• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 85
  • 20
  • 20
  • 16
  • 12
  • 7
  • 5
  • 5
  • 3
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 200
  • 200
  • 62
  • 42
  • 37
  • 30
  • 26
  • 26
  • 24
  • 23
  • 20
  • 20
  • 18
  • 18
  • 17
  • 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.
31

Story Through Gameplay : Design Patterns in Journey and Brothers: A Tale of Two Sons

Nilsson, John, Engström, Lars January 2013 (has links)
This is an analysis in which we played the games “Journey” and “Brothers: A Tale of Two Sons” with the goal of identifying game design patterns that were used to convey the games’ narratives. Using the method known as formal analysis we examined different situations in the games. Having identified which design patters seemed significant we decided upon a template with which we would present our findings. We found three patterns that we deemed were important enough to be defined in this paper; “Player guidance through Non Player Characters”, “Manipulation of controller effects” and “Visual reminders of the Player’s Goal” and explain these thoroughly. In our discussion we examine the value of our findings and how effective we found our method to be.
32

HCI Design Patterns for In-Store Touch Screen Terminals : MDI-designmönster förpekskärmsterminaler i butiksmiljö

Rådström, Sofia January 2010 (has links)
Interactive media in public environments, such as touch screen kiosks, is a strongly growing toolfor offering service, information, advertising and entertainment. In order to achieve goodusability when designing the graphical user interface for a customer terminal, it is important tobe aware of the very specific requirements involved with such application. This master thesiscontributes to a framework for the interaction design of touch screen terminals in stores. The purpose of the thesis was to discover usability problems and solutions to usability problemsin existing touch screen terminal interfaces. Moreover the work aimed at revealing what designpatterns can be used or created in order to meet the observed problems. Usability problems stemfrom underlying use qualities. These can be seen as forces in design patterns. It was found thatthe patterns would be more useful if structured into a pattern catalogue, containing both highand low-level patterns. The study was preformed at Instoremedia, a company that, among other things, develops instore touch screen terminals. The product in focus was an interactive product cataloguedeveloped for Telia. The application was partly studied in situ. The study consisted of five steps:analytical evaluation, stakeholder interview, contextual inquiry, user analysis and design patterndevelopment. The study revealed problems, solutions, needs, goals etc, related to the use of theterminal. The final result is a proposed human computer interaction (HCI) design patterncatalogue for in-store touch screen terminals, which helps prevent the observed problems. Itconsists mostly of already known patterns. Three new patterns have been created. The aim isthat the pattern catalogue should be a helpful tool when making designs-decisions for new touchscreen terminals in the future. / Interaktiv media i publika miljöer, såsom pekskärmsterminaler, är på stark uppgång när detgäller att erbjuda service, information, marknadsföring och underhållning. För att uppnå höganvändbarhet i en kundterminals grafiska gränssnitt är det viktigt att vara medveten om despecifika krav som ställs på en sådan applikation. Detta examensarbete bidrar till ett ramverk fördesignen av pekskärmsterminaler i butiker. Syftet med examensarbetet var att hitta användbarhetsproblem och lösningar till potentiellaanvändbarhetsproblem i existerande gränssnitt för pekskärmsterminaler. Vidare syftade arbetettill att ta reda på vilka designmönster som kan användas eller skapas för att möta de observeradeproblemen. Användbarhetsproblem bottnar i underliggande användarbehov. Dessa kan ses somkrafter i designmönster. Det visade sig att designmönster är mer användbara om de ordnas i enmönsterkatalog, som innehåller både hög- och lågnivå mönster. Studien utfördes på Instoremedia, ett företag som bland annat utvecklar pekskärmsterminalerför butiker. I fokus stod en interaktiv produktkatalog utvecklad för Telia. Applikationenstuderades delvis in situ. Studien bestod av fem steg: analytisk utvärdering, intressentintervju,kontextuell undersökning, användaranalys och designmönsterutveckling. Studien avslöjadeproblem, lösningar, behov, mål etc., relaterade till användandet av terminalen. Det slutgiltigaresultatet är en föreslagen designmönsterkatalog för pekskärmsterminaler i butiker, somerbjuder lösningar till de observerade problemen. Katalogen består till största delen av redankända mönster. Tre nya designmönster har utvecklats. Målet är att mönsterkatalogen ska kunnaanvändas som ett redskap under framtida design.
33

