The English Department at [School Name] has recently organized a comprehensive教研组活动 (research group activity) aimed at enhancingthe teaching techniques and collaboration among the 7th-grade English teachers. This event was a platform for sharing best practices, discussing innovative teaching methods, and fostering a collaborative environment that promotes continuous professional development. The following report outlines the key aspects of the activity.Objective:The primary objective of the教研组活动 was to:1. Improve the overall quality of English teaching in the 7th grade.2. Promote a culture of collaboration and sharing among teachers.3. Explore and implement innovative teaching strategies to engage students more effectively.4. Provide a space for teachers to reflect on their teaching practices and seek feedback from their peers.Activity Outline:1. Opening Remarks and Welcome- The head of the English Department, Mr. [Last Name], opened the session with a warm welcome and emphasized the importance of continuous improvement in teaching methods.- He highlighted the role of the教研组活动 in achieving the department's goals.2. Workshop on Teaching Techniques- A workshop was conducted by Ms. [Last Name], a seasoned English teacher with extensive experience in the 7th grade. The workshop focused on various teaching techniques such as:- Inquiry-based learning- Flipped classroom approach- Gamification of learning- Differentiated instruction- Participants engaged in interactive activities and discussions, sharing their experiences and challenges in implementing these techniques.3. Case Studies and Best Practices- Three teachers from the 7th grade presented case studies of successful teaching strategies they had used in their classrooms. The case studies included:- Effective use of technology in language learning- Implementing project-based learning to enhance student engagement- Utilizing peer tutoring to improve student performance- The presentations were followed by a Q&A session, where other teachers asked questions and sought advice on how to replicate these strategies in their own classrooms.4. Collaborative Planning Session- The group divided into smaller teams to plan a joint project that would involve multiple teachers and classes. The project aimed to create a cohesive learning experience for the 7th-grade students.- Each team discussed the project's objectives, activities, and assessment methods. They also shared their ideas on how to involve students in the planning process.- The teams presented their plans to the larger group, receiving feedback and suggestions for improvement.5. Feedback and Reflection- Each participant filled out a feedback form, sharing their thoughts on the activity and suggesting areas for future improvement.- A reflection session was held, where teachers discussed the highlights of the activity and how they planned to apply the new knowledge and skills in their teaching.6. Closing Remarks- Mr. [Last Name] concluded the activity by thanking all participants for their active involvement and commitment to improving their teaching practices.- He encouraged teachers to continue collaborating and supporting each other in their professional journey.Conclusion:The 7th-grade English教研组活动 was a resounding success, providing a valuable opportunity for teachers to enhance their teaching techniques and collaborate effectively. The event fostered a positive and supportive environment, where teachers felt comfortable sharing their experiences and learning from each other. The strategies and resources discussed during the activity are expected to have a significant impact on the quality of English teaching in the 7th grade at [School Name]. The English Department is committed to organizing similar activities in the future, ensuring that teachers continue to grow professionally and provide the best possible education to their students.第2篇Introduction:The English Department of our school has always attached great importance to the research and teaching of English for Grade 7 students. In order to improve the teaching quality and promote the development of our students, we held an English Grade 7 Research and Teaching Group Activity recently. This activity aimed to share teaching experiences, discuss teaching methods, and explore new ideas for English teaching.I. Activity Objectives:1. Enhance the teaching quality of English for Grade 7 students.2. Promote the communication and exchange of teaching ideas among teachers.3. Explore new teaching methods and strategies for English teaching.4. Improve the students' English proficiency and interest in learning.II. Activity Content:1. Opening RemarksThe activity was opened by the head of the English Department, who emphasized the importance of teaching English for Grade 7 students and the significance of this activity. He also expressed his expectationsfor the activity and encouraged all teachers to actively participate and share their experiences.2. Sharing Teaching ExperiencesSeveral experienced teachers shared their teaching experiences and strategies. They discussed various aspects of teaching English for Grade 7 students, including classroom management, vocabulary teaching, reading comprehension, and writing skills. The following are some of the key points they shared:(1) Classroom management: Teachers should create a positive and engaging classroom atmosphere to encourage students to participate actively in class. They can use various teaching aids, such as multimedia, games, and group activities, to make the classroom more interesting.(2) Vocabulary teaching: Teachers should focus on teaching practical and useful vocabulary, and encourage students to use new words in theirdaily life. They can use word cards, flashcards, and word games to help students memorize new words.(3) Reading comprehension: Teachers should guide students to develop their reading skills, such as skimming, scanning, and intensive reading.They can provide various reading materials, such as short stories, news articles, and poems, to meet the diverse interests of students.(4) Writing skills: Teachers should teach students the basic structure of writing and encourage them to express their thoughts and ideas in English. They can use various writing activities, such as journal writing, story writing, and essay writing, to improve students' writing skills.3. Discussion on Teaching MethodsThe teachers engaged in a lively discussion on various teaching methods, such as project-based learning, flipped classroom, and cooperative learning. They shared their experiences and thoughts on these methods, and explored how to effectively implement them in their teaching practice.4. Workshops and TrainingWorkshops and training sessions were organized to provide teachers with practical skills and knowledge. These sessions covered topics such as grammar teaching, pronunciation, and test preparation. The teachers actively participated in these sessions and gained valuable insights.5. Conclusion and SummaryThe activity concluded with a summary of the key points discussed and a discussion on the future direction of English teaching for Grade 7 students. The head of the English Department expressed his gratitude to all the teachers for their active participation and contribution to the activity.III. Activity Evaluation:1. The activity achieved its objectives, as the teachers shared their experiences and discussed various teaching methods, which will undoubtedly improve the teaching quality of English for Grade 7 students.2. The communication and exchange of teaching ideas among teachers were fruitful, and they gained valuable insights from each other's experiences.3. The teachers actively participated in the workshops and training sessions, which will help them improve their teaching skills and knowledge.Conclusion:The English Grade 7 Research and Teaching Group Activity was a great success, as it provided a platform for teachers to share their experiences, discuss teaching methods, and explore new ideas for English teaching. We believe that this activity will contribute to the continuous improvement of our students' English proficiency and interest in learning. In the future, we will continue to hold such activities to promote the development of English teaching in our school.第3篇IntroductionThe English Language教研组 (Research and Development Group) of our school has always been committed to fostering a dynamic and engaging learning environment for our seventh-grade students. With the aim of enhancing the quality of English language education, we organized a comprehensive教研活动 to explore innovative teaching strategies and share best practices. This report outlines the objectives, activities, and outcomes of the event.Objectives1. To identify and discuss effective teaching strategies that promote active learning in English language classes.2. To explore the integration of technology in English language education.3. To share experiences and best practices among the教研组 members.4. To develop a collaborative framework for continuous professional development within the group.Activity Details1. Opening SessionThe session began with a welcoming address by the教研组长, who emphasized the importance of continuous improvement in teaching methods. The group was reminded of the diverse learning styles and needs of seventh-grade students, highlighting the need for tailored teaching approaches.2. Workshops and Presentationsa. Workshop on Project-Based Learning (PBL): facilitated by Mr. Zhang, a seasoned English teacher. The workshop focused on the benefits of PBL in fostering critical thinking and collaborative skills. Participants engaged in a practical activity, designing a PBL project for a seventh-grade class.b. Interactive Presentation on Technology Integration: presented by Ms. Liu, a technology specialist. The presentation covered various digital tools and platforms that can enhance language learning, such as educational apps, online dictionaries, and virtual reality experiences.c. Case Study Sharing: three teachers shared their experiences of implementing innovative strategies in their classrooms. The case studies highlighted the use of flipped classrooms, peer teaching, and differentiated instruction.3. Group Discussions and ReflectionsParticipants were divided into small groups to discuss the following topics:- The impact of technology on language learning.