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Design Patterns und CSCL-Scripts für hypervideo-basierte LernumgebungenSeidel, Niels 10 October 2014 (has links)
Gegenstand des Promotionsvorhabens ist die Anwendung der Mustertheorie als systemtheoretische Methode zur Beschreibung verbreiteter Lösungen für wiederkehrende Probleme bei der Gestaltung und Entwicklung videobasierter Lernumgebungen. Diese sogenannten Design Patterns beschreiben dabei abstrakte, generische Lösungen bezüglich des Wissensmanagements, der sozialen Interaktion und der Anreicherung von Inhalten in hypervideo-basierten Lernumgebungen. Um neben rezeptiven und selbstgesteuerten auch kollaborative Lernszenarien in solchen Lernumgebungen zu ermöglichen, werden Materialien, Aufgaben sowie Gruppenzusammensetzungen mit Hilfe von CSCL-Scripts strukturiert. Auf Grundlage der entwickelten Design Patterns und Scripts wurden ein Software-Framework sowie mehrere Lernumgebungen implementiert und in Feldstudien evaluiert.
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Optimizing scoped and immortal memory management in real-time JavaHamza, Hamza January 2013 (has links)
The Real-Time Specification for Java (RTSJ) introduces a new memory management model which avoids interfering with the garbage collection process and achieves better deterministic behaviour. In addition to the heap memory, two types of memory areas are provided - immortal and scoped. The research presented in this Thesis aims to optimize the use of the scoped and immortal memory model in RTSJ applications. Firstly, it provides an empirical study of the impact of scoped memory on execution time and memory consumption with different data objects allocated in scoped memory areas. It highlights different characteristics for the scoped memory model related to one of the RTSJ implementations (SUN RTS 2.2). Secondly, a new RTSJ case study which integrates scoped and immortal memory techniques to apply different memory models is presented. A simulation tool for a real-time Java application is developed which is the first in the literature that shows scoped memory and immortal memory consumption of an RTSJ application over a period of time. The simulation tool helps developers to choose the most appropriate scoped memory model by monitoring memory consumption and application execution time. The simulation demonstrates that a developer is able to compare and choose the most appropriate scoped memory design model that achieves the least memory footprint. Results showed that the memory design model with a higher number of scopes achieved the least memory footprint. However, the number of scopes per se does not always indicate a satisfactory memory footprint; choosing the right objects/threads to be allocated into scopes is an important factor to be considered. Recommendations and guidelines for developing RTSJ applications which use a scoped memory model are also provided. Finally, monitoring scoped and immortal memory at runtime may help in catching possible memory leaks. The case study with the simulation tool developed showed a space overhead incurred by immortal memory. In this research, dynamic code slicing is also employed as a debugging technique to explore constant increases in immortal memory. Two programming design patterns are presented for decreasing immortal memory overheads generated by specific data structures. Experimental results showed a significant decrease in immortal memory consumption at runtime.
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Modélisation et implémentation des patrons de conceptionTagmouti, Yousra January 2008 (has links)
Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal.
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Design patterns for social sustainability in HCI : A study on destructive relationships on the use of design patternsLundqvist, Emelie January 2019 (has links)
In this paper, a study was conducted to explore social sustainability in HCI. The study focuses on people in destructive relationships and uses the notion of research through design to gain and share knowledge using design patterns. The study focused on creating methods for working more practically with social sustainability in HCI and used several design methods such as story share and capture to gain and share knowledge on the user group which was then presented in a pattern, consisting of a total of eight different patterns. The patterns was later tested with designers who suggested designs which users were then to rate from best to worst. The study show that design patterns can successfully be used to share knowledge, however the study also show some variation in how well design patterns are understood based on experience. Experienced designers tend to create better designs with the pattern than inexperienced. However, designers with the pattern designed better solutions than designers without regardless of experience.
