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What can software learn from hypermedia?

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DOI

Most of our interactions with the digital world are mediated by apps: desktop, web, or mobile applications. Apps impose artificial limitations on collaboration among users, distribution across devices, and the changing procedures that constantly occur in real work. These limitations are partially due to the engineering principles of encapsulation and program-data separation. By contrast, the field of hypermedia envisions collaboration, distribution and flexible practices as fundamental features of software. We discuss shareable dynamic media, an alternative model for software that unifies hypermedia and interactive systems, and Webstrates, an experimental implementation of that model. We give examples of patterns and challenges for software architecture that have emerged in our experimentation with Webstrates, and show that it subverts the principles of encapsulation and program-data separation.

OriginalsprogEngelsk
TitelProgramming '17 : Companion to the 1st International Conference on the Art, Science and Engineering of Programming
RedaktørerJennifer B. Sartor, Theo D'Hondt, Wolfgang De Meuter
ForlagAssociation for Computing Machinery
Udgivelsesår3 apr. 2017
Artikelnummera29
ISBN (Elektronisk)9781450348362
DOI
StatusUdgivet - 3 apr. 2017
Begivenhed1st International Conference on the Art, Science and Engineering of Programming, Programming 2017 - Brussels, Belgien
Varighed: 3 apr. 20176 apr. 2017

Konference

Konference1st International Conference on the Art, Science and Engineering of Programming, Programming 2017
LandBelgien
ByBrussels
Periode03/04/201706/04/2017
SponsorAspect-Oriented Software Association (AOSA)

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