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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.
71

Empirically Derived Multimedia Design Guidelines for Browsing Large Volumes of E-Mail Data.

Rigas, Dimitrios I. January 2003 (has links)
No / This paper introduces multimedia design guidelines for browsing large volumes of e-mail data. These software design guidelines derived from two sets of experiments under a prototype version of a multimedia e-mail tool. The experiments tested various forms of audio-visual communication metaphors. For example, the auditory stimuli consisted of musical sounds (earcons), compositional sounds, environmental sounds (auditory icons), stereophony, pitch, synthesised and recorded speech as well as other sound effects. The first set of experiments involved the multimedia browsing of simple and complex sets of e-mail data. The second set of the experiments involved the communication of e-mail categories and other related e-mail information such as the presence or absence of an attachment, priority status and subject of an e-mail. The results of these two sets of experiments are described and linked with other experiments in the literature. The paper integrates and discusses all these experimental results, the incorporation of auditory stimuli and the suitability of different types of multimedia metaphors for the design of audio-visual browsing techniques of large volumes of e-mail data. The totality of the multimedia design appeared to offer a meaningful, easily understood and recognised interaction mechanism and therefore demonstrated a potential way to maximise the volume of information that could be communicated to users. The application of synthesised and recorded speech, earcons and auditory icons as well as sound effects are also discussed in the light of the experimental results with emphasis upon issues of synergy, synchronisation, consistency, structure, classification and presentation of different types of communication metaphors as an integral part of the software design process. Furthermore, the suitability and use of compositional sounds are also discussed. The paper concludes with a set of practical guidelines for software and multimedia designers and a design approach for this type of data browsing.
72

An integrated System Development Approach for Mobile Machinery in consistence with Functional Safety Requirements

Lautner, Erik, Körner, Daniel 03 May 2016 (has links) (PDF)
The article identifies the challenges during the system and specifically the software development process for safety critical electro-hydraulic control systems by using the example of the hydrostatic driveline with a four speed transmission of a feeder mixer. An optimized development approach for mobile machinery has to fulfill all the requirements according to the Machinery Directive 2006/42/EC, considering functional safety, documentation and testing requirements from the beginning and throughout the entire machine life cycle. The functionality of the drive line control could be verified in advance of the availability of a prototype by using a “software-in-the-loop” development approach, based on a MATLAB/SIMULINK model of the drive line in connection with the embedded software.
73

Development of a satellite communications software system and scheduling strategy

