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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.
181

Automatizuotasis plieno jungčių ir mazgų brėžinių generavimas / Automatic Generation of Drawings for Steel Joint Connections

Matijošaitis, Darius 01 July 2010 (has links)
Baigiamojo darbo tikslas – sukurti programinį modulį, skirtą automatizuotam plieno jungčių ir mazgų brėžinių generavimui. Iškeltam tikslui pasiekti darbe tiriamos objektinio projektavimo technologijos ir jų taikymo galimybės kuriant automatizuotas brėžinių generavimo sistemas. Analitinėje darbo dalyje išanalizuoti moduliniai projektavimo principai ir objektinio programavimo projektavimo šablonai. Projektinėje darbo dalyje aprašoma modulinė programos sandara, analizuojamos pradinės duomenų struktūros. Aprašomos atskirai projektuojamos sistemos dalys bei pateikiama bendra suprojektuota automatizuota plieno jungčių ir mazgų brėžinių generavimo sistema. Trumpai aptariamas sudedamųjų plieno jungčių ir mazgų elementų braižymas ir vartotojo sąsajos praplėtimas. Darbą sudaro 3 dalys: problemos analizė ir formulavimas, teorinis pagrindimas, sistemos projektavimas ir realizacija. Atskiru skyriumi pateikiamas publikuotas straipsnis. Darbo apimtis 58 puslapiai teksto be priedų, 24 paveikslai, 39 bibliografiniai šaltiniai. / The aim of the final work is to develop a software module for automated generation of steel joint connections drawings. The work involves investigation of object-oriented design techniques and their application to the possibility of developing an automated system for generating drawings. Analytical part of work contains analysis of the principles for modular design and object-oriented design patterns. In part of system design and implementation is described a modular program structure and an initial analysis of the data structures. Also described separately designed system parts and the total designed automated steel joint connections drawing system. Briefly described the components of steel joint connections drawing elements and user interface extension. Work consists of 3 parts: problem analysis and formulation, analytical part, system design and implementation, and published article as a separate section. Thesis consists of 58 pages text without appendixes, 24 pictures, 39 bibliographical entries.
182

Anforderungen, Entwurfsmuster und Systeme für kollaboratives Schreiben

Stüber, Frank 14 November 2011 (has links)
Kollaboratives Schreiben (KS) bezeichnet das gemeinsame Erstellen eines Textdokuments in einer Gruppe, deren Mitglieder zur gleichen Zeit oder an unterschiedlichen Zeiten, am gleichen oder an unterschiedlichen Orten arbeiten können. Ausgehend von einer detaillierten KS-Analyse und den daraus resultierenden Anforderungen an softwaregestützte KS-Systeme, werden zunächst typischen Entwurfsmuster für die Implementation derartiger Systeme herausgearbeitet. Im Anschluss daran werden zwei unterschiedliche Software-Architekturen entwickelt und diskutiert. Zum einen ist dies eine Erweiterung des etablierten Protokollstandards WebDAV um eine auf Textabschnitten basierende Synchronisation, zum anderen eine idealtypische Architektur für ein neu zu entwickelndes KS-System, welche im Gegensatz zu herkömmlichen Textverarbeitungssystem nicht nur den Text sondern ein Projekt, bestehend aus Text und dessen verknüpften bzw. begleitenden Ressourcen, in den Mittelpunkt der Kollaboration stellt. / Collaborative writing (CW) is a joint work to create a text document in a group whose members are working at different times and at different locations. Firstly, based on a detailed analysis of CW and the resulting demands on software-based CW systems, typical patterns for the implementation of such systems are identified. Subsequently, two different software architectures are developed and discussed. While the first is an extension of the established protocol standard WebDAV to include a section based text synchronization. The second is an ideal type architecture for a newly developed CW system, which in contrast to a conventional word processing system takes not only the text at the center of collaboration but a complete project consisting of text and its linked or associated resources.
183

Improving Networked Learning in Higher Education: Language Functions and Design Patterns