- Strategies for promoting student engagement and motivation.- The role of the teacher as a facilitator of learning.Each group presented their findings, and the entire group engaged in a lively debate on the best approaches to teaching English in the seventh grade.4. Action Plan DevelopmentBased on the discussions and presentations, the教研组 developed anaction plan to implement the following initiatives:- Introduce a minimum of two technology tools in each English class.- Encourage the use of project-based learning in at least one unit per term.- Organize regular workshops for teachers to share best practices and receive professional development.OutcomesThe教研活动取得了以下成果:1. Enhanced Collaboration: The event fostered a collaborative environment where teachers felt comfortable sharing their experiencesand ideas.2. Increased Awareness: Participants gained a deeper understanding of innovative teaching strategies and their potential impact on student learning.3. Improved Professional Development: The action plan will provide a structured framework for continuous professional growth within the教研组.4. Enhanced Student Learning: The implementation of the proposed initiatives is expected to lead to improved student engagement, motivation, and academic performance.ConclusionThe seventh-grade English Language教研组活动圆满结束,取得了显著的成效。
摘要本软件采用采用面向对象的分析设计方法来分析工作流中的文档与角色,以及它们各自的属性,建立办公自动化的模型,解决公文流转的过程,实现电子化办公。
由于小型企业,具有部门少,信息量大,数据不统一等特点,要建设经济实用高效的办公自动化系统,需要运用一系列相关技术和处理流程,来进行数据流的处理。
本系统的公文处理采用单人负责,这样有利于公文处理效率的提高。
信息更新的节奏越来越快、越来越多的办公对象不再仅仅是面对数据,而是面对文档,甚至还有多媒体信息、随着企业规模的不断扩大,异地办公的模式也越来越普遍。
因此要想达到协同工作办公系统,没有计算机以及网络的支持就很难得以实现。
随着计算机的广泛应用和网络技术的飞速发展,一个高效协同无纸化办公平台已成为上下级单位(母子公司)以及内部科室之间不可或缺的工具,人们日渐意识到信息的快速搜集、处理和传播对于其自身发展收益巨大,通过高科技手段来提高办公效率、降低办公费用、提升管理效果已成为当务之急。
本软件正是为了能更有效的实现办公自动化而设计的,是办公自动化系统的重要组成部分,是办公自动化系统的一个组成部分,区别与传统的办公自动化系统。
无纸化软件的设计目标是:完善企业内部信息流通,促进人员交流,提高办公效率,加强管理职能,开发出适合的软件来完善企业的办公自动化系统,有效促进企业信息化的进行。
本软件的开发设计运用软件工程的方法,系统地分析了中小企业投资有限,流程的正规化程度不高的特点,提出了基于微软件公司框架技术平台的解决方案。
首先阐述了系统分析和设计采用的相关技术及其特点;其次阐述系统的总体结构,把整个软件划分为:个人办公,信息共享,公文传阅,部门人事,我的资料,信息服务五个模块,并确定软件采用三层结构,分析了系统开发所采用各项技术。
本软件采用B/S模式,利用开发语言来进行设计与实现,满足了企业办公现有不同业务的需求,对今后新业务的需求也具有良好的扩展性。
关键词:无纸化办公;工作流;;数据库;IIS;B/S体系结构AbstractThis software adopts the analyzing and designing procedures that are orient towards to the target. Also the software can analyze the files and Characters as well as their own attribute,build the automatic working model, solve the procedure of official document circulation and accomplish the electronic working role. However the mini-enterprise has the distinguishing feature such as a few departments, a great many information and decentralizing dates, and so on. Building a efficient automatic working system demands applying a series related technology and management procedures to handle the stream of data. The official document management in this system adopt “the single-one in charge”, which is beneficial to improve efficiency of official document management.Information update an increasingly rapid pace, more and more office object is no longer just face data, but face the document, and even the multimedia information, along with the constant expansion of the scale of the enterprise, the foreign office mode is becoming more and more popular. So to achieve a collaborative working office system, no computer and network support, it is hard to be realized. With the widespread use of computers and network technology rapid development, a highly efficient coordination paperless office platform has become the parent and subsidiary companies subordinate unit (between) and the internal department an indispensable tool, people increasingly aware of information collection, processing and spread quickly to its own development gains huge, by high-tech means to improve work efficiency and reduce office cost, improve their management effect has become a top priority. This software is to can more effectively realize office automation and design, office automation system is an important part of office automation system, is an integral part of the differences between the traditional, office automation system.Paperless software design goal is: perfecting the enterprise internal information circulation and promote personnel exchanges, improve, strengthen management functions office efficiency, to develop a suitable software to improve enterprise's office automation system, effectively promote the enterprise information.This software development design using the method of software engineering, system analysis, the sme investment limited, processes the normalization of the characteristics of high degree, put forward based on MicroSoft parts companies framework technology platform solutions. First expounded system analysis and design USES the relevant technology and characteristics; Secondly, the general structure of the system are discussed in detail the whole software is divided into: personal office, information sharing, document circulated, departments and personnel, my material, information service five module, and determined by three layers of software structure, and analyzes the technology used by system development.The Software is based on B/S System Architecture, used program language, which satisfies the company with different business and office requirement. It also has good expandability for new business requirement in the future.Keywords: Paperless office; Workflow; ; Database; B/S System Architecture目录1 引言 (1)1.1课题的目的和意义 (1)1.2国内外的发展和趋势 (1)1.2.1办公无纸化的概念 (1)1.2.2办公无纸化软件的现状及需求 (2)1.3课题研究的主要内容 (2)2 相关技术分析 .........................................................................................错误!未定义书签。
共同发展助推共同繁荣英语作文800字Collaborative Development: A Catalyst for Shared Prosperity.In the tapestry of global interdependence, where nations and economies are intricately intertwined, the concept of collaborative development has emerged as a transformative force, propelling nations towards shared prosperity. Collaboration, borne out of a shared vision and common goals, transcends borders and fosters a spirit of unity and mutual support. When countries work together, pooling their resources, knowledge, and expertise, they create a fertile ground for economic growth, social development, and environmental sustainability.Collaboration begins with recognizing the interconnectedness of our world. No nation can truly thrive in isolation; our fates are intertwined, and our challenges and opportunities demand collective action. By acknowledging this interdependence, countries can movebeyond parochial interests and embrace a global perspective, recognizing that the well-being of one benefits all.Through collaborative initiatives, nations can leverage their comparative advantages and complement each other's strengths. For instance, countries with abundant natural resources can partner with those possessing advanced technologies to develop sustainable energy solutions, ensuring energy security and reducing environmental degradation. Similarly, countries with strong education systems can share their best practices with others,fostering human capital development and empowering future generations.Moreover, collaboration fosters innovation and creativity. When diverse perspectives converge, new ideas emerge, challenging conventional wisdom and unlocking unprecedented possibilities. Joint research and development programs, for example, bring together scientists and engineers from different backgrounds, facilitating cross-fertilization of knowledge and the creation of breakthrough technologies that can transform industries and improvelives.Economic prosperity is a key pillar of shared development. By collaborating on trade and investment, nations can expand markets, create jobs, and stimulate economic growth. Free trade agreements, such as the North American Free Trade Agreement (NAFTA) and the EuropeanUnion (EU), have facilitated the movement of goods and services across borders, fostering economic integration and generating wealth.However, shared prosperity goes beyond economic success. It encompasses social development and environmental sustainability. Collaborative initiatives can addressissues such as poverty, health, and climate change, which transcend national boundaries and require global cooperation. The United Nations Sustainable Development Goals (SDGs), for instance, provide a common framework for countries to work together to create a more just, equitable, and sustainable future for all.Collaborative development also fosters peace andstability. When countries engage in mutually beneficial partnerships, they build bridges of trust and cooperation. Regional organizations, such as the Association of Southeast Asian Nations (ASEAN) and the African Union (AU), serve as platforms for dialogue, conflict resolution, and joint action, promoting peace and security within their respective regions.In the face of global challenges, such as climate change, pandemics, and economic crises, collaborative development becomes even more imperative. By pooling their resources and expertise, nations can respond more effectively to these challenges, protecting their citizens and ensuring the well-being of future generations.The benefits of collaborative development are undeniable. It fosters economic growth, promotes social development, ensures environmental sustainability, and strengthens peace and stability. However, realizing these benefits requires a commitment from all stakeholders –governments, businesses, and civil society organizations.Governments have a crucial role in creating an enabling environment for collaboration. They can promote trade and investment, facilitate cross-border knowledge sharing, and establish mechanisms for conflict resolution. Businesses can contribute by investing in joint ventures, sharing technologies, and promoting ethical practices. Civil society organizations can play a catalytic role by mobilizing public support, advocating for collaborative initiatives, and monitoring their implementation.By embracing collaboration and working together, nations can unlock their full potential, creating a world where shared prosperity is a reality. In the words of former United Nations Secretary-General Kofi Annan, "We cannot solve the problems of the twenty-first century with institutions and ideas of the twentieth." Collaborative development is the key to forging a future of shared progress and well-being for all.。