Gilmore, John Sebastian 03 1900 (has links)
Thesis (MScEng (Electrical and Electronic Engineering))--University of Stellenbosch, 2010. / ENGLISH ABSTRACT: Stellenbosch University and the Katholieke Universiteit Leuven has a joint undertaking to develop a satellite communications payload. The goals of the project are: to undertake research and expand knowledge in the area of dynamically configurable antenna beam forming, to prove the viability of this research for space purposes and to demonstrate the feasibility of the development in a practical application. The practical application is low Earth orbit satellite communication system for applications in remote monitoring. Sensor data will be uploaded to the satellite, stored and forwarded to a central processing ground station as the satellite passes over these ground stations. The system will utilise many low-cost ground sensor stations to collect data and distribute it to high-end ground stations for processing. Applications of remote monitoring systems are maritime- and climate change monitoring- and tracking. Climate change monitoring allows inter alia, for the monitoring of the effects and causes of global warming. The Katholieke Universiteit Leuven is developing a steerable antenna to be mounted on the satellite. Stellenbosch University is developing the communications payload to steer and use the antenna. The development of the communications protocol stack is part of the project. The focus of this work is to implement the application layer protocol, which handles all file level communications and also implements the communications strategy. The application layer protocol is called the Satellite Communications Software System (SCSS). It handles all high level requests from ground stations, including requests to store data, download data, download log files and upload configuration information. The design is based on a client-server model, with a Station Server and Station Handler. The Station Server schedules ground stations for communication and creates a Station Handler for each ground station to handle all ground station requests. During the design, all file formats were defined for efficient ground station-satellite communications and system administration. All valid ground station requests and handler responses were also defined. It was also found that the system may be made more efficient by scheduling ground stations for communications, rather than polling each ground station until one responds. To be able to schedule ground station communications, the times when ground stations will come into view of the satellite have to be predicted. This is done by calculating the positions of the Satellite and ground stations as functions of time. A simple orbit propagator was developed to predict the satellite distance and to ease testing and integration with the communications system. The times when a ground station will be within range of the satellite were then predicted and a scheduling algorithm developed to minimise the number of ground stations not able to communicate. All systems were implemented and tested. The SCSS executing on the Satellite was developed and tested on the satellite on-board computer. Embedded implementations possess strict resource limitations, which were taken into account during the development process. The SCSS is a multi-threaded system that makes use of thread cancellation to improve responsiveness. / AFRIKAANSE OPSOMMING: Die Universiteit van Stellenbosch ontwerp tans ’n satelliet kommunikasieloonvrag in samewerking met die Katolieke Universiteit van Leuven. Die doel van die projek is om navorsing te doen oor die lewensvatbaarheid van dinamies verstelbare antenna bundelvorming vir ruimte toepassings, asook om die haalbaarheid van hierdie navorsing in die praktyk te demonstreer. Die praktiese toepassing is ’n satellietkommunikasiestelsel vir afstandsmonitering, wat in ’n Lae-Aarde wentelbaan verkeer. Soos die satelliet in sy wentelbaan beweeg, sal sensor data na die satelliet toe gestuur, gestoor en weer aangestuur word. Die stelsel gebruik goedkoop sensorgrondstasies om data te versamel en aan te stuur na kragtiger grondstasies vir verwerking. Afstandsmoniteringstelsels kan gebruik word om klimaatsverandering, sowel as die posisie van skepe en voertuie, te monitor. Deur oa. klimaatsveranderinge te dokumenteer, kan gevolge en oorsake van globale verhitting gemonitor word. Die Katholieke Universiteit van Leuven is verantwoordelik vir die ontwerp en vervaardiging van die satelliet antenna, terwyl die Universiteit van Stellenbosch verantwoordelik is vir die ontwerp en bou van die kommunikasie loonvrag. ’n Gedeelte van hierdie ontwikkeling sluit die ontwerp en implementasie van al die protokolle van die kommunikasieprotokolstapel in. Dit fokus op die toepassingsvlak protokol van die protokolstapel, wat alle leêrvlak kommunikasie hanteer en die kommunikasiestrategie implementeer. Die toepassingsvlaksagteware word die Satellietkommunikasie sagtewarestelsel (SKSS) genoem. Die SKSS is daarvoor verantwoordelik om alle navrae vanaf grondstasies te hanteer. Hierdie navrae sluit die oplaai en stoor van data, die aflaai van data, die aflaai van logs en die oplaai van konfigurasie inligting in. Die ontwerp is op die standaard kliënt-bediener model gebasseer, met ’n stasiebediener en ’n stasiehanteerder. Die stasiebediener skeduleer die tye wanneer grondstasies toegelaat sal word om te kommunikeer en skep stasiehanteerders om alle navrae vanaf die stasies te hanteer. Gedurende die ontwerp is alle leêrformate gedefinieer om doeltreffende adminstrasie van die stelsel, asook kommunikasie tussen grondstasies en die satelliet te ondersteun. Alle geldige boodskappe tussen die satelliet en grondstasies is ook gedefnieer. Daar is gevind dat die doeltreffendheid van die stelsel verhoog kan word deur die grondstasies wat wil kommunikeer te skeduleer, eerder as om alle stasies te pols totdat een reageer. Om so ’n skedule op te stel, moet die tye wanneer grondstasies binne bereik van die satelliet gaan wees voorspel word. Hierdie voorspelling is gedoen deur die posisies van die satelliet en die grondstasies as funksies van tyd te voorspel. ’n Eenvoudige satelliet posisievoorspeller is ontwikkel om toetsing en integrasie met die SKSS te vergemaklik. ’n Skeduleringsalgoritme is toe ontwikkel om die hoeveelheid grondstasies wat nie toegelaat word om te kommunikeer nie, te minimeer. Alle stelsels is geimplementeer en getoets. Die SKSS, wat op die satelliet loop, is ontwikkel en getoets op die satelliet se aanboord rekenaar. Die feit dat ingebedde stelsels oor baie min hulpbronne beskik, is in aanmerking geneem gedurende die ontwikkeling en implementasie van die SKSS. Angesien die SKSS ’n multidraadverwerkingsstelsel is, word daar van draadkansellasie gebruik gemaak om die stelsel se reaksietyd te verbeter.
74