Yang, Dai Fei January 2007 (has links)
Doctor of Philosophy / The thesis of this study is that two seemingly disparate research disciplines can be coalesced to develop an effective pedagogical framework for educational design in the context of networked learning. That contention is grounded in, and inspired by, the rapid developments in educational technologies which have greatly changed the landscape in teaching and learning in higher education over the last decade. The study attempts to add to the corpus of contemporary learning theory which sees students not merely as passive recipients of knowledge, but as active participants in the learning process, having much greater control over their selection of technological learning tools, learning resources and learning methodologies. This is very much in line with the shift from the traditional focus on content design and knowledge transmission towards a more student-centred design for knowledge co-construction, a development which demands the type of new thinking about the design of learning tasks and learning resources contained in this study. Also set out are new lines of action for the fashioning of a collaborative learning environment, for community interaction and the sharing of knowledge, and for promoting good teaching and learning practice. The central argument of the study is that such pedagogical goals may be attained by juxtaposing the theories of Systemic Functional Linguistics (hereafter SFL) and pattern languages. These have not, thus far, been used in combination. SFL is a well established theory in the study of language, and is used in this thesis to help analyse and classify discourses produced and shared by teachers and students in networked learning. Pattern languages have their origin in architecture. Design patterns can be used as a means of representing and sharing important and specific empirical research results and design experiences. This new knowledge can be used to support and improve the quality of educational design. The study has two central components. The first uses the SFL theoretical framework to demonstrate how text is used as a key medium in networked learning. In other words, it is argued in this section that the quality of texts has a direct impact on the quality of learning and learning outcomes. The quality of text is assessed by means of a detailed discourse analysis of selected texts. This process involves deconstructing, identifying and capturing the linguistic resources and language strategies used in the texts. The detailed discourse analysis also illustrates and reveals how language is used in the construction of knowledge and the promotion of collaboration in teaching and learning. The second component centres on the argument that SFL provides valuable language knowledge which can be represented by using Alexander’s design patterns. New knowledge encoded in these design patterns can be used by teachers and designers as reusable and shared resources to help them improve their design work. The empirical research was carried out in three phases. The first involved a) the identification of text patterns of discourses used in networked learning based on detailed discourse analysis; b) Interviewing experienced academic staff to identify their perspectives on good online teaching practices and success factors. The second phase involved using the data which emerged from these interviews and discourse analysis to model illustrative patterns. (Here, illustrative means that due to the scope of the study, it is only possible to develop a limited number of patterns to illustrate the methods used for pattern development. It is not the intention to develop a full repository of design patterns in this study). In the third (validation) phase the patterns were reviewed by two groups of academic staff, with the aim of improving these patterns. Improved patterns were then tested on a group of educational design students for their usefulness and application. It is concluded from this research that it is possible to develop design patterns which ensure the best use of linguistic resources in both the teaching and learning process. Finally, it is argued that the combination of SFL and pattern languages provides a promising theoretical framework for the complex and demanding task of educational design. Future research could make use of such a framework to explore a fuller application of the pattern- based approach for the representation of new knowledge for educational design. Suggested additional research directions include finding new ways of capturing a new pedagogical approach to mobile learning and blended learning. Also, a promising direction could be the use of SFL Appraisal theory (Martin, 2000) for the investigation on how students construct interpersonal relationships (appraise peer work) in online joint projects. In the conclusion, it is contended that through its exploration of new ground in the use of SFL and pattern language theory in the construction of education design patterns, the study makes a significant contribution to knowledge in the field of networked learning.
184