I.J. Information Technology and Computer Science, 2016, 4, 19-27Published Online April 2016 in MECS (/)DOI: 10.5815/ijitcs.2016.04.03A Framework to Stimulate Collaborative e-Learning through Collaborative Educational Games Modeled Using IMS-LDAbderrahim El MhoutiAbdelmalek Essaadi University, Faculty of Sciences/LIROSA laboratory, Tetouan, 93000, MoroccoE-mail: abderrahim.elmhouti@Azeddine Nasseh and Mohamed ErradiAbdelmalek Essaadi University, Ecole Normale Supérieure/LIROSA laboratory, Tetouan, 93000, MoroccoAbstract—In an e-learning environment, learn in a collaborative way is not always so easy because one of the difficulties when arranging e-learning contents can be that these contents and learning paths are not adapted to this type of learning. Online courses are constructed in a way that does not stimulate interaction, cooperation and collaborative learning. This is why the e-learning often is seen as individual and lonely. In this sense, one way to reduce these problems and promote collaborative e-learning and interaction learner-learner and learner-teacher is to model these contents in the form of collaborative educational games.The primary aim of this work is to exploit the potential of educational games to improve students’ collaboration in e-learning environments. Thus, this paper presents a framework for designing, implementing and building collaborative educational games targeted to e-learning. The proposed framework is composed of two main phases: game design phase that consists to propose a collaborative design process of educational games; and game development phase that consists to implement, package, describe and deliver the games using the IMS-LD standard. The paper describes the steps followed for modeling games, the framework architecture and adopted technical choices. The final framework supports the creation and the use of such games using one of the most popular tools of learning in the web era: the LMS (Learning Management System).Index Terms—Collaborative learning, collaborative educational games, e-learning, learning design, learning object, IMS-LD (Instructional Management Systems-Learning Design), LMS (Leaning Management System).I.I NTRODUCTIONToday, e-learning technology offers a wide range of new opportunities for development of education. The advantages of the use of e-learning cover administrative, financial, societal as well as pedagogical areas. The evolution of Web 2.0 technologies and its implications in e-learning allows envisaging new teaching and learning forms, giving a preponderant place to the collaboration, cooperation and social interaction [1].However, despite their rapid development, the pedagogical potential of Web technologies suffer from the limitations that hinder their development in the distance learning field. Indeed, if e-learning systems have known a great success mainly due to their innovative nature in the way of learning, major problems related to their use are emerging, primarily the quality of the presented educational contents, which are unsuited to collaborative learning context. In this context, many studies have shown that educational content is a misleading indicator of the success of an online learning environment and that this non adequacy is sometimes due to a lack of social learning character of these contents, often linked the problem of individualization of learning [2] [3]. Thus, it is at this level that the Collaborative Educational Games (CEGs) can be used to confront this problem.In this context, this paper is a contribution to the research efforts in the design of collaborative learning in e-learning environments. The problem posed is how to use the CEGs to offer the learner a collaborative learning experience that is appropriate to his knowledge and his way of learning. Thus, in order to promote collaborative learning, we have reformulated this problem by proposing a reference framework of design, development and use of CEGs by means of reusable and interoperable Learning Objects (LO), while considering the different pedagogical and technical aspects. CEG, produced as LO, are adapted to the IMS-LD (Learning Design) standard. The games design process takes place in an Educational Games Design Environment.The paper is organized as follows: firstly, the paper highlights the potential of educational games in e-learning environments and presents the main characteristics of this concept while at focusing on its collaborative dimension: collaborative educational games. The paper describes the LD stakes, which can be applied in the implementation of CEGs and exposes a literature review of main characteristics of the IMS-LD specification, on which this work is based. The article goes on to describe the main phases of the proposedframework and its conceptual structure. Finally, the paper proceeds to describe the technological choices to implement the proposed framework and concludes with future works.II.R ESEARCH B ACKGROUNDIn e-learning, the pedagogical content is the concern of all educational institutions at all their levels. However, several works in practical contexts show that these contents are not adapted to social and collaborative learning vision, vision increasingly favored in e-learning world [3][4][5].To overcome this problem, this work aims to establish a model of design, development and use of Collaborative Educational Games to stimulate collaborative learning in e-learning environments. Before describing the design and implementation of the proposed framework, this section is oriented towards the presentation of theoretical and methodological basic concepts which we refer in this work.A. Educational games : an overviewAn educational game is a game designed to teach humans about a specific subject and to teach them a skill. As educators, governments, and parents realize the psychological need and benefits of gaming have on learning, this educational tool has become mainstream. Games are interactive play that teaches us goals, rules, adaptation, problem solving, interaction, all represented as a story. They give us the fundamental needs of learning by providing - enjoyment, passionate involvement, structure, motivation, ego gratification, adrenaline, creativity, social interaction and emotion [6]. Despite the long tradition of games for education and training, the implication of their collaborative dimension in education practices is very limited - especially, when compared to the boost in the games market. The reasons for this are manifold: high technical demands are in conflict with available budgets. Collaborative educational games often do not fit in the educational context or they are hard to tailor. It is hard for teachers to support collaborative educational games within their educational processes [7].The essential features of an education game are: 1/free action, begun and finished by the user; 2/ imaginary, parallel to the real world, replicating a universe or an activity without any consequence on actual issues; 3/ limited, in time and space; 4/ following a set of rules, a specific and private framework; 5/ with an uncertain solution and development, since every run, every play, is different and depends on unpredictable behavior of users. For a game, to be an educational one, some additional features are required: 1/ it has to start with a problem to be solved; 2/ it has to be unproductive itself; it doesn’t generate any property or wealth. The drive is the gaming activity itself; 3/ it has a correct solution, at least; 4/ it should have something to be learnt by the user/player, while introducing new knowledge, fixing previous acquired knowledge, training skills, sharing experiences, discovering new concepts, developing outcomes. Finally, to be an electronic game the educational game must be run on an electronic platform, such as a computer, an online terminal, a video-player, a PDA, a mobile phone etc.Today, the integration of collaborative educational games in the e-learning environments is becoming a growing need. CEGs have a lot of potential to raise students’ collaboration and motivation and improve the quality of education when applied properly. However, the implementation of such games for e-learning is a hard task and development of a new one is expensive. In this sense, several pedagogical and technical aspects must be taken into consideration and the design/development process should be focused on socioconstructivist learning and collaboration skills.A CEG is a specific type of e-learning content. The design and implementation of these CEG must be done according to the Learning Design (LD) process. As well, to be suited to the collaborative learning context, the