Diretrizes para desenvolvimento de linhas de produtos de software com base em Domain-Driven Design e métodos ágeis / Guidelines for developing software product lines based on Domain-Driven Design and agile methods.

Macedo, Otávio Augusto Cardoso 20 February 2009 (has links)
Linhas de produtos de software (LPS) são coleções de sistemas que compartilham características comuns, desenvolvidas de forma sistemática a partir de um conjunto comum de ativos centrais. Dentre as técnicas propostas por vários autores para o desenvolvimento de LPS, dois padrões podem ser observados: o processo de desenvolvimento geralmente é sequencial e o foco do projeto (design) costuma estar em interesses técnicos, como alocação de componentes e separação em subsistemas, e não em um modelo de domínio. Embora essas práticas sejam reportadas como bem-sucedidas, um outro paradigma de desenvolvimento, baseado em métodos ágeis e em um conjunto de princípios de projeto conhecido como domain-driven design, é apresentado neste trabalho e pode produzir resultados mais satisfatórios, comparados aos métodos tradicionais. Essa hipótese é sustentada por comparações entre padrões de modelagem e por um estudo de caso feito neste trabalho / Software product lines (SPL) are collections of systems that have common features. Those systems are systematically developed from a common set of core assets. Two patterns outstand among the various techniques proposed by several authors for developing software product lines: the development process is generally sequential and the primary design concerns deal with technical issues, such as component allocation and system partitioning (into subsystems). The importance of a domain model is often neglected. Although such practices have been reported as successful, this work proposes another paradigm, which can yield more satisfactory results. This paradigm is based on agile methods and a set of design principles known as domain-driven design. This hypothesis is supported by comparing different modeling patterns and by developing a case study
75

Proposta metodológica - processo de desenvolvimento de objetos de aprendizagem : um estudo de caso

QUEIROS, Leandro Marques 20 March 2015 (has links)
Submitted by Mario BC (mario@bc.ufrpe.br) on 2017-02-09T13:23:10Z No. of bitstreams: 1 Leandro Marques Queiros.pdf: 2843235 bytes, checksum: d147be313358f63c2fc82bedd0490f73 (MD5) / Made available in DSpace on 2017-02-09T13:23:10Z (GMT). No. of bitstreams: 1 Leandro Marques Queiros.pdf: 2843235 bytes, checksum: d147be313358f63c2fc82bedd0490f73 (MD5) Previous issue date: 2015-03-20 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The use of innovation in the Information Technology (IT) allows a different view to the business, enabling new practices and bringing new elements that interfere with the management, capture revenue and customer relationships. In this sense, to support the business processes of the methodology application is possible in project management, enabling better quality in developed products. In addition, research on the use of IT in education have attracted increasing interest and attention from researchers. Among the results of these efforts is the transformation of educational materials and the way they are planned and developed, highlighting this work the learning object (LO). Thus were performed relacionas research with conceptual framework or process to consider the innovative approaches in software design and agile development of LOs, but was not identified any published articles that address these aspects. Therefore, this paper integrates approach to issues in innovation and software project management, resulting in a process aimed at innovation and agile approaches to the development of learning objects, also as a result was the implementation of the process in a study, which was developed two LOs in the health context. We conclude that this work is a practical and theoretical contribution, to be used as a methodology to develop learning objects, where the use of approach towards innovation, especially the design thinking techniques and Canvas to produce LO are fundamental. / O uso de inovação na Tecnologia de Informação (TI) permite uma visão diferenciada ao negócio, possibilitando novas práticas e trazendo novos elementos que interferem no gerenciamento, captação de receitas e relacionamento com o cliente. Nesse sentido, para dar suporte nos processos de negócio é possível a aplicação de metodologia na gestão de projeto, possibilitando melhor qualidade nos produtos desenvolvidos. Além disso, as pesquisas sobre o uso de TI na educação vêm despertando cada vez mais interesse e atenção dos pesquisadores. Dentre os resultados desses esforços está a transformação dos materiais educacionais e a forma com que estes são planejados e desenvolvidos, destacando-se nesse trabalho o objeto de aprendizagem (OA). Desta forma foram realizadas pesquisas relacionas com framework conceitual ou processo que considerem as abordagens de inovação em projeto de software e metodologia ágil no desenvolvimento de OAs, contudo não foi identificado na literatura nenhum trabalho que abordem esses aspectos. Portanto, este trabalho integra aspectos de abordagem em inovação e gestão de projetos de software, resultando em um processo suportado a abordagens de inovação e metodologia ágil para o desenvolvimento de objetos de aprendizagem. Outro resultado foi a aplicação do processo em um estudo, onde foram desenvolvidos dois OAs no contexto da saúde. Concluímos que este trabalho é uma contribuição prática e teórica, a ser utilizada como metodologia para desenvolver objetos de aprendizagem, onde a utilização de abordagem dirigida a inovação, especialmente as técnicas de design thinking e Canvas para produção de OA são fundamentais.
76

