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Agile software development as a response to complexityPringle-Wood, Wayne Austen 04 1900 (has links)
Thesis (MPhil)--Stellenbosch University, 2014. / ENGLISH ABSTRACT: Organisations are faced with ever increasing complexity. While there are many responses to
complexity just as there are many definitions of complexity this thesis highlights the use of
agile software development as a useful method. The case of agile software development is
influenced by its people first approach and minimal process implementation to implement
constraints in which phenomena of complexity can be understood.
Chapter 1 introduces why complexity is relevant in the organisation today and the issues
associated with complexity. A basic introduction to agile software development and why it is
a response to complexity is tabled.
Chapter 2 investigates the concepts of complexity. To highlight the difference between linear
and non-linear systems and reductionistic thinking the ideas that not all things are complex is
explored. Key concepts of complex systems are described to come to a better understanding
of what entails a complex system. Information theory and dynamic systems are discussed
including system attributes such as attractors and bifurcations. Finally the theory of complex
adaptive systems is presented and a classification of all complexity theories is tabled.
Chapter 3 is centred on agile software development, presenting practices and processes as a
understanding of how agile software development is applicable to complexity. Three agile
methods are identified.
Chapter 4 presents the ideas of modelling and limits to understanding. Models of complex
systems are useful but are limited, due to the properties of complex systems. The concept of
mental models leads to models of organisations and how leaders need to help with
transformation of these models towards models that are more aligned to agile type thinking.
Chapter 5 looks at the core concepts, and practices of agile applied to complexity and why
these are relevant in responding to complexity. Towards the end of chapter the role of
narrative is explored in the terms of problem definition and solutioning in complex systems.
Chapter 6 concludes the thesis with insights where agile software development is an
appropriate response to complexity and the conditions in which it is not. / AFRIKAANSE OPSOMMING: Organisasies staar toenemende kompleksiteit in die gesig en alhoewel daar verskeie maniere
bestaan om kompleksiteit teen te werk, asook verskeie definisies van wat kompleksiteit is,
focus die tesis op aanpasbare ("agile") sagteware ontwikkeling as n bruikbare metode. Met
eienskappe soos “mense/verbruiker/gebruiker – eerste” benadering asook minimale proses
implementering, verskaf aanpasbare sagteware ontwikkeling die raamwerk waar binne die
konsep kompleksiteit verstaan kan word.
Hoofstuk 1 bespreek die kwessies rondom kompleksiteit en die relevansie daarvan in
organisasies vandag. Verder word aanpasbare sagteware ontwikkeling kortliks bespreek en
hoe dit gebruik kan word om kompleksiteit te verstaan, word getoon.
Hoofstuk 2 ondersoek die verskillende konsepte random kompleksiteit. Daar word gekyk na
linêre en nie-linêre stelsels asook die oortuiging dat nie alle dinge kompleks is nie word
geondersoek. Sleutel kenmerke van komplekse stelsels word beskryf om sodoende ‘n better
begrip te kry van wat ‘n komplekse stelsel behels. Informasie teorie en dinamiese stelsels
word bespreek, insluitend kenmerke soos “attraktors” en “bifurkasies”. Laastens, word die
teorie rondom komplekse aanpasbare stelsels bespreek en ‘n klassifikasie van alle komplekse
teorieë word uiteengesit.
Hoofstuk 3 fokus op “agile software development” en hoe sulke praktyke en prosesse
toepaslik is op kompleksiteit. Daaropvolgend word drie aanpasbare metodes ge-identifiseer
en individueel bespreek.
Hoofstuk 4 verduidelik die idees rondom modellering en grense van begrip. Modelle van
komplekse stelsels kan nuttig wees, maar weens die eienskappe van komplekse stelsels, is die
nuttigheid beperk. Die konsep van mentale modelle lei tot modelle van organisasies en hoe
leiers hierdie modelle moet transformer na modelle wat meer in-lyn is met agile denkwyses.
Hoofstuk 5 kyk na die kern konsepte en praktyke waar “agile” toegepas word tot
kompleksiteit en waarom dit relevant is om kompleksiteit teen te werk. In die tweede helfde
van die hoofstuk word die rol van narratief ondersoek in terme van probleem-identifisering
en die soek na oplossings in komplekse sisteme.
Hoofstuk 6 sluit af met insigte tot aanpasbare sagteware ontwikkelingsmetodes as toepaslike
oplossing tot kompleksiteit asook die toestande waaronder dit geld.