LD process of these games must take into account some pedagogical and technical aspects. From the pedagogical point of view, the design of CEG must take into account the collaborative dimension of learning. From the technical point of view, the implementation of CEG using learning objects must take into account pedagogical standards for e-learning, that have changed the way that we exercise the practices of learning design [8]. In the following, we describe the LD stakes, which can be applied in the implementation of CEGs.1. Learning Design (LD)LD consists to the description of the teaching process following a specific pedagogical approach that addresses specific learning objectives for a particular audience in a particular discipline [9]. Fig. 1 illustrates the relations among the Unit of Learning (UoL: a concept increasingly used in the field of the LD), learning model, domain model, and theories of learning and instruction.Fig.1. The context of LDThe learning model describes how students learn based on various learning theories. The domain model describes the content and its organization, for example, software engineering or data on the Web. The theories of learning and instruction describe the instruction principles and models based on the literature or the experience of practitioners [10].In the field of e-learning, to enable the design of the dynamics of teaching and learning and their standardization, the IMS Global Learning Consortium established a new specification for online learning. Thisspecification, named IMS Learning Design (IMS-LD), provides a framework of elements that can describe any design of a teaching-learning process in a formal way. In the following, we describe in detail this specification and we will focus on e-learning-based games, since IMS LD is also based on this platform.2. IMS-LDIMS-LD (Instructional Management Systems-Learning Design) is a pedagogically expressive specification to model Units of Learning (UoL) in a formal, semantic, interoperable and machine-readable fashion. The IMS project aims to establish standards for dealing with problems associated with the increasing use of new technologies in teaching and learning [11].IMS- LD is a specification to represent and encode learning structures and methods [12]. It supports a wide range of modern pedagogical approaches such as active learning, collaborative learning and adaptive learning [9]. IMS-LD is focused on the design of pedagogical methods able to manage learning activities linked to LO within a learning flow. This learning flow consists of plays, acts, activities, activity structures and environments and it is flexible enough to provide several personalized itineraries depending on the role assigned or on a set of rules. The usual life-cycle starts with a lesson plan modeled according to the IMS-LD, defining roles, learning activities, services and several other elements inside a XML document [13].IMS-LD is structured in three levels: A, B and C (Fig.2). With a detailed description of roles, activities, environments, methods (Level A), properties, global elements, monitoring services and conditions (Level B), and notifications (Level C), IMS LD is able to translate regular lesson plans into standardized interoperable UoL.Fig.2. Three levels and information model of the IMS-LD specificationThese UoLs can be created with general purpose editors or with specific IMS-LD editors, like CopperAuthor or Reload LD Editor, and they can be run with several tools and engines, like CopperCore or Sled. There is a number of existing runnable example UoLs focused on several educational issues although not too many on games. Furthermore, it has not been tested extensively during the development of IMS-LD whether it could model educational games. IMS LD has several features to suggest that it can be used to do it. Thus, IMS-LD can support the representation of CEG in the form of potentially reusable learning objects.IMS LD’s generality implies that it should also be capable of modeling computer-based educational games. Issues on synchronization, grouping, multirole playing, timing, collaborative working, dynamic feedback, adaptive learning and more are implicit or explicit in educational gaming and can be approached with it. Also, a framework must be defined to describe what is considered as an educational game. Many games are described as educational ones yet the educational character of a game depends on the objectives, the context and the moment when it is run [14].B. Use of educational games in e-learningE-learning can be defines as a way of learning which is supported or facilitated by ICT (Information and Communication Technologies). It is a web-based training means by which connections, sharing, support, and access to learning opportunities can be enabled. Ref. [15] consider that there are such wide variations in the conception of this term (along with online learning and distance learning), that defining the characteristics of each is almost impossible.This web-based training model gradually evolved. Today, e-learning is a very popular phenomenon and forms the core of a number of initiatives and programs offered by colleges and universities [16].Web 2.0 has given birth to e-learning 2.0. The influence of new practices on the Web has resulted in a new array of services, which can be collectively termed “e-learning 2.0” (Fig. 3).E-learning 2.0 refers to a second phase of e-learning based on Web 2.0 and emerging trends in e-learning such as the collaborative e-learning. It is based on creating and sharing information and knowledge with others using social media tools like blogs, wikis, social bookmarking and social networks within an educational context to support collaborative approach to learning [16].Fig.3. Different forms of e-learning [17]Educational games are becoming popular in the academic discussion of learning technologies, in particular e-learning. In an e-learning environment, educational games provide the motivation and engagement of learner and can keep people of different conditions focused and concentrated on a task during long periods of time. Educational games are designed to offer learners the opportunity to develop their skills and knowledge in a meaningful and practical, yet virtual, training setting. They carefully balance fun, knowledge transfer, and reality to provide the trainee a meaningful, immersive, and motivating learning experience, facilitated by the Web 2.0 tools offered (social networking, wikis, blogs, ...).On the other hand, educational games are usually one of the most resource-consuming products of the software industry. As a proof of this claim, the educational games industry is pointed out because of the key role it plays in the promotion of learning technology (both hardware and software). This fact, along with the inherently high development cost of educational games forces developers to follow a design strategy in which runtime performance is a key aspect. Hence, educational games are usually closed products, difficult to deploy in heterogeneous e-learning environments, and hardly ever designed to be deployed directly from the web. That makes their integration in current e-learning environments, particularly the LMS (Learning Management Systems), a big challenge. Considering this, it is mandatory to find solutions for the development of educational games that can be easily integrated and used in e-learning environments, and that follow the current trends in standardization [18].C. Collaborative Educational Games: a way to promote collaborative e-learningCollaborative e-learning systems are cyberspaces in which individual and collaborative learning is implemented by groups of geographically dispersed learners and providers of knowledge to accomplish their goals of learning. Important aims of the courses in these environments have been that student should learn from each other and share knowledge [19]. In these e-learning environments, knowledge (pedagogical content) is based on social entities and is the key to their success.An important activity in a collaborative e-learning environments is the collaboration between learners. Collaborative learning is a learning approach characterized by participation and interactivity for both students and teachers and involving joint intellectual effort by students, or students and teachers together. Usually, students are working in groups of two or more, mutually searching for understanding, solutions, or meanings, or creating a product.Many collaborative e-learning systems strive to attract new members or encourage members to learn collaboratively. Nevertheless, such collaboration environment is generally not supported by conventional learning environments, way that does not stimulate interaction, collaboration and cooperation [20]. III.A F RAMEWORK FOR I MPLEMENTING C OLLABORATIVEE DUCATIONAL G AMES B ASED ON IMS-LDIn e-learning environments, learn in a collaborative way is not always so easy because one of the difficulties when arranging e-learning contents can be that these contents and learning paths are not adapted to this type of learning. Even when trying to solve this by correctly assuming the practices of learning design we are not always able to avoid these problems if we ignore the collaborative dimension of learning in the design process. However, one way to reduce these problems and promote collaborative e-learning and interaction learner-learner and learner-teacher is to model these contents in the form of Collaborative Educational Games.For that purpose, we propose a simple methodology for the design and development of collaborative educational games targeted to e-learning and composed of two steps: games design step that consists to propose a collaborative design process of educational games; and game