Vers une méthodologie de développement d'outils de réalité virtuelle pour faciliter la convergence métiers en conception de produits centrée sur l'homme / Towards a methodology for developing virtual reality tools to facilitate multidisciplinary convergence in human centered product design

Bennes, Lionel 27 November 2013 (has links)
La conception concourante de produits matériels centrée sur l’homme est basée sur une collaboration entre le concepteur mécanicien, l’ergonome et le designer industriel. Cette collaboration souvent difficile peut être facilitée par l’utilisation d’objets intermédiaires de conception, tels que la Réalité Virtuelle (RV). Néanmoins, bien que largement utilisée dans l’industrie, la RV souffre d’un déficit d’acceptation de la part des concepteurs de produits. Dans le cadre de ces travaux, nous proposons d’utiliser la RV sous la forme d’outils immersifs d’assistance à la convergence multidisciplinaire développés selon une démarche anthropocentrée en fonction des besoins spécifiques à chaque projet de conception de produits. Afin d’optimiser les délais de développement, nous proposons une méthodologie de conception d’applications immersive dédiée : la méthodologie ASAP(As Soon As Possible). Une première série expérimentale a été conduite dans le cadre de contrats industriels d’études et de recherche afin de valider la faisabilité de la méthodologie et l’efficacité des outils développés.Une deuxième série expérimentale a été effectuée sur plus de 50 sujets dans le cadre de projets, cette fois, pédagogiques qui ont nécessité le développement de 12 applications. Elle a permis de valider quantitativement l’influence des outils immersifs sur l’efficacité perçue des phases de convergence interdisciplinaires ainsi que l’influence de l’approche proposée sur l’acceptation de la RV par les concepteurs de produits. Ces travaux de thèse présentent une première approche qui, selon nous, permettra à terme, de faire évoluer l’usage de la RV vers une intégration plus forte au sein des processus de conception de produits avec, par exemple, une plus large utilisation des applications immersives de modélisation 3D, réelles sources d’innovation. / Human centered and concurring product design is based on the collaboration between mechanical engineers, human factor experts and industrial designers. This collaboration is often difficult and can be eased through the use of intermediary objects such as Virtual Reality (VR). Nevertheless, even though VR is widely used in the industry, it suffers from a lack of acceptance by product designers. In the context of this research work, we suggest to use VR in the form of immersive multidisciplinary convergence support tools. These tools are developed in accordance with an anthropocentered approach, as a function of each specific product design project’s needs. In order to optimize development times, we propose a dedicated immersive software design methodology : the ASAP methodology (As Soon As Possible). A first experiment, aiming to demonstrate the feasibility of the ASAP methodology and the effectiveness of the implemented immersive tools, has been conducted in the context of industrial product design projects. A second experiment, involving more than 50 participants, has been conducted in the context of educational product design projects and led to the development of 12 immersivetools. It demonstrated quantitatively the contribution of immersive tools to the perceived effectiveness of interdisciplinary convergence phases and the contribution of the ASAP methodology on the acceptation of VR by product designers. This research work describes a first approach that could, according to us, allow abetter integration of VR within product design processes.
77