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Evaluation of code generation in agile software development of embedded systemsD'Angelo, Laura January 2018 (has links)
Generating code from software models is considered to be a new generation leap within software development methods. The objective of this M.Sc. project is to evaluate how different approaches to modelling and code generation affect embedded systems software development and propose recommendations on how to improve software development. Two product areas at Saab Surveillance EW Systems in Järfälla, Stockholm, are used as study objects. A research overview is made to highlight themes regarding modelling, code generation and software development in general. Based on these, interviews are held with system engineers and software developers at each product area, where they use different modelling and code generation approaches. The two development processes are described thoroughly. Challenges and advantages related to each area’s approach are investigated. Software development within product area A is affected by the product complexity and the larger scale of the development, including projects running over a longer time with more teams involved. Recommendations include enabling code generation by aligning it with other investments on process improvement and limiting the approach to generating some system components. Software developers within product area B can use full code generation, enabled by the limited product complexity. The product area is affected by software standards and external requirements on the process. Recommendations include extending the modelling approach to make it easier to trace functionality from system to software level. Conclusions are that both product areas can apply modelling and code generation to more software development activities to improve their respective development processes.
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Integrated Waveform-Agile Multi-Modal Track-before-Detect Algorithms for Tracking Low Observable TargetsJanuary 2012 (has links)
abstract: In this thesis, an integrated waveform-agile multi-modal tracking-beforedetect sensing system is investigated and the performance is evaluated using an experimental platform. The sensing system of adapting asymmetric multi-modal sensing operation platforms using radio frequency (RF) radar and electro-optical (EO) sensors allows for integration of complementary information from different sensors. However, there are many challenges to overcome, including tracking low signal-to-noise ratio (SNR) targets, waveform configurations that can optimize tracking performance and statistically dependent measurements. Address some of these challenges, a particle filter (PF) based recursive waveformagile track-before-detect (TBD) algorithm is developed to avoid information loss caused by conventional detection under low SNR environments. Furthermore, a waveform-agile selection technique is integrated into the PF-TBD to allow for adaptive waveform configurations. The embedded exponential family (EEF) approach is used to approximate distributions of parameters of dependent RF and EO measurements and to further improve target detection rate and tracking performance. The performance of the integrated algorithm is evaluated using real data from three experimental scenarios. / Dissertation/Thesis / M.S. Electrical Engineering 2012
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Turning the Tides : A case study about integrating UX practices within a UX-immature organizationvan der Werf, Marinus, Rundqvist, Daniel January 2018 (has links)
In an era where the customer has the power, creating not only usable but also satisfiable systems and applications is of importance. However, research shows that software development practices do not always allow user experience design to take place and gives little guidance regarding how to conduct and integrate UX work. Despite UX’ increased popularity, gained recognition and prior research efforts, organizations and companies still encounter challenges when trying to embrace this change to offer customers more than just a system that ‘works’. Much recognition has gone to the UX field of late, however organizations that lack knowledge, strategies or personnel can often feel powerless. Therefore, we set out to explore what an in-house IT-department without UX practitioners perceived as challenges when integrating UX work and practices. We conducted interviews with developers and project managers within an IT-department to get their opinions. In our study, we identified factors that seem to play a part when integrating UX – such as communication, UX maturity, prioritization and attitudes. Based on these findings, we visualized these factors in what we call a maturity map.
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Operator interfaces for the lifecycle support of component based automation systemsBarot, Vishal A. January 2012 (has links)
Current manufacturing automation systems (specifically the powertrain sector) have been facing challenges with constant pressures of globalisation, environmental concerns and ICT (Information and Communication Technology) innovations. These challenges instigate new demands for shorter product lifecycles and require customised products to be manufactured as efficiently as possible. Manufacturing systems must therefore be agile to remain competitive by supporting frequent reconfigurations involving distributed engineering activities.