A pattern based approach for the architectural design of e-business applications

Dabous, Feras Taleb Abdel Rahman, School of Information Systems Technology & Management, UNSW January 2005 (has links)
With the widespread use of the Internet and its associated technologies, enterprises have to evolve in the way they are conducting business. 'e-business applications' refer to a new class of distributed applications that involves the Internet as a communication platform. Each e-business application supports the full automation of business processes that can span across multiple enterprises. For a given application domain that involves e-business application development, a number of design decisions that best fullfil stakeholders requirements have to be made. One important issue is the reuse of functionality which exists within legacy systems that can belong to one or more enterprises within the same domain. Most existing design approaches are inadequate in supporting the exploration of all design combinations. Moreover, there is little work on how to identify the best design decisions systematically for a given application domain. In this thesis we present a pattern-based approach that addresses the architectural design of e-business applications. We identify a number of architectural patterns whose instantiation on a given design problem correspond to different architectural design alternatives. We also identify models that enable the estimation of quality attributes for such alternatives. Then we investigate and utilise methods to select the best pattern for a given design problem. We also describe the process of generating the alternative architectures, estimating their qualities, and then ranking them with respect to any quality attribute or a combination of quality attributes. We validate this approach on a real life case study in the area of capital markets. The case study concerns realistic e-business applications that rely on existing legacy applications. The validation exercise has produced predictions which have been compared with actual design decisions that have been made. The thesis also proposes a framework for the systematic identification of architectural patterns. An additional set of architectural patterns and their impact on the case study are discussed. The main contribution of this thesis is in the identification of patterns and quality attributes models for the architectural design of e-business applications that aid in the systematic selection of the most appropriate architectural pattern for a given problem context.
185

ATTITUDE GAME : A study in the increase of bullying awareness in 9-12 years old children

González Díaz, Carlos January 2015 (has links)
This thesis analyses how an increase in bullying awareness can be produced in children aged 9-12 years old playing an iPad serious game called Attitude Game. The project is conducted in collaboration with the company IUS Innovation, where two prototypes were developed by the author of the study, one with mechanics empowering not to bully and the other with mirror mechanics empowering to bully other children. The experiment was conducted with 29 children from a sports club in Göteborg.  A pre-measurement of empathy and a pre-test-post-test measurement of attitude towards bullied children were used to gather data, together with a post-interview during the experiment. Students were assigned to 3 groups, based on a random selection and previous knowledge about the game. The result of the experiment displayed that there was no statistical difference between the change in attitude towards bullied children regarding the empathy level and the prototype tested. The post-interviews displayed that all the participants understood the serious purpose of the game / <p>In case of further contact, you can also write to the private email of the author: carlosglesdiaz@gmail.com</p>
186

