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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.
101

Automatisk uppspelning på Netflix: Sambandet mellan funktionen och hur mycket användaren binge-tittar / Post-Play on Netflix: The correlation between the feature and the extent to which the user binge watches

Scholz, Anne-Charlot, Andersen, Adelina January 2019 (has links)
Netflix är en streamingtjänst som har hjälpt till att mynta termen för fenomenet binge-tittande, vilket i det här arbetet definieras som att titta på minst tre avsnitt av en serie i sträck. Tjänsten använder sig av en funktion som kallas automatisk uppspelning som förhandsgranskar nästa avsnitt av en TV-serie efter att användaren har avslutat föregående avsnitt och därefter automatiskt spelar upp det efter ett antal sekunder har passerat. Frågan som undersöks i denna uppsats är huruvida automatisk uppspelning på Netflix har en inverkan på hur mycket användare binge-tittar. Detta i hopp om att användare som binge-tittar kan bli mer medvetna om en eventuell inverkan funktionen har på deras tittarvanor och därför kan göra ett mer informerat val kring att använda funktionen eller inte. Relaterad forskning som är relevant för det här arbetet är studier om flow experience, beroende, dark design patterns och tidigare undersökningar kring Netflix. Frågeställningen undersöktes genom att genomföra intervjuer med en testgrupp av studenter från KTH samt dokumentera, jämföra och analysera data från deras tittarhistorik på Netflix. Testgruppen blev ombedda att inaktivera automatisk uppspelning i en vecka och historiken från testperioden jämfördes sedan med den från veckan innan. Resultatet från studien visar att inaktiveringen av funktionen ledde till en minskning på 45 minuter av den tid som individerna binge-tittade per tillfälle. Däremot hittades ingen signifikant inverkan på tittarvanorna hos testpersonerna i form av antalet tillfällen och hur länge de binge-tittade, samt hur många avsnitt de såg per binge-tillfälle. Det konstaterades även att inaktiveringen av automatisk uppspelning ökade medvetenheten om testgruppens binge-tittande, vilket talar för att automatisk uppspelning ökar användarens flow experience. Detta skulle eventuellt kunna medföra att funktionen ökar risken för ett beroende av binge-tittande. Andra aspekter som upptäcktes under undersökningen men inte undersöktes vidare och därför kan vara fokuspunkter för efterföljande studier inkluderar den inverkan automatisk uppspelning har på tittarvanor när användaren binge-tittar aktivt versus passivt samt vid binge-tittande på olika enheter. / Netflix is a streaming service that has helped coin the term for the phenomenon of binge watching, which in this essay is defined as watching at least three episodes of a tv-series back-to-back. Netflix provides a feature called post-play which previews the next episode of a TV series after having finished the previous one and then automatically plays it after a couple of seconds. The question examined in this essay is whether post-play on Netflix has a significant impact on the extent to which users binge watch. This is done in the hope of making users who binge watch more aware of any possible influence the feature can have on their binging-habits and therefore being able to make a more informed choice about disabling post-play or not. Related research that was relevant to this paper include studies on flow experience, addiction, dark design patterns and previous studies surrounding Netflix. The thesis was investigated by conducting interviews with a test group of students from KTH as well as documenting, comparing and analyzing their viewing-history on Netflix. The test group was asked to disable post-play during a week and the viewing-history from the test period was then compared to that from the week before. The results of the study showed that disabling of the feature led to the users reducing the amount of time they spent binge-watching per binge-session by 45 minutes. There was however no evidence of the function having a significant impact on the viewing-habits of the subjects in terms of the amount of episodes watched per binge-session or the overall amount of instances and hours they binge-watched during the test period. It was found that the disabling of post-play raised the awareness of binge watching in the subject, which indicates that post-play increases the flow experience for the user. This would subsequently suggest that the feature heightens the risk for addiction to binge watching. Aspects that were discovered but not examined and could therefore be focus points of subsequent studies include the impact of post-play on viewing habits when binge watching actively vs passively and when binge watching on different units.
102

CAPS: AN EGLIN RANGE STANDARD FOR PC-BASED TELEMETRY DATA REDUCTION

Thomas, Tim 10 1900 (has links)
International Telemetering Conference Proceedings / October 21, 2002 / Town & Country Hotel and Conference Center, San Diego, California / A need exists to provide a flexible data reduction tool that minimizes software development costs and reduces analysis time for telemetry data. The Common Airborne Processing System (CAPS), developed by the Freeman Computer Sciences Center at Eglin AFB, Florida, provides a generalpurpose data reduction capability for digitally recorded data on a PC. Data from virtually any kind of MIL-STD-1553 message or Pulse Code Modulation (PCM) frame can be extracted and converted to engineering units using a parameter dictionary that describes the data format. The extracted data can then be written to a file, ASCII or binary, with a great deal of flexibility in the output format. CAPS has become the standard for digitally recorded data reduction on a PC at Eglin. New features, such as composing derived parameters using mathematical expressions, are being added to CAPS to make it an even more productive data reduction tool. This paper provides a conceptual overview of the CAPS version 2.3 software.
103