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Ambiente para desenvolvimento de métodos aplicados a problemas de otimização / Environment for developing methods applied to optimization problemsArantes, Márcio da Silva 20 March 2014 (has links)
O presente documento tem por objetivo apresentar o desenvolvimento de uma ferramenta computacional para auxiliar profissionais da área de otimização na implementação de métodos e resolução de problemas. O projeto foi desenvolvido como tema de dissertação no Programa de Mestrado em Ciência da Computação e Matemática Computacional do ICMC/USP. A ferramenta pode ser enquadrada como um ambiente de desenvolvimento (framework) e será chamada de ProOF - Professional Optimization Framework. O ProOF tem como foco principal nortear a implementação computacional de métodos variados para problemas de otimização, utilizando como paradigma a programação orientada a objetos. Esse framework incorpora as principais características encontradas por outras ferramentas propostas na literatura. Além disso, procura facilitar a implementação de métodos e resolução de problemas ao permitir alto reuso de códigos, dar suporte a geração de códigos em diferentes linguagens de programação e gerar uma Graphical User Interface (GUI) automática para parametrização dos métodos inseridos pelo usuário. Alguns trabalhos publicados recentemente utilizaram versões em desenvolvimento do ProOF e serão citados como estudo de caso para atestar a robustez do framework proposto. Por fim, uma comparação será realizada entre o ProOF e outros frameworks existentes na literatura / This paper aims to present the development of a computational tool to assist professionals in the optimization field in implementation of methods and problem solving. The project was developed as dissertation topic in the Masters Program in Computer Science and Computational Mathematics at ICMC/USP. The tool can be considered as a development environment (framework) and will be called ProOF - Professional Optimization Framework. The ProOF is mainly focused on guiding the implementation of various computational methods for optimization problems using as a paradigm the object-oriented programming. This framework incorporating the principal features found in other tools proposed in the literature. Moreover, seeks to facilitate the implementation of methods and problem resolution by allowing high code reuse, give support to code generation in different programming languages and generate a Graphical User Interface (GUI) automatic for parameter setting of methods implemented by the user. Some recently published studies have used previous versions of the ProOF and they will be cited as a case study to attest the robustness of the proposed framework. Finally, a comparison will be made between the ProOF and other existing frameworks in the literature
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Soluções reutilizáveis no domínio de jogos computacionais: a aplicação de padrões de projeto no desenvolvimento de motores de jogos. / Reusable solutions in the computer games domain: the practical use of design patterns in the development.Busso, Thiago Matias 22 September 2006 (has links)
Com o desenvolvimento da indústria de jogos computacionais, cresceu também o custo de produção destes jogos, a cada dia mais complexos, inviabilizando sua construção a partir do ?nada?. Isto fez com que as empresas de jogos passassem a desenvolver ou adquirir soluções reutilizáveis. Nesse trabalho, realizou-se um estudo sobre o emprego de reuso em jogos e, como conclusão, apresenta-se a forma como os padrões de projeto (design patterns) podem contribuir para o projeto da arquitetura de jogos computacionais, enfocando o desenvolvimento do núcleo de software que os compõe, denominado motor de jogo ou game engine. Para facilitar a manutenção e evolução do sistema, este componente deve apresentar as características de ser modular e extensível, além de algumas outras propriedades discutidas ao longo do texto. Apresenta-se o que é um motor de jogo e quais os módulos que o compõem, descrevendo-se, em seguida, os padrões de projeto e suas aplicações. Como experimento, analisa-se o uso de padrões de projeto por motores de jogo, utilizando-se, para isso, os que possuem código aberto ou que estão disponíveis na literatura, dando-se ênfase à abstração da API gráfica e observando-se os aspectos positivos e negativos de cada solução. Com base nessa análise, propõe-se uma solução que visa atender aos requisitos considerados relevantes para um motor do jogo. / The development of computer games industry increased the costs of production of these games, that every day are more complex, and made almost impracticable their construction from the beginning. As a result, those companies started to develop or acquire reusable solutions. This study shows the application of reuse in games and, as a conclusion, it demonstrates how design patterns can contribute in a project of computer games, focusing on the development of the software core that composes them, called game engine. In order to facilitate the maintenance and evolution of the system, this device should be modular and extensible, beyond other characteristics discussed in this text. It is also presented the definition of a game engine, specifying the modules that compile it, describing, after that, the design patterns and their applications. As an experiment, it is analyzed the use of design patterns in already existing game engines, making use of the ones that are open source or that are available in the literature. In this experiment, it is emphasized the abstraction of the graphical API, pointing out the positive and negative aspects of each solution. Based on this analysis, it is proposed a solution which aims to fulfill the requirements considered relevant in a game engine.
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Auditory display design : an investigation of a design pattern approachFrauenberger, Chris January 2009 (has links)
This thesis investigates the design of audio for feedback in human-technology interaction— auditory displays. Despite promising progress in research and the potential benefits, we currently see little impact of audio in everyday interfaces. Changing interaction paradigms, new contexts of use and inclusive design principles, however, increase the need for an efficient, non-visual means of conveying information. Motivated by these needs, this work describes the development and evaluation of a methodological design framework, aiming to enhance knowledge and skill transfer in auditory display design and to enable designers to build more efficient and compelling auditory solutions. The work starts by investigating the current practice in designing audio in the user interface. A survey amongst practitioners and researchers in the field and a literature study of research papers highlighted the need for a structured design approach. Building on these results, paco – pattern design in the context space has been developed, a framework providing methods to capture, apply and refine design knowledge through design patterns. A key element of paco, the context space, serves as the organising principle for patterns, artefacts and design problems and supports designers in conceptualising the design space. The evaluation of paco is the first comparative study of a design methodology in this area. Experts in auditory display design and novice designers participated in a series of experiments to determine the usefulness of the framework. The evaluation demonstrated that paco facilitates the transfer of design knowledge and skill between experts and novices as well as promoting reflection and recording of design rationale. Alongside these principle achievements, important insights have been gained about the design process which lay the foundations for future research into this subject area. This work contributes to the field of auditory display as it reflects on the current practice and proposes a means of supporting designers to communicate, reason about and build on each other’s work more efficiently. The broader field of human-computer interaction may also benefit from the availability of design guidance for exploiting the auditory modality to answer the challenges of future interaction design. Finally, with paco a generic methodology in the field of design patterns was proposed, potentially similarly beneficial to other designing disciplines.