Patterns and quality of object-oriented software systems

Khomh, Foutse 04 1900 (has links)
Lors de ces dix dernières années, le coût de la maintenance des systèmes orientés objets s'est accru jusqu' à compter pour plus de 70% du coût total des systèmes. Cette situation est due à plusieurs facteurs, parmi lesquels les plus importants sont: l'imprécision des spécifications des utilisateurs, l'environnement d'exécution changeant rapidement et la mauvaise qualité interne des systèmes. Parmi tous ces facteurs, le seul sur lequel nous ayons un réel contrôle est la qualité interne des systèmes. De nombreux modèles de qualité ont été proposés dans la littérature pour contribuer à contrôler la qualité. Cependant, la plupart de ces modèles utilisent des métriques de classes (nombre de méthodes d'une classe par exemple) ou des métriques de relations entre classes (couplage entre deux classes par exemple) pour mesurer les attributs internes des systèmes. Pourtant, la qualité des systèmes par objets ne dépend pas uniquement de la structure de leurs classes et que mesurent les métriques, mais aussi de la façon dont celles-ci sont organisées, c'est-à-dire de leur conception, qui se manifeste généralement à travers les patrons de conception et les anti-patrons. Dans cette thèse nous proposons la méthode DEQUALITE, qui permet de construire systématiquement des modèles de qualité prenant en compte non seulement les attributs internes des systèmes (grâce aux métriques), mais aussi leur conception (grâce aux patrons de conception et anti-patrons). Cette méthode utilise une approche par apprentissage basée sur les réseaux bayésiens et s'appuie sur les résultats d'une série d'expériences portant sur l'évaluation de l'impact des patrons de conception et des anti-patrons sur la qualité des systèmes. Ces expériences réalisées sur 9 grands systèmes libres orientés objet nous permettent de formuler les conclusions suivantes: • Contre l'intuition, les patrons de conception n'améliorent pas toujours la qualité des systèmes; les implantations très couplées de patrons de conception par exemple affectent la structure des classes et ont un impact négatif sur leur propension aux changements et aux fautes. • Les classes participantes dans des anti-atrons sont beaucoup plus susceptibles de changer et d'être impliquées dans des corrections de fautes que les autres classes d'un système. • Un pourcentage non négligeable de classes sont impliquées simultanément dans des patrons de conception et dans des anti-patrons. Les patrons de conception ont un effet positif en ce sens qu'ils atténuent les anti-patrons. Nous appliquons et validons notre méthode sur trois systèmes libres orientés objet afin de démontrer l'apport de la conception des systèmes dans l'évaluation de la qualité. / Maintenance costs during the past decades have reached more than 70% of the overall costs of object-oriented systems, because of many factors, such as changing software environments, changing users' requirements, and the overall quality of systems. One factor on which we have a control is the quality of systems. Many object-oriented software quality models have been introduced in the literature to help assess and control quality. However, these models usually use metrics of classes (such as number of methods) or of relationships between classes (for example coupling) to measure internal attributes of systems. Yet, the quality of object-oriented systems does not depend on classes' metrics solely: it also depends on the organisation of classes, i.e. the system design that concretely manifests itself through design styles, such as design patterns and antipatterns. In this dissertation, we propose the method DEQUALITE to systematically build quality models that take into account the internal attributes of the systems (through metrics) but also their design (through design patterns and antipatterns). This method uses a machine learning approach based on Bayesian Belief Networks and builds on the results of a series of experiments aimed at evaluating the impact of design patterns and antipatterns on the quality of systems. These experiments, performed on 9 large object-oriented open source systems enable us to draw the following conclusions: • Counter-intuitively, design patterns do not always improve the quality of systems; tangled implementations of design patterns for example significantly affect the structure of classes and negatively impact their change- and fault-proneness. • Classes participating in antipatterns are significantly more likely to be subject to changes and to be involved in fault-fixing changes than other classes. • A non negligible percentage of classes participate in co-occurrences of antipatterns and design patterns in systems. On these classes, design patterns have a positive effect in mitigating antipatterns. We apply and validate our method on three open-source object-oriented systems to demonstrate the contribution of the design of system in quality assessment.
187

Distributed Game Environment : A Software Product Line for Education and Research

Quan, Nguyen January 2013 (has links)
A software product line is a set of software-intensive systems that share a common, managed set of features satisfying the specific needs of a particular market segment or demand. Software product lines capitalize commonality and manage variation to reduce the time, effort, cost and complexity when creating and maintaining products in a product line. Therefore reusing core assets, software product line can address problems such as cost, time-to-market, quality, complexity of developing and maintaining variants, and need to quickly respond to market’s demands. The development of a software product line is different from conventional software development and in the area of education and research of product line there is a lack of a suitable purposefully designed and developed software product line (SPL) that can be used for educational or research purposes. In this thesis we have developed a software product line for turn-based two players distributed board games environment that can be used for educational and research purposes. The software product line supports dynamic runtime update, including games, chat, and security features, via OSGi framework. Furthermore, it supports remote gameplay via local area network and dynamic runtime activity recovery. We delivered a product configuration tool that is used to derive and configure products from the core assets based on feature selection. We have also modeled the software product line’s features and documented its requirements, architecture and user guides. Furthermore, we performed functional and integration tests of the software product line to ensure that the requirements are met according to the requirements specification prescribed by the stakeholders.
188

Improving Networked Learning in Higher Education: Language Functions and Design Patterns