development step that consists to implement, package, describe and deliver the games using the same standards and specifications that are currently being used in those e-learning environments, especially the IMS-LD standard. In this section, we will define and explain the foundations on which rests the implementation of the framework of Learning Design based on IMS-LD to develop collaborative educational games and we continue by describing its conceptual architecture and technical choices adopted to implement it.A. Online and Collaborative Learning Design model1. DescriptionThe proposed Learning Design process of collaborative educational games is similar to what we find in the software engineering. The process is assured according to a life cycle adapted, following to an incremental process broken down into several phases which correspond to a set of tasks to perform collaboratively. The use of a life cycle brings several advantages: promotes traceability, improves the visibility on the content evolution and promotes the constitution of groups [21].Fig.4. Collaborative design process of educational games Considering its advantages, the choice fell on the model known as "V-Cycle". The strong point of this model is that any description of a pedagogical component is accompanied by tests, which will ensure that it matchesits initial description. Fig. 4 illustrates the steps of the design process of collaborative educational games.Note also that in the proposed model, the proposed design process of collaborative educational games.is done collaboratively and not individually. In this sense, the first advantage of adopting collaborative design to implement collaborative educational games will thus reducing the time and therefore costs of development of such educational games. Besides the advantages mentioned above, in the proposed learning design method, the actors involved in the different stages work together. They are moving towards a partial parallelism throughout this process.2. Structuring and modeling educational games with IMS-LDIn the proposed structure, the educational game is hierarchical to tree whose root is the learning unit (educational game) and branches are composed of Sequences and Acts concepts. Each level has properties and this is the most suitable structure to represent the educational game, taking into account the indexing and reuse criteria. Fig. 5 shows the structure adopted for representing a collaborative educational games.Fig.5. Structure of educational gamesCollaborative educational games can be easily modeled with IMS Learning Design standard because this standard borrows the theater metaphor to model a teaching-learning process. The method part is where the top-level coordination of people and activities takes place. A play, as in a theatrical play, consists of acts, although there can be one-act plays. Acts run in sequence, with one starting when the previous act has finished, and the collaborative educational game ends with the completion of the last act. The transition from one act to another serves as a synchronization point for the multiple participants in a learning design, ensuring that they can all start the next act at the same time. An act is composed of activity, activity structure, and role-part. In every act, the role-part associates a role with an activity (Fig. 6).An activity is the basic learning unit and references to a physical learning material. It usually links to contents including plain text, hypertext, graphics, streaming media, and so on. This binding is accomplished through the environment tag for the sake of reusability. In the next section, we describe the main phases of the framework of design and implementation of collaborative educational games.B. Main phasesIn the framework of design and implementation of Collaborative Educational Games, the proposed process is composed of three main steps: educational game design, educational game production and educational game diffusion. In each step, a graphical interface and a set of tools used to complete the corresponding task: pedagogical task, didactic task, mediatic task and technological task. Fig. 7 shows the process of generating of the collaborative educational game packaged as a learning object.The educational game design phase takes place in an online space called "Educational Game Design Environment". In this space, teachers authors develop a structured and hierarchical representation of concepts and knowledge to teach and model the learning paths,scenarios and possible sequences. Fig.6. Nested structure of learning activities of educational gameFig.7. Collaborative educational games design process phasesFig.8. Architecture of the proposed modelThe game production phase concerns the mediatization of learning paths and scenarios developed in the previous step. Here, the units of learning (educational games) are produced according to IMS-LD format. To facilitate this task, it was proposed to use the authoring tools to create the collaborative educational game. Teachers authors consult a resources management system to select a mediatic object (image, video, animation, file, etc.). Each selected mediatic object is associated with one or more acts.The last phase of this process is that of educational game delivery as standard learning objects. In this phase, it was proposed to use the authoring called Reload Learning Design Editor. It is a scenario development tool to generate the executable version of the learning object compatible to IMS-LD format to ensure reusability and interoperability. Thus, it is possible to package the educational games according to the IMS-LD specification and annotated with meta-data. The result is a shareable and reusable collaborative educational game packed as anlearning object and ready to be deployed in any IMS-compliant LMS. C. Conceptual structureThe general architecture of the proposed framework of design and implementation of Collaborative Educational Games is based on two complementary parts: 1/ design part, which is done in collaboration between the various actors according to the V life cycle; and 2/ development part, to create games as learning objects compatible with IMS-LD format. Fig. 8 illustrates the general architecture of the proposed framework.In this architecture, we can distinguish two tasks performed by the staff of authors/designers (authors-teacher, designer, developer, coordinator, etc.):∙ Game design task : this task concerns two rolescarried out by members of the staff according to their specialty: pedagogical role and didactic role. ∙ Game development task : this task also concernstwo functions exercised by the members of thestaff: technical role and mediatic role.The game design task takes place in the Educational Games Design Environment. This space aims at making available to teachers an environment which allows many possibilities. This is an LMS providing two main functions. Through this space, collaborative design is facilitated by exchange and sharing of information, participation in forums, use of videoconference and other tools of synchronous/asynchronous communication. This area is also responsible for everything related to management: it manages the educational games and educational resources, authors profiles, registration, etc. After the design of the educational game, the staff starts game development task. Among many standards analyzed, the IMS-LD was used to describe the main elements of the educational game design process. We have adopted this standard for modeling UoL because, currently, it represents the most popular formal language to describe learning designs. It is a formal pedagogical standard to describe technology supported pedagogical scenarios based on rich instructional design models.At the end of the game design and development process, author creates the executable version of the learning object produced and stores them in online repositories in order to annotate them. This task is done using the authoring tool Reload Learning Design Editor (RLDE). It should be noted also that it is a modeling using the adaptive level of IMS-LD (level A).The RLDE is an Open Source, close-to-specification, tree-based Learning Design editor written in Java using the Eclipse platform. The editor tools are complemented by a LD Player, which provides a familiar and user-friendly interface to the CopperCore LD runtime engine [22]. The RLDE workspace is shown in Fig. 9 below.Fig.9. The Reload Learning Design Editor WorkspaceRLDE is an editor providing a series of forms for completion, based on a structure closely resembling the data model in the IMS-LD specification. The user starts off with an empty Learning Design and adds the relevant elements as required. The tools structure the learning design by only allowing valid structures.D. ImplementationAn effective mechanism to distribute the games to the learners would be to deliver them through a LMS. Delivering a game through a LMS is more effective than other approaches. Additionally, the tracking and assessment features of some modern LMS would give the instructor more power to control aspects of the learning experience such as when the students accessed the game, the time each student spent playing it and the outcomes of the game session.In this sense, to implement the proposed framework of design and implementation of Collaborative Educational Games, the choice of technologies is based on the reuse and the linking of many existing software solutions. Thus, we have setting up an LMS ensures two main functions: integrates the Educational Games Design Environment and manages resources, courses, users accounts, etc. In addition, this LMS offers a learning environment to distribute the games to the learners. After comparative studies conducted, the platform used is the LMS Dokeos (version 2.1). It is an LMS developed in PHP and built around a client-server architecture.Dokeos has been devised for the distribution of online courses that are mainly based on web contents that are packaged and distributed according to a set of standards and specifications. However, the IMS-LD specification is not supported by Dokeos. That's why we have oriented our work towards the management and exploitation of educational content by implementing an export and import mechanism in IMS-LD format by adding to Dokeos an runtime environment of learning objects compatible with this format.Indeed, in Dokeos, services are implemented as ‘modules’ (such as documents, chat, for um, quiz). Instances of modules are inserted within sections that form the course structure. Hence, resources for learning can be arranged to organize the teaching-learning process。
