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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Application of techniques to test software designs against requirements

Howell, Kelly Thomas 05 August 2010 (has links)
Engineers in diverse fields are able to model their design and experiment with that design to determine how it responds to the environment and how it satisfies the requirements. Design tools for software engineering have become standardized and matured to allow for formal definition of software design. This paper tests the current state of design documentation to determine the quality of design testing available at the early stage of software design. / text
22

TouchStory : interactive software designed to assist children with autism to understand narrative

Davis, M. January 2009 (has links)
The work described in this thesis falls under the umbrella of the Aurora project (Aurora 2000). Aurora is a long-term research project which, through diverse studies, investigates the potential enhancement of the everyday lives of children with autism through the use of robots, and other interactive systems, in playful contexts. Autism is a lifelong pervasive disability which affects social interaction and communication. Importantly for this thesis, children with autism exhibit a deficit in narrative comprehension which adversely impacts their social world. The research agenda addressed by this thesis was to develop an interactive software system which promotes an understanding of narrative structure (and thus the social world) while addressing the needs of individual children. The conceptual approach developed was to break down narrative into proto-narrative components and address these components individually through the introduction of simple game-like tasks, called t-stories, presented in a human-computer interaction context. The overarching hypothesis addressed was that it is possible to help children with autism to improve their narrative skills by addressing proto-narrative components independently. An interactive software system called TouchStory was developed to present t-stories to children with autism. Following knowledge of the characteristics and preferences of this group of learners TouchStory maintained strong analogies with the concrete, physical world. The design approach was to keep things simple, introducing features only if necessary to provide a focussed and enjoyable game. TouchStory uses a touch-sensitive screen as the interaction device as it affords immediate direct manipulation of the t-story components. Socially mediated methods of requirements elicitation and software evaluation (such as focus groups, thinking aloud protocols, or intergenerational design teams) are not appropriate for use with children with autism who are not socially oriented and, in the case of children with ‗lower functioning‘ autism, may have very few words or no productive language. Therefore a new strategy was developed to achieve an inclusive, child-centred design; this was to interleave prototype development with evaluation over several long-term trials. The trials were carried out in the participants‘ own school environments to provide an ecologically valid contextual enquiry. In the first trial 18 participants were each seen individually once. The second and third trials were extended studies of 12 and 20 school visits with 12 and 6 participants respectively; each participant was seen individually on each school visit, provided that the participant was at school on the day of the visit. Evaluation was carried out on the basis of video recordings of the sessions and software logs of the on-screen interactions. Individual learning needs were addressed by adapting the set of t-stories presented to the participant on the basis of success during recent sessions. No ordering of difficulty among the proto-narrative categories could be known a priori for any individual child, and may vary from child to child. Therefore the intention was to gradually, over multiple sessions, increase the proportion of t-stories from proto-narrative categories which the individual participant found challenging, while retaining sufficient scope for the expression of skills already mastered for the session to be enjoyable and rewarding. The adaptation of the software was achieved by introducing a simple adaptive formula, evaluating it over successive long terms trials, and increasing the complexity of the formula only where necessary. Results indicate that individual participants found the interactive presentation of the simple game-like tasks engaging, even after repeated exposures on as many as 20 occasions. The adaptive formula developed in this study did, for engaged participants, focus on the proto-narrative categories which the participant needed to practice but was likely to succeed; that is it did target an effective learning zone. While little evidence was seen of learning with respect to the fully developed narratives encountered in everyday life, results strongly suggest that some participants were actively engaged in self-directed, curiosity-driven activity that functioned as learning in that they were able to transfer knowledge about the appropriateness of particular responses to previously unseen t-stories. This thesis was driven by the needs of children with autism; contributions are made in a number of cognate areas. A conceptual contribution was made by the introduction of the proto-narrative concept which was shown to identify narrative deficits in children with autism and to form a basis for learning. A contribution was made to computational adaptation by the development of a novel adaptive formula which was shown to present a challenging experience while maintaining sufficient predictability and opportunities for the expression of skills already mastered to provide a comfortable experience for children with autism. A contribution was made to software development by showing that children with autism may be included in the design process through iterative development combined with long term trials. A contribution was made to assistive technology by demonstrating that simplicity together with evaluation over long term trials engages children with autism and is a route to inclusion. We cannot expect any magic fixes for children with autism, progress will be made by small steps; this thesis forms a small but significant contribution.
23

Software Design Metrics for Predicting Maintainability of Service-Oriented Software

