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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.
21

An investigation of the use of software development environments in the industry

An, Ping January 2004 (has links)
Software engineering tools are being used in the industry in order to improve the productivity and the quality of the software development process. The properties of those tools are being perceived to be unsatisfactory. For example, researchers have found that some problems are due to deficient integration among the tools. Furthermore, a continuing problem is that there is a gap between the IT education and real demand of tool-skills form IT industry. Consequently, knowledge is needed of the properties of software development tools as well an understanding of demanded tool-skill from the industry. The purpose of this study is to survey commercial software development environment (SDEs) that are used today in professional software engineering and discuss their advantages adn disadvantages. A secondary goal of the study is to identify the actual requirements from the industry on the IT-education. A questionnaire was sent out to 90 software developers and IT managers of 30 IT companies in Sweden. The results of the survey show that IT companies, for most part, use SDEs from commercial software vendors. Respondents report that common problems of the SDEs are the following: bad integration among the tools, problems to trace software artifacts in the different phases of the programming cycle, and deficient support for version control and system configuration. Furthermore, some tools are difficult to use which results in a time-consuming development process. We conclude that future software development environments need to provide better support for integration, automation, and configuration management. Regarding the required tool-skills, we believe that the IT education would gain from including commercial tools that cover the whole software product lifecycle in the curriculum.
22

Strategic Sustainable Product Development : A Case of an SME in the Sealing Industry

Barkan, Anna, Gunnarsson, Daniel, Postel, Olaf January 2010 (has links)
Product development is a crucial leverage point to move our society towards sustainability. The purpose of this study is to gain knowledge on how a selected strategic tool for sustainable product development (SPD), namely the Method for Sustainable Product Development (MSPD), can be adapted to integrate sustainability aspects into the Product Development Process (PDP) of an organization. A Small and Medium Sized Enterprise (SME) in the manufacturing industry with customers and office locations worldwide is used as a case study. A participatory action research approach is used throughout the study. It is shown in the case that the MSPD triggers thinking in product development by raising sustainability-related questions. In order to be answered most questions, however, require additional sustainability education in the organization and further investigation in long-term, company-wide projects, which the current PDP of the organization was not designed to provide. It was concluded that iterations of the process with the integrated MSPD tool and additional tools to supplement the MSPD are necessary to further move product development at the organization towards sustainability.
23

Úloha ředitele na cestě k úspěšné škole / Role of a Director on the Way to a Successful School

Brožová, Věroslava January 2015 (has links)
IN ENGLISH: The final thesis deals with the issue of further education and development of teachers in primary schools and kindergartens. The theoretical part is based on the characteristics of successful schools and learning organizations. The role of the headmaster and his activities is explained with regards to specifics of the school. Described career development tools are applied to the school environment. Research part of the thesis provides information about the use of described career development tools in surveyed kindergartens and elementary schools. A partial unplanned finding is the information that nearly half of the headmasters does not feel accordingly expertly equipped for leading teachers in their professional development.
24

Performance Analysis of JavaScript

Smedberg, Fredrik January 2010 (has links)
<p>In the last decade, web browsers have seen a remarkable increase of performance, especially in the JavaScript engines. JavaScript has over the years gone from being a slow and rather limited language, to today have become feature-rich and fast. It’s speed can be around the same or half of comparable code written in C++, but this speed is directly dependent on the choice of the web browser, and the best performance is seen in browsers using JIT compilation techniques.</p><p>Even though the language has seen a dramatic increase in performance, there’s still major problems regarding memory usage. JavaScript applications typically consume 3-4 times more memory than similar applications written in C++. Many browser vendors, like Opera Software, acknowledge this and are currently trying to optimize their memory usage. This issue is hopefully non-existent within a near future.</p><p>Because the majority of scientific papers written about JavaScript only compare performance using the industry benchmarks SunSpider and V8, this thesis have chosen to widen the scope. The benchmarks really give no information about how JavaScript stands in comparison to C#, C++ and other popular languages. To be able to compare that, I’ve implemented a GIF decoder, an XML parser and various elementary tests in both JavaScript and C++ to compare how far apart the languages are in terms of speed, memory usage and responsiveness.</p>
25

Μελέτη, σχεδιασμός και υλοποίηση πληροφοριακής πύλης για το WEP μοντέλο αναφοράς και τους πόρους της επιστήμης τεχνολογίας παγκόσμιου ιστού