A Collaborative Framework to realize Virtual Enterprises using 3APLGobinath Narayanasamy1, Joe Cecil2, and Tran Cao Son1Computer Science Department New Mexico State University, USA {gonaraya,tson}@ 2 Department of Industrial Engineering New Mexico State University, USA jcecil@1Abstract. In this paper, we propose a collaborative framework to realize a Virtual Enterprise (VE) for the domain of Micro Assembly. The framework is developed using 3APL technologies [5] and employs the idea of viewing WebService composition as a planning problem [10]. We describe the implementation of the framework and experiment with two micro assembly work cells.1 IntroductionIn today’s business world, being innovative and withstanding competitive pressure from contemporary business vendors are a key to success for any business vendors. With dynamic nature of consumer demands, business vendors often need a sophisticated mechanism to tap those momentous market demands. One such mechanism which will facilitate as well as satisfy the business vendors need is the concept of a Virtual Enterprise (VE). A VE is a conglomeration of different business vendors under one hood (to meet the market demands arising from consumers) by sharing their own resources and expertise, which – sometime – cannot be provided by a single business vendor. Each of the business vendors participating in a VE has different resource capabilities. Here a resource is anything that is necessary for the production of a product. It can be a machine, a software program, a component, a service, etc. Each resource might have a cost associated with it. Furthermore, there might be a resource, which can be used in the assembly of a product and is available in several places. The diversifying nature of a VE causes heterogeneity which slows down the process of forming collaborations among the vendors. Our goal is to develop a framework that facilitates collaborations and seamless flow of information exchange among the partners in a VE. We explore this idea using the agent technologies provided by the 3APL framework [5]. We develop a prototype VE using the proposed collaborative framework in the Micro Assembly domain. Micro Assembly is the domain where parts in micron sizes are assembled using computer enabled micro assembly work cells. We target this domain for the following reasons: (i) it is considered as a better alternative to MicroElectro Mechanical Systems (MEMS) where parts having varying material properties cannot be manufactured; (ii) it is a completely new methodology for developing products in manufacturing sector, and hence, not many business vendors possess the whole range of tools and resources to accomplish micro assembly related tasks such as micro assembly planning, simulation and actual physical implementation; and (iii) each business vendor possesses different micro assembly resources which – when used together – can accomplish most of the customer requests related to Micro Assembly. As many parts in the Micro Assembly domain are assembled using computer programs and the VE is virtually available on the internet, we need a multi-agent development platform in which agents with various capabilities can be created. Each agent should have their own belief, capabilities, goals, and rules for reasoning. This platform should also facilitate the agent communication and collaboration. This is the reason why we choose 3APL as our implementation platform. The paper is organized as follows: Section 2 provides a review of some past and recent developments of Virtual Enterprises using agent based approaches. Section 3 highlights the 3APL framework. Section 4 describes the collaborative system design. Section 5 discusses the development of collaborative framework using 3APL. Section 6 discusses VE formation for Micro Assembly domain using the proposed collaborative framework and Section 7 is the conclusions.2 Literature ReviewIn this section, background information about virtual enterprises as well as a review of agent based systems is provided. Other issues such as agent communications, agent interaction protocols, and distributed problem solving approaches in agent based systems are also discussed. In [12], it is observed that Co-operative or Concurrent Engineering (CE) techniques are the reason for forming collaborative working environment among company levels. In [3], a consortium of companies is called a Virtual Enterprise (VE) which allows for the development of a working environment to manage all or part of different resources towards achieving a common goal. Common information definition and sharing problem while forming Virtual Enterprises are discussed in [4]. The paper also discusses the issues of interaction among the companies that will agree upon a contract to form virtual enterprise. In [8], the concept of forming Virtual Enterprises using agent based systems is proposed. In this conceptualization, partners of a virtual enterprise are considered as software agents. This paper also discusses different agent communication protocols such as KQML and KIF. A significant agent communication protocol proposed by US Defense Advanced Research Projects Agency’s (DARPA) Knowledge-Sharing Effort known as Knowledge Query Management Language (KQML) is presented in [7]. The language includes variety of primitives, assertives, and directives which allow agents to query other agents, subscribe to other agents services, or find other agents for distributed problem solving. KQML assumes that each agent is built with its own knowledge bases. This allows other agents to extract information from the knowledge baseof that particular agent. In the context of micro assembly, a sample KQML message between two agents, Path_Planner and Service_Locater, the former requests the latter for information about providers of a certain service with the help of ontological information is (tell :sender Path_Planner :receiver Service_Locater :ontology Micro_Assembly_ontology content publish(Service)). In [6], Knowledge Interchange Format is emphasized. KIF is a language for interchanging knowledge between heterogeneous programs. KIF has a declarative semantics which allows agents to understand a KIF representation without any interpreters. It allows expressing arbitrary sentences using first order predicate calculus. It has constructs to represent knowledge in the domain, represent non monotonic reasoning rules and define objects, functions and relations. KIF has been employed in the development of the Process Specification Language (PSL), a language specifically designed to facilitate correct and complex exchange of process information among manufacturing systems [13]. In [10], it is observed that web services markup will allow agent technologies to efficiently capture the ‘meta’ data associated with the services and reason about them. This paves way for agent technologies to perform automated web services discovery, execution, composition and interoperation. In automated web services discovery, the software agent automatically discovers the web services based on user constraints, which is performed manually in the current World Wide Web (WWW). In automated web services execution, the software agent discovers the web services based on user constraints, understands the requirements for the services, and executes them automatically. In automated web services composition and interoperation, the software agent selects the required web services, compose and interoperate them to accomplish the requested complex task. In [11], a need is identified to automate the process of discovering, executing, composing, and monitoring services. Automation refers to no human intervention and allows for the use of software agents. For a software agent to automatically process and execute a service, a machine understandable description of the service is required. One such language which provides descriptions that are machine understandable is OWL-S which is evolved as a collaborative work of BBN Technologies, Carnegie Mellon University, Nokia, Stanford University, SRI International, and Yale University. In [2], the importance of using ontologies in manufacturing domain is explained. The paper emphasis on the need for developing richer ontological structures especially to the manufacturing domain so that more sophisticated intelligent applications can be developed.3 3APL LanguageAn Abstract Agent Programming Language (3APL) developed at Universiteit Utrecht is a new agent oriented programming language for developing agents withcognitive capability, as given in [5]. The language comes with programming constructs that allows developing agents with complex mental states. A 3APL agent developed using this language is a tuple of the form <B, G, P, A> where, • B is Belief base, • G is Goal base, • P is a set of Practical reasoning rules and • A is an Action base. Each of this component is briefly explained next. 3.1 Belief Base A belief base encodes the agent knowledge about its operating environment and is a set of first order sentences. For example, a belief that a robot at room A is represented by the atom at(Robot, RoomA); other belief that a robot is not at the room x then it is at the room next to x is expressed by the sentence1 ∀x,y(¬at(Robot,x) ∧ nextto(x,y)⇒ at(Robot,y)). Notice that a belief base can contain non-grounded sentences. 