Perepletchikov, Mikhail, mikhail.perepletchikov@rmit.edu.au January 2009 (has links)
As the pace of business change increases, service-oriented (SO) solutions should facilitate easier maintainability as underlying business logic and rules change. To date, little effort has been dedicated to considering how the structural properties of coupling and cohesion may impact on the maintainability of SO software products. Moreover, due to the unique design characteristics of Service-Oriented Computing (SOC), existing Procedural and Object-Oriented (OO) software metrics are not sufficient for the accurate measurement of service-oriented design structures. This thesis makes a contribution to the field of SOC, and Software Engineering in general, by proposing and evaluating a suite of design-level coupling and cohesion metrics for predicting the maintainability of service-oriented software products early in the Software Development LifeCycle (SDLC). The proposed metrics can provide the following benefits: i) facilitate design decisions that could lead to the specification of quality SO designs that can be maintained more easily; ii) identify design problems that can potentially have a negative effect on the maintainability of existing service-oriented design structures; and iii) support more effective control of maintainability in the earlier stages of SDLC. More specifically, the following research was conducted as part of this thesis: - A formal mathematical model covering the structural and behavioural properties of service-oriented system design was specified. - Software metrics were defined in a precise, unambiguous, and formal manner using the above model. - The metrics were theoretically validated and empirically evaluated in order to determine the success of this thesis as follows: a. Theoretical validation was based on the property-based software engineering measurement framework. All the proposed metrics were deemed as theoretically valid. b. Empirical evaluation employed a controlled experimental study involving ten participants who performed a range of maintenance tasks on two SO systems developed (and measured using the proposed metrics) specifically for this study. The majority of the experimental outcomes compared favourably with our expectations and hypotheses. More specifically, the results indicated that most of the proposed metrics can be used to predict the maintainability of service-oriented software products early in the SDLC, thereby providing evidence for the validity and potential usefulness of the derived metrics. Nevertheless, a broader range of industrial scale experiments and analyses are required to fully demonstrate the practical applicability of the metrics. This has been left to future work.
24

An object oriented intelligent agent simulation environment

Liang, Chien-Tsun 27 June 1996 (has links)
Manufacturing intelligent agent simulation has not been widely applied in industry because of its application complexity. This complexity, which includes choosing priority machines or jobs, determining machine maintenance schedules, and allocating working shifts and breaks, requires intelligent decision making. Manufacturing systems are strongly influenced by intelligent decision makers. Especially for a fixed manufacturing layout, system performance improvement depends on intelligent manufacturing decision making. As a result, a manufacturing simulation can not be truly complete if intelligent decision making processes are not represented. This thesis describes an architecture which includes the representation of intelligent agents in manufacturing simulation model. An intelligent agent simulation environment (IASE) is developed under the concepts of distributed artificial intelligence and object oriented methodology. As an extension to an existing simulation environment, IASE inherits primary manufacturing simulation elements and material handling systems from object oriented manufacturing architecture (Beaumariage, 1990) and AGV simulation system (Beaumariage and Wang, 1995). In IASE, production operators, maintenance technicians and job releasers are created to represent manufacturing intelligent agents. Several basic elements such as the blackboard structure and knowledge base for supporting intelligent agent simulation are also developed. In contrast to traditional simulation environments designed for and in procedural programming languages, future extensions or modifications for IASE are eased since IASE is developed in an object oriented fashion. This paper introduces IASE structure both in the conceptual design and implementation methodology levels. At the end, two case studies are performed. The first case study is to verify IASE's implementation and results by comparing it with a model developed in SLAM II. The second case study, a mixed intelligent agent decision making example, demonstrates the intelligent agent simulation ability of IASE. / Graduation date: 1997
25

The smartphone as a data collection device

Scaffidi, Salvatore Gregory, III 16 December 2013 (has links)
The introduction of mobile devices to the pockets and handbags of people living all over the world has made the practice of mobile computing nearly ubiquitous in modern society. iSeeMe is an Android application that empowers the user through the revelation of the vast amount of private data that mobile devices are capable of silently capturing in the background. iSeeMe strives to provide the user with a means to correlate this passively-collected information with data of personal importance to the user. This report looks into the development and implementation of the iSeeMe solution. It discusses design decisions, describes the iSeeMe architecture, and outlines the process of engineering the application. It also examines the role of personal data in modern society and explores the mobile application market to see where iSeeMe will fit in among similar applications. Finally, it analyzes the results of the development effort and identifies areas for future enhancement. / text
26

Design and Prototyping of a Scalable Contactor Platform Adapted to State-of-the-Art Functions

Sandvik, Fredrik, Tingstam, Olle January 2015 (has links)
The goal of the thesis is to investigate and propose a new design for a contactor platform, both in terms of hardware and embedded software, which incorporates support to implement new state-of-the-art functions. The platform must support a wide range of contactors from basic ones with only core functions to advanced contactors using modern microcontrollers to provide efficient, quick and reliable operation.   Further, a significant focus of the thesis is on the interaction between electrical engineering and computer engineering. The electronics needs to interact seamlessly with a microcontroller running a versatile software to provide industry-leading performance. To achieve this, the software and hardware is evaluated with focus to develop an optimal platform.   The proposed embedded software uses development techniques rarely used in embedded applications such as UML code generation, compile-time initiation of objects and an object-oriented design, while maintaining the performance of traditional embedded programming. The thesis also provides suggestions to hardware changes to further improve to the contactor’s operation.
27