Yang, Dai Fei January 2007 (has links)
Doctor of Philosophy / The thesis of this study is that two seemingly disparate research disciplines can be coalesced to develop an effective pedagogical framework for educational design in the context of networked learning. That contention is grounded in, and inspired by, the rapid developments in educational technologies which have greatly changed the landscape in teaching and learning in higher education over the last decade. The study attempts to add to the corpus of contemporary learning theory which sees students not merely as passive recipients of knowledge, but as active participants in the learning process, having much greater control over their selection of technological learning tools, learning resources and learning methodologies. This is very much in line with the shift from the traditional focus on content design and knowledge transmission towards a more student-centred design for knowledge co-construction, a development which demands the type of new thinking about the design of learning tasks and learning resources contained in this study. Also set out are new lines of action for the fashioning of a collaborative learning environment, for community interaction and the sharing of knowledge, and for promoting good teaching and learning practice. The central argument of the study is that such pedagogical goals may be attained by juxtaposing the theories of Systemic Functional Linguistics (hereafter SFL) and pattern languages. These have not, thus far, been used in combination. SFL is a well established theory in the study of language, and is used in this thesis to help analyse and classify discourses produced and shared by teachers and students in networked learning. Pattern languages have their origin in architecture. Design patterns can be used as a means of representing and sharing important and specific empirical research results and design experiences. This new knowledge can be used to support and improve the quality of educational design. The study has two central components. The first uses the SFL theoretical framework to demonstrate how text is used as a key medium in networked learning. In other words, it is argued in this section that the quality of texts has a direct impact on the quality of learning and learning outcomes. The quality of text is assessed by means of a detailed discourse analysis of selected texts. This process involves deconstructing, identifying and capturing the linguistic resources and language strategies used in the texts. The detailed discourse analysis also illustrates and reveals how language is used in the construction of knowledge and the promotion of collaboration in teaching and learning. The second component centres on the argument that SFL provides valuable language knowledge which can be represented by using Alexander’s design patterns. New knowledge encoded in these design patterns can be used by teachers and designers as reusable and shared resources to help them improve their design work. The empirical research was carried out in three phases. The first involved a) the identification of text patterns of discourses used in networked learning based on detailed discourse analysis; b) Interviewing experienced academic staff to identify their perspectives on good online teaching practices and success factors. The second phase involved using the data which emerged from these interviews and discourse analysis to model illustrative patterns. (Here, illustrative means that due to the scope of the study, it is only possible to develop a limited number of patterns to illustrate the methods used for pattern development. It is not the intention to develop a full repository of design patterns in this study). In the third (validation) phase the patterns were reviewed by two groups of academic staff, with the aim of improving these patterns. Improved patterns were then tested on a group of educational design students for their usefulness and application. It is concluded from this research that it is possible to develop design patterns which ensure the best use of linguistic resources in both the teaching and learning process. Finally, it is argued that the combination of SFL and pattern languages provides a promising theoretical framework for the complex and demanding task of educational design. Future research could make use of such a framework to explore a fuller application of the pattern- based approach for the representation of new knowledge for educational design. Suggested additional research directions include finding new ways of capturing a new pedagogical approach to mobile learning and blended learning. Also, a promising direction could be the use of SFL Appraisal theory (Martin, 2000) for the investigation on how students construct interpersonal relationships (appraise peer work) in online joint projects. In the conclusion, it is contended that through its exploration of new ground in the use of SFL and pattern language theory in the construction of education design patterns, the study makes a significant contribution to knowledge in the field of networked learning.
189

Multiplication matricielle efficace et conception logicielle pour la bibliothèque de calcul exact LinBox / Efficient matrix multiplication and design for the exact linear algebra library LinBox