Utvärdering av Mock Objekt Bibliotek : ur ett interaktionsbaserat perspektiv

Billskog, David January 2007 (has links)
<p>Att skriva enhetstester är en viktig del i nya populära systemutvecklingsmetoder som extreme programming. Med testdriven utveckling skriver man testerna innan den källkod som skall testas. Ett vanligt problem med dessa tester är att de blir beroende av delar i systemet som inte är intressant för själva testen. Mock objekt är en teknik som gör det enkelt att isolera tester från allt som inte är relaterat till det som skall testas.</p><p>Det finns två sätt att se på mock objekt. Den traditionella synen är att mock objekt skall användas som ett verktyg vid isolering av externa system. Den alternativa synen är att mock objekt är ett designverktyg som kan driva fram en bättre design i systemet. I denna uppsats utvärderas ett antal mock objekt bibliotek ur detta nyare perspektiv. Resultatet visar att det finns åtskilliga skillnader mellan biblioteken.</p>
78

Utvärdering av Mock Objekt Bibliotek : ur ett interaktionsbaserat perspektiv

Billskog, David January 2007 (has links)
Att skriva enhetstester är en viktig del i nya populära systemutvecklingsmetoder som extreme programming. Med testdriven utveckling skriver man testerna innan den källkod som skall testas. Ett vanligt problem med dessa tester är att de blir beroende av delar i systemet som inte är intressant för själva testen. Mock objekt är en teknik som gör det enkelt att isolera tester från allt som inte är relaterat till det som skall testas. Det finns två sätt att se på mock objekt. Den traditionella synen är att mock objekt skall användas som ett verktyg vid isolering av externa system. Den alternativa synen är att mock objekt är ett designverktyg som kan driva fram en bättre design i systemet. I denna uppsats utvärderas ett antal mock objekt bibliotek ur detta nyare perspektiv. Resultatet visar att det finns åtskilliga skillnader mellan biblioteken.
79

Electronic Access Control Systems: A New Approach

Janardhana Swamy, V C 09 1900 (has links)
Security systems are gaining increasing importance in recent times to protect life and valuable resources. Many advanced methods of providing security have been developed and are in use in the last few decades. Of these, one important area is the security system required for military/strategic applications, which has advanced greatly. But, such systems being complex and expensive are useful in high-end applications only. However, with the recent progress in technology and the growing need for increased security in civilian and other applications, many low cost solutions for security systems have now emerged. As a result, many applications where only a simple intruder alarm was the means of providing security in earlier days are now able to associate with more advanced and foolproof access control techniques. And the field of Access Control Systems (ACSs) using modern approaches has become a major means of providing security in all applications, both military and civilian.
80

Using machine learning techniques to simplify mobile interfaces

Sigman, Matthew Stephen 19 April 2013 (has links)
This paper explores how known machine learning techniques can be applied in unique ways to simplify software and therefore dramatically increase its usability. As software has increased in popularity, its complexity has increased in lockstep, to a point where it has become burdensome. By shifting the focus from the software to the user, great advances can be achieved by way of simplification. The example problem used in this report is well known: suggest local dining choices tailored to a specific person based on known habits and those of similar people. By analyzing past choices and applying likely probabilities, assumptions can be made to reduce user interaction, allowing the user to realize the benefits of the software faster and more frequently. This is accomplished with Java Servlets, Apache Mahout machine learning libraries, and various third party resources to gather dimensions on each recommendation. / text

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