Case-based design browser to aid human developers reuse previous design concepts

Ockerman, Jennifer Jo 08 1900 (has links)
No description available.
28

Designing the Sakai Open Academic Environment: A distributed cognition account of the design of a large scale software system

Benda, Klara 27 August 2014 (has links)
Social accounts of technological change make the flexibility and openness of interpretations the starting point of an argument against technological determinism. They suggest that technological change unfolds in the semantic domain, but they focus on the social processes around the interpretations of new technologies, and do not address the conceptual processes of change in interpretations. The dissertation presents an empirically grounded case study of the design process of an open-source online software platform based on the framework of distributed cognition to argue that the cognitive perspective is needed for understanding innovation in software, because it allows us to describe the reflexive and expansive contribution of conceptual processes to new software and the significance of professional epistemic practices in framing the direction of innovation. The framework of distributed cognition brings the social and cognitive perspectives together on account of its understanding of conceptual processes as distributed over time, among people, and between humans and artifacts. The dissertation argues that an evolving open-source software landscape became translated into the open-ended local design space of a new software project in a process of infrastructural implosion, and the design space prompted participants to outline and pursue epistemic strategies of sense-making and learning about the contexts of use. The result was a process of conceptual modeling, which resulted in a conceptually novel user interface. Prototyping professional practices of user-centered design lent directionality to this conceptual process in terms of a focus on individual activities with the user interface. Social approaches to software design under the broad umbrella of human-centered computing have been seeking to inform the design on the basis of empirical contributions about a social context. The analysis has shown that empirical engagement with the contexts of use followed from conceptual modeling, and concern about real world contexts was aligned with the user-centered direction that design was taking. I also point out a social-technical gap in the design process in connection with the repeated performance challenges that the platform was facing, and describe the possibility of a social-technical imagination.
29

A domain-specific modeling approach for component-based software development. / Domain specific modeling approach for component-based software development

Yang, Zhihui. January 2009 (has links)
A Domain-Specific Modeling Approach This study has presented a component-based domain modeling approach that provides an environment for simplifying and accelerating software development and analysis, and improves software reusability, maintainability, and productivity. With highlevel design abstraction, constraints of application domains, and the guidance of domain rules, the proposed component-based framework offers an effective solution to modeling and automating the development and deployment of software application. Meta-modeling will be used in this study to define the domain notations, rules, and constraints for component composition within a specific domain context. A domain-specific graphical design environment will also be proposed to simplify and accelerate the software development by simply dragging and dropping pre-built components with minimal programming effort. The modeling of components can be further extended with the specification of their dependability and real-time constraints. / Related work -- Component composition -- Domain-specific modeling -- Model-based component composition environment for a specific domain -- Mobile service creation framework (MCSF) -- A model-driven approach to implementing dependable component-based mobile services -- A model-driven approach to implementing component-based real-time mobile services / Related work -- Component composition -- Domain-specific modeling -- Model-based component composition environment for a specific domain -- Mobile service creation framework (MCSF) -- A model-driven approach to implementing dependable component-based mobile services -- A model-driven approach to implementing component-based real-time mobile services. / Department of Computer Science
30

Experiences from Test-Driven Development for Prototyping Software in Commercial Vehicles Industry

Ursic, Mihael January 2015 (has links)
This master’s thesis, carried out at MAN Truck & Bus AG, presents a self-observational case study of the software  development  methodology  Test-driven  development  (TDD)  in  the  context  of  developing  a framework  for  human-machine  interface  concepts  in  commercial  vehicles.  Software  developers  are constantly looking for ways to improve productivity and the quality of their code. TDD has been said to do precisely this, but not many experience reports from new practitioners can be found, making it difficult to know what to expect when using it for the first time. This thesis focuses on the experiences of a beginner to the TDD practice and follows the development of the framework and the changes made to the design over time. The framework, consisting of a C++ server application and an Android client, was developed using TDD. Decisions, obstacles and general experiences from the development process are documented in this report with the aim of finding out how TDD works in practice for a beginner and how well the practice is suited for this particular kind of project. It was concluded that TDD seems to have both benefits and drawbacks, as it appears to facilitate lower coupling of the code and a more structured design, but also complicates the changing of public interfaces since the changes often also affect the test code. Subjectively perceived effects of the practice included that developer  focus  improved,  that  testing  actually  occurred  and  that  the  continuous  passing  of  tests  gave confidence and a sense of accomplishment to the developer. Furthermore it was concluded that experienced developers may reap more benefits from TDD whereas developers with little experience might have a harder time  adjusting  to  the  practice  and  may  not  see  any  notable  improvement  on  the  design.  The  observed developer in this study also found that TDD was difficult to get used to and that it would have been helpful to initially pair up with an experienced TDD practitioner to be properly guided through the first steps and to form good habits. Some  parts  of  the  framework  developed  were  left  out  of  the  TDD  because  of  complexity  and  time reasons, leading the suitability of the practice for similar frameworks to be judged as moderate. The areas that  induced  problematic  situations  were  multithreading,  networking  and  graphical  user  interfaces  which were all considered difficult to handle with TDD.

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