Εμμανουήλ, Ευάγγελος 30 July 2007 (has links)
Η ΒΥΠ διαθέτει αντίτυπο της διατριβής σε έντυπη μορφή στο βιβλιοστάσιο διδακτορικών διατριβών που βρίσκεται στο ισόγειο του κτιρίου της. / Στα πλαίσια της παρούσας Μεταπτυχιακής Διπλωματικής Εργασίας, προτείνουμε (α) μια ταξινόμηση των πιο σημαντικών ερευνητικών αποτελεσμάτων για την επιστημονική περιοχή του Web Engineering και (β) μια μεθοδολογία για την αξιολόγηση εργαλείων για τον ίδιο χώρο τα οποία θα ενσωματωθούν στο WEP (WEB-Engineering Resources Portal). Στην συγκεκριμένη εργασία αναλύονται οι επιστημονικές έννοιες Body of Knowledge(BOK), Software Engineering, Web Engineering, Software Engineering Body of Knowledge (SWEBOK) και γίνεται μια πρώτη προσπάθεια θεμελίωσης ενός Σώματος Γνώσης (Body of Knowledge) για το Web Engineering, που θα εμπεριέχεται στο WEP. Για την ταξινόμηση των ερευνητικών αποτελεσμάτων του WEP βασιστήκαμε στη δομή του SWEBOK (Software Engineering Body of Knowledge), το οποίο αποτελεί μια προσπάθεια της IEEE (Institute of Electrical and Electronics Engineers) για τον καθορισμό και τη μελέτη ενός Σώματος Γνώσης της Επιστήμης Λογισμικού, μια επιστημονική περιοχή που συγγενεύει άμεσα με το Web Engineering. Όσο αφορά την εύρεση και αξιολόγηση εργαλείων για το WEP προτείνουμε έναν αλγόριθμο επιλογής και αξιολόγησης ο οποίος βασίζεται κυρίως στην κατηγοριοποίηση και αξιολόγηση εφαρμογών από τους Ιστότοπους http://www.tucows.com και http://www.download.com, οι οποίοι επιλέχτηκαν βάσει της δημοτικότητά τους και της πληθώρας και καλής οργάνωσης των εργαλείων τους. Τα αποτελέσματα από την εφαρμογή αυτού του αλγορίθμου αξιολόγησης εργαλείων ήταν αρκετά ικανοποιητικά, ενώ υπάρχουν περιθώρια βελτίωσης τόσο με τη χρήση επιπλέον παραμέτρων από τους δύο παραπάνω βασικούς Ιστότοπους όσο και με τη συνεισφορά στοιχείων και από άλλους Ιστότοπους. / In this Master Thesis, we suggest (a) A methodology of classification of the most important research results in Web Engineering (b) A methodology of selection and evaluation web development tools. These tools would be in included in WEP (WEB-Engineering Resources Portal). During this Master Thesis the following definitions are explained: Body of Knowledge (BOK), Software Engineering, Web Engineering, Software Engineering Body of Knowledge (SWEBOK). Moreover, it is suggested a solution of building a “Body of Knowledge” in the field of Web Engineering. This Body of Knowledge would be included in WEP. The basis for the classification of the research results is WEP was the SWEBOK (Software Engineering Body of Knowledge). SWEBOK is an effort of IEEE, in order to establish a baseline for the “Body of Knowledge” for the field of Software Engineering, which is close related with the field of Web Engineering. As far is concerned the selection and evaluation of web development tools, we suggest an algorithm which is based on the classification and evaluation of web development tools by the web sites http://www.tucows.com and http://www.download.com. These web sites have been selected, due to their credibility, popularity and the large number of tools which are presented. Although this algorithm has quite good results, there are some open issues by including more parameters from the 2 main web sites and by investigating other similar web sites, too.
26

Utformningen av en utvärderingsmodell för utbildningsverktyg : Till hjälp för en tillämpning av Game Design Based Learning inom utbildning / The design of an evaluation tool for training tools to assist in the application of Game Design Based Learning in Education