Boyer, Brice 21 June 2012 (has links)
Dans ce mémoire de thèse, nous développons d'abord des multiplications matricielles efficaces. Nous créons de nouveaux ordonnancements qui permettent de réduire la taille de la mémoire supplémentaire nécessaire lors d'une multiplication du type Winograd tout en gardant une bonne complexité, grâce au développement d'outils externes ad hoc (jeu de galets), à des calculs fins de complexité et à de nouveaux algorithmes hybrides. Nous utilisons ensuite des technologies parallèles (multicœurs et GPU) pour accélérer efficacement la multiplication entre matrice creuse et vecteur dense (SpMV), essentielles aux algorithmes dits /boîte noire/, et créons de nouveaux formats hybrides adéquats. Enfin, nous établissons des méthodes de /design/ générique orientées vers l'efficacité, notamment par conception par briques de base, et via des auto-optimisations. Nous proposons aussi des méthodes pour améliorer et standardiser la qualité du code de manière à pérenniser et rendre plus robuste le code produit. Cela permet de pérenniser de rendre plus robuste le code produit. Ces méthodes sont appliquées en particulier à la bibliothèque de calcul exact LinBox. / We first expose in this memoir efficient matrix multiplication techniques. We set up new schedules that allow us to minimize the extra memory requirements during a Winograd-style matrix multiplication, while keeping the complexity competitive. In order to get them, we develop external tools (pebble game), tight complexity computations and new hybrid algorithms. Then we use parallel technologies (multicore CPU and GPU) in order to accelerate efficiently the sparse matrix--dense vector multiplication (SpMV), crucial to /blackbox/ algorithms and we set up new hybrid formats to store them. Finally, we establish generic design methods focusing on efficiency, especially via building block conceptions or self-optimization. We also propose tools for improving and standardizing code quality in order to make it more sustainable and more robust. This is in particular applied to the LinBox computer algebra library.
190

Bridging the gap between Privacy by Design and mobile systems by patterns / Modèles pour les environnements de terminaux nomades "Privacy by Design"

Sokolova, Karina 27 April 2016 (has links)
De nos jours, les smartphones et les tablettes génèrent, reçoivent, mémorisent et transfèrent vers des serveurs une grande quantité de données en proposant des services aux utilisateurs via des applications mobiles facilement téléchargeables et installables. Le grand nombre de capteurs intégrés dans un smartphone lui permet de collecter de façon continue des informations très précise sur l'utilisateur et son environnement. Cette importante quantité de données privées et professionnelles devient difficile à superviser.L'approche «Privacy by Design», qui inclut sept principes, propose d'intégrer la notion du respect des données privées dès la phase de la conception d’un traitement informatique. En Europe, la directive européenne sur la protection des données privées (Directive 95/46/EC) intègre des notions du «Privacy by Design». La nouvelle loi européenne unifiée (General Data Protection Régulation) renforce la protection et le respect des données privées en prenant en compte les nouvelles technologies et confère au concept de «Privacy by Design» le rang d’une obligation légale dans le monde des services et des applications mobiles.L’objectif de cette thèse est de proposer des solutions pour améliorer la transparence des utilisations des données personnelles mobiles, la visibilité sur les systèmes informatiques, le consentement et la sécurité pour finalement rendre les applications et les systèmes mobiles plus conforme au «Privacy by (re)Design» / Nowadays, smartphones and smart tablets generate, receive, store and transfer substantial quantities of data, providing services for all possible user needs with easily installable programs, also known as mobile applications. A number of sensors integrated into smartphones allow the devices to collect very precise information about the owner and his environment at any time. The important flow of personal and business data becomes hard to manage.The “Privacy by Design” approach with 7 privacy principles states privacy can be integrated into any system from the software design stage. In Europe, the Data Protection Directive (Directive 95/46/EC) includes “Privacy by Design” principles. The new General Data Protection Regulation enforces privacy protection in the European Union, taking into account modern technologies such as mobile systems and making “Privacy by Design” not only a benefit for users, but also a legal obligation for system designers and developers.The goal of this thesis is to propose pattern-oriented solutions to cope with mobile privacy problems, such as lack of transparency, lack of consent, poor security and disregard for purpose limitation, thus giving mobile systems more Privacy by (re) Design

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