Reifying Game Design Patterns : A Quantitative Study of Real Time Strategy Games

Berg, Jens, Högye, Tony January 2017 (has links)
Communicating design is in many aspects a difficult process. Game design is not only directives on look and feel, but also carries intentionality. To properly convey intentionality, a common abstract vocabulary is a well-established method for expressing design. Game design patterns are an attempt to formalize and establish such a vocabulary. Game design patterns are a debated tool and this paper aims to examine the practical application of a pattern through a quantitative study in order to strengthen the potential for a more cohesive definition of the term. This is done by first establishing a game design pattern through observation of RTS games. The pattern is then studied through implementation in three commercial RTS games. The results focus on quantitative data gathered from AI vs AI matches related to game pacing. Through testing and analysis of the AI matches it can be stated that game design patterns in a contextualized setting supports the idea of using game design patterns as a formal tool. It was further concluded that the AI also came with limitations in how the collected data is applicable to the overall design of the games. Additional studies using quantitative data in conjunction with qualitative observations could lend further support to game design patterns as a useful tool for both researchers and developers. / Kommunikation av design är i många avseenden en invecklad process. Design av spel innebär inte enbart riktlinjer för utseende och känsla, utan också intentionalitet. En beprövad metod för att uttrycka design och intentionalitet är skapandet av ett gemensamt vokabulär. Game design patterns är ett försök att upprätta och formalisera just ett sådant vokabulär inom speldesign. Game design patterns är ett debatterat verktyg och detta arbetet ämnar undersöka den praktiska tillämpningen av ett pattern genom en kvantitativ studie för att stärka potentialen för en mer sammanhängande definition av termen. Detta utförs genom att först etablera ett game design pattern med hjälp av observation av RTS-spel. Sedan studeras det genom implementation i tre kommersiella RTS-spel. Resultatet fokuseras på kvantitativ data relaterat till pacing som insamlas från matcher mellan två AI. Genom analys av AI-matcherna kan det anses att game design pattern i en kontextualiserad inramning stöder teorin att använda design patterns som ett formellt designverktyg. Vidare drogs slutsatsen att användandet av AI också innebär begränsningar i hur tillämplig den insamlade datan är i den övergripande designen av spel. Fler studier med kvantitativ data ihop med kvalitativa observationer kan ytterligare stödja idén om game design pattern som ett användbart verktyg för både forskare och utvecklare inom spel.
104

Development of a Calibration Tool using CCP and XCP on CAN Bus

Shivam, Satyesh 13 December 2016 (has links) (PDF)
Testing of the Electronic Control Unit is a very important step before delivering the software to customer. Due to increasing complexity in the requirements and the timing constraints, it is needed that the testing should be proper and on time. To meet the timing constraints it is needed to automate the entire process of testing. Although the current testing tool support the automation process, it is very slow. In this thesis a new tool has been developed which will support calibration using CCP and XCP on CAN bus. Secondly, the tool will also provide the feature of automation, where user can write their own script to test the ECU. This will make the entire process of testing very fast. Finally both the solutions will be compared with respect to time for deducing the final conclusion.
105

Vues et transformations de programmes pour la modularité des évolutions / Views and program transformations for modular maintenances

Ajouli, Akram 25 September 2013 (has links)
La maintenance consomme une grande partie du coût de développement des logiciels ce qui rend l’optimisation de ce coût parmi les enjeux importants dans le monde du génie logiciel. Dans cette thèse nous visons à optimiser ce coût par rendre ces maintenances modulaires. Pour atteindre cet objectif, nous définissons des transformations des architectures des programmes qui permettent de transformer le programme à maintenir vers une architecture qui facilite la tâche de maintenance voulue. Nous nous concentrons plus sur la transformation entre les architectures à propriétés de modularité duales tels que les patrons de conception Composite et Visiteur. Dans ce contexte, nous définissons une transformation automatique et réversible basée sur le refactoring entre un programme structuré selon le Composite et sa structureVisiteur correspondante. Cette transformation est validée par la génération d’une précondition qui garantit statiquement sa réussite. Elle est aussi adaptée afin qu’elle prenne en compte la transformation de quatre variations du patron Composite et est validée sur le programme JHotDraw qui comporte ces quatre variations. Nous définissons aussi une transformation réversible au sein du patron Singleton afin de pouvoir bénéficier de l’optimisation par l’introduction de ce patron et la souplesse par sa suppression selon les exigences de l’utilisateur du logiciel. / Maintenance consumes a large part of the cost of software development which makes the optimization of that cost among the important issues in the world of software engineering. In this thesis we aim to optimize this cost by making these maintenances modular. To achieve this goal, we define transformations of program architectures that allow to transform a program to maintain into an architecture that facilitates the maintenance tasks required. We focus on transformation between architectures having dual modularity properties such as Composite and Visitor designpatterns. In this context, we define an automatic and reversible transformation based on refactoring between a program structured according to the Composite structure and its corresponding Visitor structure. This transformation is validated by generating a precondition which guarantees statically its success. It is also adapted to take into account the transformation of four variations of Composite pattern and it is then applied to JHotDraw program in which these four variations occur. We define also a reversible transformation in the Singleton pattern to benefit from optimization by introducing this pattern and flexibility by its suppression according to the requirements of the software user.
106