3.2 Goal Base A goal base consists of goals-to-do goals. 3APL considers goals of procedural type. Under this view, a goal can be considered as an imperative program. A goal defines a plan of actions for an agent to execute. The language allows for the definition of simple and complex goals. Simple goals (also called basic goals) are of three types: basic action, test goal, and achievement goal. For example, a simple goal like inquireUDDI() allows an agent to inquire the UDDI registry. Complex goals (also called composite goals) are composed from basic goals and are used to specify complex actions such as sequences of actions, disjunctive goals, or non-deterministic choices, etc. Conventional programming constructs such as ‘;’ and ‘+’ are used to create complex goals. For example, “goal1; goal2” defines a sequence of goals and “goal1+goal2” defines a disjunctive goal. 3.3 Practical Reasoning Rules A 3APL agent can manipulate its goals by using practical reasoning rules. These reasoning rules allow an agent to find plans, which help him/her achieve its goals. They also allow the agent to monitor its goal base. These rules facilitate the practical reasoning which an agent can use to decide (i) to adopt a plan for achieving a goal; (ii) to revise a plan if necessary. The set of practical rules is built from semi-goals and first order formulas where semi-goals are defined similar to goals using a new set of variables.1The sentence might or might not be valid.A practical reasoning rule is of the form π | π’, where • π is the head of a the rule, is the guard of the rule and • • π’ is the body of the rule, • Global variables are free first order variables in the head of the rule, and • Local variables are non global first order variables in the body of a rule. A practical rule π | π’ says that if the agent adopts some goal or plan π and believes that is true, then it may consider adopting π’ as a new goal. 3.4 Action Base Action base defines the set of primitive actions (or basic actions) that an agent can execute. This set of basic actions defines the capabilities of an agent with which an agent can change its mental state of belief about its working environment.φ ← φ φ φ ←4 Framework DesignWe follow the idea behind the design of this system follows the model proposed in [8] and [9]. We view each partner in a VE as an agent who has its own knowledge about the environment, its actions (basic and complex), its set of practical rules, and its own goals. A VE is a collection of agents who collaborate to achieve a common goal. As we have discussed above, most activities in the Micro Assembly domain are controlled by computer programs. As such, each partner is implemented as a software agent who can offer their services (or actions) to others. Our framework facilitates the communication between agents and allows users of the system to simulate the VE. The overall design of our framework is depicted in Figure 1. Central to our system is a central manager agent which is a 3APL agent. This agent facilitates the communication between different agents and creating solutions for users’ requests. An agent can advertise its services in a service directory, which is implemented as a part of our system. A 3APL service directory agent provides other agents in the system the capability to find service provider(s) that can satisfy their needs. This agent communicates with other agents through the agent manager. In our implementation, each service is specified by its inputs and its execution method. One issue in a collaborative framework is the semantically differences between different agents. This is also an issue in our framework. We follow others by addressing this issue using ontologies and develop ontologies for the Micro Assembly domain. To incorporate ontologies into our system, a 3APL agent is developed. This agent also communicates with other agents through the agent manager. We call this the metainformation of services.We note that in [1], design and development of ontologies for physical devices are explained.Figure 1. Collaborative System for Virtual Enterprise5 Framework ImplementationThis section discusses the implementation of the collaborative framework as shown in Figure 1. It consists of following agents: 1. 2. 3. 4. User Agent Virtual Enterprise Agent (or Enterprise Agent Manager) Ontology Agent Service Directory Agent and5. Service Provider Agents All these agents are implemented using 3APL and they run in 3APL platform. Plug-in programming construct is provided by 3APL platform so that agents can use the plug-in as their working environments and access the methods available in them. With the help of plug-ins, agents in 3APL platform can access the external JAVA methods, virtually allowing an agent to execute a service provided by another agent. For each agent in the our system, an associated plug-in is developed to assist the formation of Virtual Enterprise in real time. Detailed descriptions of 3APL agents used in the collaborative system are given below.5.1 User Agent User Agent provides the user interface to the collaborative system. This agent is probably the simplest agent in the system. It acts on behalf of real world entities such as human users, software applications, or even other business vendors who may need to accomplish a task. 5.2 Virtual Enterprise Agent The Virtual Enterprise Agent coordinates the various activities in the collaborative framework. It is responsible for processing users’ requests (from the user agent) and providing an initial solution (i.e. plan) for these requests. In the course of finding this solution, it queries the Ontology agent for meta-information and uses this information to find a list of best available service providers by querying the Service Directory agent. The Virtual Enterprise Agent also serves as a search engine for other agents who need to find service providers for their own needs. Figure 2 shows a view of collaborative framework implemented in 3APL platform with developed plug-ins and participating software agentsFigure 2. Collaborative System for VE using 3APL5.3 Ontology Agent The Ontology Agent in the collaborative system provides the necessary metainformation for the VE agent to further process the input from the user agent. For demonstration purpose, some sample ontologies are created using Stanford’s Protégé editor. Figure 3 displays a part of the ontology developed for the Micro Assembly domain. The ontologies developed for the collaborative system are deployed in a Tomcat web server. Any modifications to the existing ontologies are done through the ontology agent. This is achieved by means of a Ontology plug-in developed to assist the ontology agent. Ontology plug-in contains some basic functions for querying and modifying existing ontologies.OWL : THINGManufacturingAreaLife CycleMicro AssemblyDesignProcess PlanningMicro DevicesMicro Assembly Tech-Micro Assembly LifecycleImplementationMicro ManipulatorsMicro PositionersFigure 3. Sample Ontology5.4 Service Directory Agent The Service Directory Agent in the collaborative system is used to maintain a service directory where service provider agents will publish their services. This will facilitate other agents in the collaborative system, especially VE agents, to access the available services and use them to process the user agent’s input. Oracle UDDI registry is used as the service directory in this collaborative system. Oracle UDDI registry comes along with the Oracle Application Server 10g. In this UDDI registry, instead of saving normal WSDL descriptions for services, OWL-S descriptions of services are saved. Requests from other agents for available services in the UDDI registry are made through this service directory agent. A service directory plug-in is developed for the agent to accomplish this task. The plug-in is developed with methods to connect to the service directory, publish OWL-S services in the service directory and inquire for available services. A screen shot of oracle UDDI registry is shown with some sample services is shown in Figure 4.5.5 Service Provider Agent Real business services in the collaborative system are provided by the service provider agents. Services provided by these agents range from software resources to actual physical implementation. Along with describing the service capabilities, the configurations of actual physical implementations are also described using OWL. A sam-ple OWL description of a physical work http://128.123.245.156:9090/ontology/Device.owlcellcanbeaccessedatFigure 4. Oracle UDDI registry showing sample services for the collaborative systemThis allows the Virtual Enterprise agent to know more about the actual hardware implementation of devices. The collaborative system contains multiple service providers who will serve the needs of a user agent. Publication of services by these agents is accomplished through the service directory plugin, which provides methods for publishing the services into the UDDI registry.6 Example ScenarioIn this section, an example scenario is provided from the Micro Assembly domain to the collaborative system. Micro Assembly is considered as an alternative to MEMS based product development, where it is difficult to manufacture a product with different parts having varying properties. As explained in previous sections, it is completely a new area of product development where business vendors have limited number ofsophisticated infrastructures and resources to accomplish a complete micro assembly based product development. In this application scenario, a user agent wants to assemble various micron sized parts (for eg. cams) on micron sized pins. Here, the goals of user agent are identification and formation of partnerships with potential business vendors and execution of their associated services.Figure 5. Interactions among the agents in the collaborative systemPossible interactions that will happen in this collaborative framework are listed below (refer to figure 5) and are elaborated subsequently. 