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Investigando o uso do extreme programming como uma metodologia de ensino para aplicações práticas da robótica educacionalBezerra Júnior, José Etiene 29 March 2018 (has links)
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Previous issue date: 2018-03-29 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / In an empirical way, it can be seen that technologies applied to education are increasingly present in educational institutions, especially the presence of educational robotics. Educational robotics consists of an educational technology that proposes to make the teaching and learning process more effective, using theoretical knowledge that is applied in practice. One of the major reasons for the presence of robotics is its advantage of being able to work in any area, making use of the interdisciplinary approach. It has been used by several professional in the educational area, as a teaching tool aimed at solving low school performance and avoidance. But for this, it is necessary to carry out a complete planning with the methodology to be followed. In this context, the objective of this paper is to propose a development of educational robotics combined with software engineering, in this case using agile software methodology as a teaching tool for the development of robotics. In this way, analyzes were performed in both robotics and agile methodology, based on this, it was identified that the most appropriate methodology for application of this development is Extreme Programming (XP). Based on this, the methodology developed was applied in a public school with first year students of high school. Thus, to validate this development of XP, two case studies were elaborated. After the accomplishment of this work, it was verified that it is possible to use XP as a teaching methodology for robotics producing results such as: the development of logical reasoning and the development of computational thinking / De modo empírico, percebe-se que as tecnologias aplicadas à educação estão cada vez mais presentes nas instituições de ensino, de modo especial, verifica-se também a presença da robótica educacional. A robótica educacional consiste em uma tecnologia da educação que propõe tornar o processo de ensino e aprendizagem mais eficaz, para isso, utiliza-se de conhecimentos teóricos que são aplicados na prática. Um dos maiores motivos da presença da robótica na educação é a sua vantagem de poder trabalhar em qualquer área, fazendo uso da abordagem interdisciplinar. A mesma tem sido utilizada por vários profissionais da área educacional, como uma ferramenta de ensino em que visa à solução para o baixo rendimento escolar e evasão. Mas para isso, é necessário a realização de todo um planejamento junto à metodologia a ser seguida. Diante deste contexto, o objetivo deste trabalho é propor um desenvolvimento da robótica educacional combinado com a engenharia de software, neste caso utilizando a metodologia ágil de software como uma ferramenta de ensino para o desenvolvimento da robótica. Deste modo, foram realizadas análises tanto na robótica como na metodologia ágil, com base nisso, identificou-se que a metodologia mais adequada para aplicação deste desenvolvimento é o Extreme Programming (XP). Com base nisso, a metodologia desenvolvida foi aplicada em uma escola pública com alunos do primeiro ano do ensino médio. Sendo assim, para validar este desenvolvimento do XP, foi elaborado dois estudos de casos. Após a realização desse trabalho, foi constatado que é possível utilizar o XP como uma metodologia de ensino para a robótica produzindo resultados como: o desenvolvimento do raciocínio lógico e o desenvolvimento do pensamento computacional / 2018-06-12
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Investigação sobre o uso de teletrabalho no contexto de metodologias ágeis.COSTA, Larissa Nepomuceno. 30 August 2018 (has links)
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Previous issue date: 2018-02-01 / O teletrabalho é um modo de trabalho especial, há muitos anos utilizada no Brasil
e no mundo, onde o teletrabalhador desenvolve suas atividades remotamente, fora do
local de trabalho tradicional. Existem poucas pesquisas e estudos de caso na literatura
sobre a experiência de teletrabalho em ambientes de desenvolvimento de software que
utilizam metodologias ágeis. A intenção deste trabalho é investigar o impacto da
implantação do teletrabalho em projetos de desenvolvimento de software que utilizam
métodos ágeis na percepção dos teletrabalhadores, gerentes e telegerentes e indicar
recomendações práticas que orientem a adoção do teletrabalho. Foi executado um estudo
de caso, envolvendo dois projetos de desenvolvimento de software, com o intuito
de investigar o impacto da introdução do teletrabalho na qualidade e produtividade
de projetos reais. Ainda foi elaborada uma pesquisa qualitativa em que seus resultados
foram importantes ao gerar as diretrizes para a implantação do teletrabalho em
projetos de desenvolvimento de software. Os resultados deste trabalho mostram que,
de acordo com a percepção dos gerentes e desenvolvedores, a produtividade da equipe
aumentou e a qualidade do código não foi afetada. Também é importante dar atenção
à comunicação, utilizando ferramentas de áudio e vídeo que minimizem o tempo de
resposta das iterações entre a equipe. Além disso, foram apresentadas recomendações
e diretrizes práticas para orientar a fase de implantação do teletrabalho em projetos
de desenvolvimento de software usando metodologias ágeis. / Remote working is a special working method, used in Brazil and in the world
for many years, in which the teleworker develops his activities remotely, outside the
traditional workspace. Few researches and case studies on the teleworking experience
in software development environments that use agile methodologies can be found in
the literature. This work aims to investigate the impact of teleworking in software
development projects that use agile methods in the perception of teleworkers, managers
and tele-managers and indicate practical recommendations that guide the adoption of
this method. A case study involving two software development projects was carried out
in order to investigate the impact of the introduction of teleworking on the quality and
productivity of real projects. A qualitative research was also developed, and its results
were important to generate the guidelines for implementing teleworking in software
development projects. The results of this work show that, according to the perception
of the managers and developers, the productivity of the team increased and the quality
of the code was not affected. It is also important to pay attention to communication,
using audio and video tools that minimize the response time of the interactions between
the team. Furthermore, recommendations and practical guidelines were presented to
guide the implementation phase of teleworking in software development projects using
agile methodologies.