Programming learning games : Identification of game design patterns in programming learning games

Areizaga, Ander January 2019 (has links)
There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the different programming concepts. This dissertation addresses this problem and analyses which fundamental programming concepts that are represented in commercial games for programming learning. The study also identifies game design patterns used to represent these concepts. The result of this study shows topics that are represented more commonly in commercial games and what game design patterns are used for that. This thesis identifies a set of game design patterns in the 20 commercial games that were analysed. A description as well as some examples of the games where it is found is included for each of these patterns. As a conclusion, this research shows that from the list of the determined fundamental programming topics only a few of them are greatly represented in commercial games where the others have nearly no representation. This shows potential spots for future research in games for programming teaching.
107

運用設計樣版於網路式決策支援架構之探討-以資金轉撥計價應用為例

楊智欽 Unknown Date (has links)
傳統上,決策支援系統皆為單機作業,隨著資訊科技與網路的興起,決策支援系統也開始利用Web-based的機制達成決策資訊即時共享的目的,突破以往的地域與時間限制,但也增加了系統整體架構的複雜度,提高了這類系統在開發與維護時的困難度。過去十年中,物件導向(Object-Oriented)的軟體工程開發方式成為相當熱門的話題,主因在於可以有效地提高軟體可再使用性並降低了軟體結構的複雜度,設計樣版(Design Patterns)即屬於物件導向技術中的一項,其被認為定位於整合軟體系統的標準程序與專家經驗概念成為一些物件設計的指引或參考原則,以更有彈性的結構來描述某些特定的功能與行為,以及系統構成物件間相互關係,可以用來有效提昇軟體再使用與維護的應用層面。簡單來說,設計樣版即為程式設計師在解決特定問題上經驗的累積,也可以視為是另一種軟體物件再利用的方法。所以本研究的主要目的為建立一個以設計樣版為基礎之主從架構式的網頁式(Web-based)決策支援架構,並提出一相對應之發展流程與設計樣版的找尋原則,以期望透過此一可再用之發展架構,減輕開發者的負擔並增加開發時的效率,並增強所開發的系統的彈性,使系統能擁有更高的可維護性與可再用性。最後並以資金轉撥計價的應用做為例子說明,以說明此架構之應用方式。
108

Att designa mjukvara för framtiden : Praktikfallet ABC

Isaksson, Johan, Stake, Torbjörn January 2006 (has links)
<p>Att designa en generell och utbyggbar mjukvara är inte enkelt, då det krävs en bred kompetens inom många olika områden. Vi belyser i detta arbete en del av problematiken kring design. Utgångspunkten är ett praktikfall vars målmiljö rör processer och integrationer. Huvudfokus ligger på designmönster, men även en bredare genomgång av ämnen så som utvecklingsmetodik, Service Oriented Architecture (SOA), Web Services (WS) och utvecklingsmiljöer presenteras. Arbetet bedrivs i enlighet med riktlinjer från Rational Unified Process (RUP) och slutprodukten är en checklista på tre punkter. De tre punkterna speglar de lärdomar vi dragit av arbetet genom saker vi gjort och saker vi borde ha gjort. God design kan uppnås genom att förstå den uppgift man åtagit sig, utvärdera sitt resultat och delresultat samt genom användandet av rätt verktyg. Framtida forskningsområden med anknytning till vårt rör förslagsvis metoders betydelse för mjukvarudesign, dynamiska perspektiv hos utvecklare och mer enhetlighet kring begreppet SOA.</p>
109

Use Of Design Patterns In Non-object Oriented Real-time Software

Ciftci, Aysegul 01 January 2013 (has links) (PDF)
After the book, Design Patterns: Elements of Reusable Object-Oriented Software was published in 1994, usage of design patterns in object-oriented (OO) programming has been investigated by many researchers. However, the effects of design patterns on non-object oriented (non-OO) programming have not been analyzed too much in the literature. This study focuses on various design pattern implementations using non OO programming and investigates the benefits of design patterns upon real-time software. In order to evaluate the results, specific quality metrics were selected and performance of traditionally developed software was compared with that of software developed using design patterns.
110

Virtual Frameworks for Source Migration

Chi, Jack January 2004 (has links)
<em>Virtual Frameworks</em> for source migration is a methodology to extract classes and interfaces from one or more frameworks used by an application. After migration, a new set of frameworks called virtual frameworks can replace the original frameworks used. The classes and interfaces extracted are used to create a proxy layer for these new frameworks. The application then depends on this proxy layer, and through it the new frameworks, rather than on the original frameworks. A combination of three patterns: Bridge, Adapter, and Proxy are used in these new frameworks. By doing so the changes made to the application source code are minimized during migration.

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