1. 2. 3. 4. 5. Interactions between Service Directory Agent and Service Provider Agents. Interactions between Virtual Enterprise Agent and Ontology Agent. Interactions between Virtual Enterprise Agent and Service Directory Agent. Interactions between User Agent and Virtual Enterprise Agent. Interactions between Service Provider Agents and User Agent. Service Provider Agents6.1 Service Directory AgentTo demonstrate this interaction, a set of service provider agents have been designed and implemented. These include service directory agents capable of providing 1. Services based on software applications such as assembly sequence generators, 3D path planners and virtual prototyping and analysis Environments 2. Services based on actual physical resources such as micro assembly work cells.A brief description of some of these resources is provided along with their OWL and OWL-S descriptions. In order to assemble micron sized parts on micron sized pins, two micro assembly work cells as shown in figure 6, having different assembling capabilities are designed and developed. An ontology is developed to describe the capabilities in terms of work cell specifications. For example, work cell 1 is developed with gripper having the capability of assembling pins and cams in the size range of 100 – 200 microns (diameter) and a few millimeters in length. Due to the page limit, all OWL descriptions and grounding files necessary for the operation of the example are omitted. They are accessible from /~gobinath/file.htm. The maximum and minimum gripping force exerted by the gripper on its target object and its operating conditions are also described by an OWL element. The type of parts that the gripper can handle is given by the following OWL element <parts_it_handle rdf:resource="#Cams"/> <parts_it_handle rdf:resource="#Pins"/> Similar to first micro assembly work cell, the second micro assembly work cell with tweezers is also described using OWL. This can be accessed at the URL http://128.123.245.156:9090/mawc2.owl. Figure 6 display two work cells used in our experiment. W o rk p ie ce S u p po rtin g p la te nG rip p e r u n itM ic ro s ta g e sFigure 6. Micro Assembly Work Cells (Left: Work Cell 1, Right: Work Cell 2)The assembly services of these two micro assembly work cells are made available as web services. As the assembly service requires physical components (cams and pins in this case) to be assembled, a software validation program is developed to validate the dimensions of input components with the capability of the respective micro assembly work cell. For example, in micro assembly work cell 1, the validation program validates the input by comparing the dimensions of the gripper and the parts to be assembled. If the validation program returns the positive results, further steps will be taken to ship the parts to the respective work cell location. This validation program is also made available as web services whose grounding information in OWL-S format is given in the above mentioned URL.Apart from the work cells, virtual prototyping environments have been developed which form part of the VE resources. Figure 7 provides a snapshot of two virtual environments, which can be used to study alternates assembly and path plans, etc. Figure 7. Different Virtual Environments (Virtual Environment 1, Virtual Environment 2)These virtual environments are also accessible via web services. Service grounding information for one of the these VEs is described in OWL-S format and is available at /~gobinath/file.htm. Some of the software resources within the collaborative framework include micro assembly sequence generators as well as 3D path planners. Grounding information for one of the micro assembly sequence generators (determining an optimal sequence of assembling a target set of micro parts) using Genetic Algorithm is detailed below in 3APL format. Sample message transfers that will take place during the interaction between a service provider agent (say, Micro Assembly Work Cell Provider) and the service directory (SD) agent while publishing a service are listed below: Send(SD_Agent, inform, publish ()), Send(SD_Agent, inform, serviceName (Micro Assembly Work Cell)), Send(SD_Agent, inform, serviceDescription (http://128.123.245.156:9090/ontology/Implementer.owl)) Send(SD_Agent, inform, requires (path planning)) Send(SD_Agent, inform, requires (simulation)) After receiving these messages from the service provider agent, service directory agent publishes the service in the Oracle UDDI registry. 6.2 User Agent Virtual Enterprise AgentIn this interaction, the user agent sends the input requirements to the virtual enterprise agent. Below are some sample input requirements to the VE agent: Send (VE_Agent, inform, domain (Micro_Assembly)), Send (VE_Agent, inform, input ()), Send (VE_Agent, inform, radius (pin1, 0.5)), Send (VE_Agent, inform, radius (pin2, 0.5)), Send (VE_Agent, inform, radius (pin3, 0.5)), Send (VE_Agent, inform, radius (cam1, 0.6)), Send (VE_Agent, inform, radius (cam2, 0.6)), Send (VE_Agent, inform, radius (cam3, 0.6)), Send (VE_Agent, inform, goal ()), Send (VE_Agent, inform, on (cam1, pin1)), Send (VE_Agent, inform, on (cam2, pin2)), Send (VE_Agent, inform, on (cam3, pin3)) This sequence of message states that the user would like to assemble three pins (pin1, pin2, pin3) of radius 0.5 into three cams of radius 0.6 by placing pin1 on cam1, pin2 on cam2, and pin3 on cam3. 6.3 Virtual Enterprise Agent Ontology AgentFor the VE agent to process users’ request, it needs to create a plan for doing it and who can provide the necessary services required to execute this plan. This information is available in the meta-information managed by the Ontology agent. The VE agent first queries the Ontology agent for meta-information about the services available in the system and devises a plan to achieve the goals of the users (as done in [10]). In our experimental scenario, ontology for the Micro Assembly domain is developed and deployed in a Tomcat Application Server (refer to Figures 2 and 3). Some sample 3APL messages for this interaction are given below Send (Ontology_Agent, inform, queryForMeta (Micro_Assembly)) Send (Ontology_Agent, inform, whatis (pin1)) Send (Ontology_Agent, inform, whatis (cam1)) Once the Ontology Agent receives the input from the VE agent, the Ontology Agent processes the input to find the corresponding ontology (in this case the ontology of Micro Assembly domain) and queries the ontology to find possible relationships between the input and the concepts it contained using the ontology plug-in. For sample input messages from VE agent, the ontology agent responds by sending the following messages, Send (VE_Agent, inform, metaInfo (Micro_Assembly)) Send (VE_Agent, inform, steps ()) Send (VE_Agent, inform, physical_implementation ()) Send (VE_Agent, inform, planning ()) Send (VE_Agent, inform, simulation ()) Send (VE_Agent, inform, isObject (pin1, true)) Send (VE_ Agent, inform, isObject (cam1, true))6.3 Virtual Enterprise AgentService Directory AgentWith the meta information and the original input, the VE agent now requests the service directory agent for service providers. The sample messages of this interaction are given below. Send (SD_Agent, inform, serviceProviderfor (physical_implementation)) Send (SD_Agent, inform, serviceProviderfor (planning)) Send (SD_Agent, inform, serviceProviderfor (simulation)) After receiving these messages, the service directory agent searches the UDDI registry for available service providers. In a UDDI registry, there may be more than one service provider who can serve the user agent’s input request. Those service providers are known as potential partners in VE context. From the list of potential service providers, the service directory agent should choose one best service provider for the user agent. Before the selection of a best service provider, the Service directory agent will check for the requirements for each of the potential service providers. The requirements for a service provider may be correct inputs or even some services from other service providers. If all the requirements of a service provider are satisfied and it also satisfies the requirements of user agent, the service directory agent will announce the service provider as best partner. If user agent’s requirement does not match with the service providers’ requirements, then service directory agent will announce the unavailability of service providers. After finding the service providers, the service directory agent returns the access point URLs of each of the identified business vendors to the VE agent. Message transfers during this interaction are Send (VE_Agent, inform, accessPointURL (http://128.123.245.156:9090/ontology/Implementer.owl)), Send (VE_Agent, inform, accessPointURL (http://128.123.245.156:9090/ontology/planning.owl)), Send (VE_Agent, inform, accessPointURL (http://128.123.245.156:9090/ontology/simulator.owl)), The resulting access point URLs are then sent to User Agent for execution.6.5 Service Directory AgentUser AgentAfter obtaining the access point URLs of service provider agents, the User agent executes the services available at the service provider sites.。