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Användning av prototyper som verktyg för kravhantering i agil mjukvaruutveckling : - En fallstudie / Prototyping as a Technique for Requiements Engineering in Agile Software Development : - A Case StudyAbrahamsson, Linn, Melin Wenström, Peter January 2018 (has links)
Kravhantering vid agil mjukvaruutveckling är en utmaning som allt fler företag ställs inför.Prototyper, modeller som liknar tilltänkta slutprodukter, kan användas för att inhämtaviktig information om det som ska utvecklas. För att beskriva hur lik en prototyp är dentilltänkta slutprodukten används begreppet verklighetsfaktor. Studiens syfte är dels attöka kunskapen kring prototypanvändning i agil mjukvaruutveckling, dels att undersökavilken effekt en prototyps verklighetsfaktor har då prototyper används i diskussioner inomkravhantering. En fallstudie görs på företaget Exsitec där personal intervjuas angående prototypanvändning i mjukvaruprojekt. Två prototyper utvecklas sedan med låg respekti-ve hög verklighetsfaktor och används som diskussionsunderlag i intervjuer. Studien visar att användning av prototyper i mjukvaruprojekt kan bidra till ökat förtroende hos kun-der, förbättrad kommunikation med kunder och kan förenkla att uppnå konsensus mellan olika intressenter. Vidare kan de, beroende av hur de används, bidra till helhetsbilden avprodukten och fungera som dokumentation. Studien påvisar även några, om än subtila, skillnader i den information som samlas in med hjälp av prototyper med låg respekti-ve hög verklighetsfaktor. Hög verklighetsfaktor tycks medföra att fler krav samlas in, men göra respondenter mindre benägna att vilja komma med förslag på mer omfattandeförändringar. / Requirements Engineering (RE) in Agile Software Development (ASD) is a challenge thatmany face and several techniques exist when doing so. One such technique is prototyping, when a model of a product is used to gather important information in software develop-ment. To describe how much a prototype resembles the product the notion of fidelity is used. The aim of this study is to contribute to research regarding prototyping in ASD,and to examine the effect of a prototype’s fidelity when using prototypes in discussionsduring RE. A case study is performed at the company Exsitec where staff are interviewedregarding prototyping in software development. Thereafter, two prototypes of low andhigh fidelity are developed and used in interviews as a basis for discussion. Based on thisstudy, the use of prototypes in software projects can help customers trust the process,improve communication with customers, and facilitate when trying to reach consensusamong different stakeholders. Furthermore, depending on how they are used, prototypescan contribute to understanding the big picture of the requirements and can also serve asdocumentation. The study also shows some, albeit subtle, differences in the informationcollected using prototypes with low and high fidelity. The use of a high fidelity prototypeseems to generate more requirements, but makes interviewees less likely to come up withlarger, more comprehensive requirement changes.
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Análise da utilização de métodos ágeis no desenvolvimento de ambientes virtuais de aprendizagem: um estudo de caso do Solar 2.0 / Analysis of the use of agile methods in the development of virtual learning environments: a case study of the Solar 2.0Torres Filho, Ari do Amaral January 2014 (has links)
TORRES FILHO, Ari do Amaral . Análise da utilização de métodos ágeis no desenvolvimento de ambientes virtuais de aprendizagem: um estudo de caso do Solar 2.0. 2014. 158 f. Dissertação (Mestrado em ciência da computação)- Universidade Federal do Ceará, Fortaleza-CE, 2014. / Submitted by Elineudson Ribeiro (elineudsonr@gmail.com) on 2016-07-08T19:06:17Z
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Previous issue date: 2014 / In the last two decades there has been considerable progress in the use of Information Technologies and Digital Communication in the process of teaching and learning, both in the form of classroom education as distance. In this context, the use of Virtual Learning Environments - software designed to support the courses via the Internet - is growing and access becoming increasingly diverse, ranging from desktop computers to mobile smartphones. Thus, the complexity of creating these environments becomes increasingly technical and requires Software Engineering and Project Management always better to ensure product quality and customer satisfaction generated. Given such a scenario, this paper proposes the use of Agile methodologies in the development and project management of virtual environments as a more interesting way than traditional software delivery based only on product quality, forgetting often , customer satisfaction and motivation of developers. This paper reports the adoption of agile methodologies in the development of the SOLAR AVA 2.0, showing that it is possible to succeed in both the technical level and at the organizational and personally with the adoption of agile practices in the development of AVAs that can be proven through experiments done with the satisfaction surveys with users and project developers. / Nas duas últimas décadas houve um considerável avanço no uso de Tecnologias da Informação e Comunicação Digitais no processo de ensino e aprendizagem, tanto na modalidade de Educação presencial quanto a distância. Neste contexto, o uso de Ambientes Virtuais de Aprendizagem - softwares criados para o suporte a cursos através da Internet - vêm crescendo e seu acesso se tornando cada vez mais diversificado, indo de computadores desktop a celulares smartphones. Desta forma, a complexidade de criação destes ambientes se torna cada vez maior e exige técnicas de Engenharia de Software e Gestão de Projetos cada vez melhores para garantir a qualidade do produto gerado e a satisfação do cliente. Tendo em vista tal cenário, o presente trabalho propõe o uso de Metodologias Ágeis tanto no desenvolvimento quanto na gestão de projetos de ambientes virtuais como uma solução mais interessante que a tradicional forma de criação de softwares baseada somente na qualidade do produto, esquecendo, muitas vezes, a satisfação do cliente e a motivação dos desenvolvedores.