Implementing a reusable design pattern Library in C#

Van Leeuwen, Alastair January 2013 (has links)
Design patterns in software systems are described as a universal reusable solution to a commonly recurring problem in software design. Design patterns were, however, not intended to be reusable in terms of code. A symptom of their non-reusability is the problems experienced with the way the implementation of design patterns negatively affects their traceability, maintainability and contribution to productivity. This thesis shows how design patterns can be elevated to a higher level of reusability. This work presents design patterns as reusable components that developers can use to implement solutions that utilise patterns, without having to implement a major part of a pattern’s structure and behaviour anew each time. A component is a reusable software section, with possible library classes, that is usually in source form. Previous research has shown that a high proportion of patterns (65%) can be “componentized” in Eiffel, which leads to the idea that a language supporting the same set of features would also have the same success in pattern componentization. This thesis has looked at the componentization of twelve design patterns in C#. The C# language has more advanced language features than Eiffel, including functional and dynamic language features and, as such, should lend itself better to pattern componentization than Eiffel does. The language features that are reviewed in this thesis are inheritance, design by contract™, attributes, method references (or delegates), anonymous functions, lambda expressions, mixins (or extension methods), duck typing, dynamic types and meta-programming. Each pattern’s reusable components are discussed in detail, including the success of the reusable component transformation. All the design patterns reviewed in this thesis could be transformed into fully or partially reusable components. Implementing design patterns using reusable library components is thus a step in the right direction in making design pattern implementations more traceable, reusable, maintainable and more productive. Other object-oriented languages implementing the same or similar language features as those reviewed in this thesis should have the same level of success in transforming design patterns into reusable components. / Dissertation (MSc)--University of Pretoria, 2013. / gm2014 / Computer Science / unrestricted
34

A Serendipitous Software Framework for Facilitating Collaboration in Computational Intelligence

Peer, Edwin S. 10 June 2005 (has links)
A major flaw in the academic system, particularly pertaining to computer science, is that it rewards specialisation. The highly competitive quest for new scientific developments, or rather the quest for a better reputation and more funding, forces researchers to specialise in their own fields, leaving them little time to properly explore what others are doing, sometimes even within their own field of interest. Even the peer review process, which should provide the necessary balance, fails to achieve much diversity, since reviews are typically performed by persons who are again specialists in the particular field of the work. Further, software implementations are rarely reviewed, having as a consequence the publishing of untenable results. Unfortunately, these factors contribute to an environment which is not conducive to collaboration, a cornerstone of academia | building on the work of others. This work takes a step back and examines the general landscape of computational intelligence from a broad perspective, drawing on multiple disciplines to formulate a collaborative software platform, which is flexible enough to support the needs of this diverse research community. Interestingly, this project did not set out with these goals in mind, rather it evolved, over time, from something more specialised into the general framework described in this dissertation. Design patterns are studied as a means to manage the complexity of the computational intelligence paradigm in a flexible software implementation. Further, this dissertation demonstrates that releasing research software under an open source license eliminates some of the deficiencies of the academic process, while preserving, and even improving, the ability to build a reputation and pursue funding. Two software packages have been produced as products of this research: i) CILib, an open source library of computational intelligence algorithms; and ii) CiClops, which is a virtual laboratory for performing experiments that scale over multiple workstations. Together, these software packages are intended to improve the quality of research output and facilitate collaboration by sharing a repository of simulation data, statistical analysis tools and a single software implementation. / Dissertation (MSc)--University of Pretoria, 2006. / Computer Science / Unrestricted
35

A Framework for an Adaptive Refactoring Tool

Coutu, Alain, Serino, Catharina, Smith, Suzanne, Stoecklin, Sara 01 August 2006 (has links) (PDF)
Refactoring is the process of making changes to the internal structure of existing code without changing the external behavior of that code, The resulting code is more flexible, reusable, and maintainable. While refactoring is becoming more popular in the software development community, manual refactoring can be a long and tedious process. Tools that support refactoring are becoming available; however, many provide only limited types of refactorings and require heavy user intervention. This paper presents an open source framework for an adaptive refactoring tool. The framework allows easy addition of new refactorings or modification of existing ones. An implementation of the framework is described in this paper.
36