Lindberg, Jesper, Reyier, Andreas January 2018 (has links)
Digitala spel i dagens samhälle blir allt vanligare och har de senaste åren börjat användas inom utbildning och undervisning runt om i världen. Att använda spel och teknologi inom en utbildning har både positiv och negativ påverkan på eleverna så väl som skolan. Teknikens positiva delar leder till en ökad motivation och engagemang bland eleverna men kan samtidigt leda till mer negativa delar, till exempel social isolering, dyra kostnader eller en distraktion som kan leda till att det påverkar andra kurser inom utbildningen negativt. Denna rapport syftar till att vara ett stöd vid val av utbildningsverktyg som ska användas i syfte för Game Design Based Learning (GDBL). Detta stöd består av en utvärderingsmodell som kan användas av exempelvis lärare som vill tillämpa GDBL i sin utbildning. Arbetet har utförts med stöd av forskningsstrategin design och skapande, där utvecklingen och framtagandet av en artefakt har skett. Utvärderingsmodellen har utformats med hjälp av den aktuella forskningsstrategin. Datainsamlingen för arbetet har skett genom sökning efter utbildningsverktyg, bland annat, på sökmotorn Google Search tillsammans med relevanta termer för arbetet, till exempel drag &amp; drop. Vid tillämpning av GDBL samt valet av utbildningsverktyg gäller det att ta hänsyn till både de möjligheter som GDBL ger men även de negativa risker som finns. Utvärderingsmodellen har också testats på fem olika utbildningsverktyg för att validera utvärderingsmodellen. Dessa fem utbildningsverktyg är Scratch, Kodu Game Lab, Kahoot, Quizizz och Twine. Slutligen kom vi fram till att två av utbildningsverktygen passar bäst i ett utbildningssyfte. Dessa var Kahoot och Quizizz som är simpla frågesportsspel, det vill säga att dessa inte kräver utbildning eller programmering för att användas inom en undervisning. Detta baserades på ett påhittat scenario vilket var att hitta ett utbildningsverktyg för ett program som inriktar sig på grafisk design. / Digital games in today's society are becoming more common and have in the past few years been used in education and teaching around the world. Using games and technology in an education has both positive and negative impact on the students as well as the school. The positive aspects of technology lead to increased motivation and commitment among the students, but at the same time can lead to more negative factors, such as social isolation, expensive costs or a distraction that may adversely affect other courses in education. This report aims to be a support in selecting educational tools to be used for Game Design Based Learning (GDBL). This support consists of an evaluation model that can be used, for example, by teachers who wish to apply GDBL in their education. The work has been carried out with the support of the research strategy design and creation, where the development and the production of an artefact has taken place. The evaluation model has been designed using the current research strategy. The data collection for the work has been done by searching for training tools, including the search engine Google Search, along with relevant terms for the work, such as drag &amp; drop. When applying GDBL and the choice of training tools, it takes into account both the opportunities offered by GDBL, but also the negative risks that exist. The evaluation model has also been tested on five different training tools to validate the evaluation model. These five training tools are Scratch, Kodu Game Lab, Kahoot, Quizizz and Twine. Finally, we found that two of the training tools are the most suitable for educational purposes. These were Kahoot and Quizizz, which are simple quiz games, that is, they do not require education or programming to be used in a classroom. This was based on an established scenario, which was to find a training tool for a program that focuses on graphic design.
27

Performance Analysis of JavaScript

Smedberg, Fredrik January 2010 (has links)
In the last decade, web browsers have seen a remarkable increase of performance, especially in the JavaScript engines. JavaScript has over the years gone from being a slow and rather limited language, to today have become feature-rich and fast. It’s speed can be around the same or half of comparable code written in C++, but this speed is directly dependent on the choice of the web browser, and the best performance is seen in browsers using JIT compilation techniques. Even though the language has seen a dramatic increase in performance, there’s still major problems regarding memory usage. JavaScript applications typically consume 3-4 times more memory than similar applications written in C++. Many browser vendors, like Opera Software, acknowledge this and are currently trying to optimize their memory usage. This issue is hopefully non-existent within a near future. Because the majority of scientific papers written about JavaScript only compare performance using the industry benchmarks SunSpider and V8, this thesis have chosen to widen the scope. The benchmarks really give no information about how JavaScript stands in comparison to C#, C++ and other popular languages. To be able to compare that, I’ve implemented a GIF decoder, an XML parser and various elementary tests in both JavaScript and C++ to compare how far apart the languages are in terms of speed, memory usage and responsiveness.
28

A Conceptual Model of the Revised CAI-NPD-Systems Maturity

Hüsig, Stefan 11 November 2015 (has links)
This article aims to turn the attention of researchers and practitioners in the innovation and engineering management field towards a more fine grained view on the influence of Information Technologies (IT) and New Product Development (NPD) capabilities on innovation outcomes in different stages of maturity. Computer Aided Innovation (CAI), as a specific but often overlooked category of IT-tools for innovation activities, is introduced as having the potential to positively influence the innovation supporting capabilities. Based on current and emerging developments in the fields of CAI and NPD, a revised version of the conceptual model of the CAI-NPD-systems maturity framework is proposed.

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