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Design e práticas ágeis : aplicação de filosofia e princípios ágeis no desenvolvimento de modelos tridimensionais para jogos digitaisLima, Alessandro Peixoto de January 2015 (has links)
O presente trabalho de pesquisa disserta sobre como a aplicação de filosofia e princípios ágeis podem contribuir para a melhoria de resultados de produção de modelos tridimensionais para jogos digitais. Na área da informática, os métodos ágeis são amplamente utilizados para gerir projetos e equipes de desenvolvimento. Tais métodos são guiados pelo manifesto ágil, elaborado pelos principais profissionais do setor como forma de estabelecer um padrão. O manifesto ágil versa que indivíduos e interações são mais importantes que processos e ferramentas. Software em funcionamento é mais importante que documentação abrangente, bem como colaboração com o cliente é mais importante que negociação de contratos. Responder a mudanças é mais importante que seguir um plano. Pelo manifesto vê-se claramente uma tendência à valorização da pessoa frente ao processo, projeto ou produto, pois ela é o meio de realização destes. O manifesto ágil tem sua origem e fonte inspiradora na filosofia e princípios ágeis de Lean, utilizados pela Toyota em seu sistema de produção. Estima-se que para o desenvolvimento de boas práticas ágeis específicas para a produção de modelos tridimensionais para jogos seja uma oportunidade de melhor atuar na indústria, uma vez que com elas pode-se arranjar um padrão de desenvolvimento. Para se conseguir elencar tais práticas, busca-se isto na fundamentação teórica sobre jogos digitais, design e métodos ágeis. É apresentado um experimento prático, onde se faz um cruzamento dos dados coletados com um conjunto de melhores práticas ágeis adotadas para o desenvolvimento de modelos tridimensionais para ambiente de jogos digitais. Como resultados aponta-se que as práticas ágeis contribuem para o desenvolvimento de modelos desde que seu entendimento seja em todos os níveis organizacionais. Infere-se que o entendimento da filosofia Lean aplicada área de jogos digitais favorece o entendimento de quais práticas ágeis elencadas pode-se utilizar de fato. / This research presents how the application of agile principles and philosophy can contribute to the improvement of three-dimensional models production for digital games. In software development, agile methods are widely used to manage projects and development teams. Such methods are led by the agile manifesto, prepared by leading industry professionals as a way to establish a pattern. The agile manifesto talk about people and interactions are more important than processes and tools. Software running is more important than comprehensive documentation and collaboration with the customer is more important than negotiating contracts. Responding to change is more important than following a plan. The manifesto sees clearly a trend towards appreciation of the person facing the process, project or product as it is the means of achieving these. The Agile Manifesto has its origin and source of inspiration in philosophy and agile principles of Lean, used by Toyota in its production system. It is estimated that for the development of specific agile good practice for the production of three-dimensional models for games provide an opportunity to work best in the industry, since with them we can find a pattern development. To get to list such practices, is sought in theoretical foundations of digital games, design and agile methods. A practical experiment, where it is an intersection of the data collected with an agile set of best practices for the development of three-dimensional models for environment digital games is displayed. As result, it is pointed out that agile practices contribute to the development of models since their understanding all the organizational levels. It infers that the understanding of the Lean philosophy applied area of digital games favor the understanding of which listed agile practices can be used in fact.
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