Automating Multiple Schema Generation using Dimensional Design Patterns

Deshpande, Monali A. 23 July 2009 (has links)
No description available.
37

Characterization and Development of Distributed, Adaptive Real-Time Systems

Marinucci, Toni 19 April 2005 (has links)
No description available.
38

Game Design Patterns in Endless Mobile Minigames

Cao, David January 2016 (has links)
Mobile apps have emerged ever since the smartphone has been establishedinto most peoples everyday life. Almost half of those available apps in the appstores are mobile games. We study game design patterns speci cally for endlessmobile minigames, as they are one of the emerging categories. This genre hasbecome popular in the app stores with its unique characteristics which include veryshort play session iterations and its minimalist design. Game design patterns arefocused on the interaction with the player and provide knowledge and experiencewith regards to games in general. Not only are they bene cial for game designers,but also for developers, practitioners and possibly researchers, as patterns providea common terminology to share information between di erent professions.We conduct a case study including ve example games and analyze endlessmobile games to identify and create genre speci c game design patterns. We searchfor commonalities and major aspects of endless mobile minigames to facilitate theproduction of such games for developers. To con rm our results, we implementa prototype of an endless mobile minigame, which is then evaluated through asurvey.The result is a collection of game design patterns based on our cases. Thequestionnaire reveals which of those patterns are relevant and should be consideredwhen developing an endless mobile game. The result outlines that game designpatterns are considered supportive when designing a game, however requires ad-justments and revisions.
39

Representing Design Patterns As Super Components In Component Oriented Software Engineering

Avkarogullari, Okan 01 February 2004 (has links) (PDF)
It is widely believed and empirically shown that component reuse improves both the quality and productivity of software development. This brings the necessity of a graphical editor to model the projects by using components. A graphical editor was implemented for the development of Component Oriented software development. The editor facilitates modeling efforts through application of the graphical modeling language COSEML. Both design patterns and software components have come to play important roles in software development. The correlation between software components and design patterns is apparent. In the design phase of the projects design patterns are used widely both in component and object oriented projects. Design patterns can be used as super components in component-based development . Software reuse, software components, design patterns, use of design patterns in component-based development, and component architectures are studied in details to address the need for the approach. COSE modeling activity starts with the decomposition of the target system into building blocks in a top-down order. Next, interfaces between these blocks are defined. If required design patterns can be added to model as super components.
40

WSAgent: um agente baseado em Web Services para promover a interoperabilidade entre sistemas heterogêneos no domínio da saúde

Rheinheimer, Letícia Rafaela 21 December 2004 (has links)
Made available in DSpace on 2015-03-05T13:53:44Z (GMT). No. of bitstreams: 0 Previous issue date: 21 / Nenhuma / Após o advento da Internet, diversas estratégias de desenvolvimento de software foram modificadas para promover maior reuso e interoperabilidade. Design Patterns e Frameworks nos ajudam a criar software e design flexíveis. A idéia de compor aplicações para que trabalhem juntas é bastante atrativa. No entanto, no domínio da saúde, surgem diversos empecilhos para que se realize esta integração. O uso de tecnologias de Agentes em conjunto com Web Services nos permite pensar em uma solução que garanta interoperabilidade, reuso e flexibilidade entre ambientes heterogêneos. Este trabalho descreve a arquitetura de um Agente de Software, chamado WSAgent (que consiste de uma instância de um Framelet para o sub-domínio paciente, no domínio da saúde) e suas estratégias de colaboração e interoperabilidade. Este trabalho também apresenta um estudo de caso com implementação de um protótipo / After the Internet advent, several strategies about software development were changed to promote more reuse and interoperability. Design Patterns and Frameworks help us to create software and design flexible. The idea of glue applications to work together is very attractive. In the health domains, there are many drawbacks to address its goals. The use of agent technologies combined with Web Services allow us to think about the construction of a bind to grant interoperability, reuse and flexibility between heterogeneous environments. This work describes the architecture of a software agent called WSAgent – an instance of a Framelet of Patient subdomain in Health domain – and its strategies of collaborations and interoperability. This work also presents a case study with the implementation of a prototype

Page generated in 0.0618 seconds