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Composição dinâmica de web servicesMartins, Rogério Samuel de Moura 29 March 2007 (has links)
Made available in DSpace on 2015-03-05T13:59:42Z (GMT). No. of bitstreams: 0
Previous issue date: 29 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / As invocações a serviços disponíveis na internet são construídas de forma estática, sempre referenciando o mesmo web service e o mesmo web method. Quando este serviço
apresentar baixa disponibilidade o desempenho da aplicação será reduzido. Para evitar este problema é necessário que a aplicação tenha a habilidade de identificar o melhor serviço disponibilizado e então possa invocá-lo. A inserção de novos protocolos e novas funcionalidades na arquitetura de web services pode permitir que as aplicações encontrem serviços disponíveis na internet e, além disso, possam medir a qualidade do serviço disponível e assim direcionar sua chamada para o melhor serviço. Padrões de projeto são usados como um instrumento para uma melhor compreensão da
arquitetura proposta / The invocations to available services in the internet are built in a static way, always referring the same web service and the same web method. When this service presents low
readiness the performance of the application it will be reduced. To avoid this problem it is necessary that the application has the ability to identify the best made available service and then it can invoke it. The insert of new protocols and new functionalities in the architecture of web services
can allow the applications to find available services in the internet and, besides, they can measure the quality of the available service and like this to address his call for the best
service. Design patterns are not a lust, but an instrument for a better understanding of the proposed architecture
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Soluções reutilizáveis no domínio de jogos computacionais: a aplicação de padrões de projeto no desenvolvimento de motores de jogos. / Reusable solutions in the computer games domain: the practical use of design patterns in the development.Thiago Matias Busso 22 September 2006 (has links)
Com o desenvolvimento da indústria de jogos computacionais, cresceu também o custo de produção destes jogos, a cada dia mais complexos, inviabilizando sua construção a partir do ?nada?. Isto fez com que as empresas de jogos passassem a desenvolver ou adquirir soluções reutilizáveis. Nesse trabalho, realizou-se um estudo sobre o emprego de reuso em jogos e, como conclusão, apresenta-se a forma como os padrões de projeto (design patterns) podem contribuir para o projeto da arquitetura de jogos computacionais, enfocando o desenvolvimento do núcleo de software que os compõe, denominado motor de jogo ou game engine. Para facilitar a manutenção e evolução do sistema, este componente deve apresentar as características de ser modular e extensível, além de algumas outras propriedades discutidas ao longo do texto. Apresenta-se o que é um motor de jogo e quais os módulos que o compõem, descrevendo-se, em seguida, os padrões de projeto e suas aplicações. Como experimento, analisa-se o uso de padrões de projeto por motores de jogo, utilizando-se, para isso, os que possuem código aberto ou que estão disponíveis na literatura, dando-se ênfase à abstração da API gráfica e observando-se os aspectos positivos e negativos de cada solução. Com base nessa análise, propõe-se uma solução que visa atender aos requisitos considerados relevantes para um motor do jogo. / The development of computer games industry increased the costs of production of these games, that every day are more complex, and made almost impracticable their construction from the beginning. As a result, those companies started to develop or acquire reusable solutions. This study shows the application of reuse in games and, as a conclusion, it demonstrates how design patterns can contribute in a project of computer games, focusing on the development of the software core that composes them, called game engine. In order to facilitate the maintenance and evolution of the system, this device should be modular and extensible, beyond other characteristics discussed in this text. It is also presented the definition of a game engine, specifying the modules that compile it, describing, after that, the design patterns and their applications. As an experiment, it is analyzed the use of design patterns in already existing game engines, making use of the ones that are open source or that are available in the literature. In this experiment, it is emphasized the abstraction of the graphical API, pointing out the positive and negative aspects of each solution. Based on this analysis, it is proposed a solution which aims to fulfill the requirements considered relevant in a game engine.
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OCD and Empathy Games : Using empathy games to inform the public about ODCKartberg, Emma January 2019 (has links)
This research focuses on obsessive-compulsive disorder (OCD) and how games focused on making the player feel empathy (empathy games) can increase the public’s general knowledge of the disorder. The disorder is currently commonly misunderstood and is not always taken seriously, something that potentially could hurt those with OCD. The stigma surrounding OCD sometimes makes people avoid getting the help they need, making them suffer in silence. The objective of the research was to define several game design principles that suggests what a developer should focus on when making an empathy game about OCD with the purpose to inform the general public. This was done by analyzing several scientific articles discussing either OCD or empathy games, and concluding the most important parts from them into game design principles. Four game design principles were found; target audience, reality, clarity, and includation. These have not been tested in a practical setting, but can possibly serve as guidelines when making an empathy game focusing on OCD.
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