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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.
111

Realising end-user driven web application development using meta-design paradigm

De Silva, Buddhima. January 2008 (has links)
Thesis (Ph.D.)--University of Western Sydney, 2008. / A thesis submitted to the University of Western Sydney, College of Health and Science, School of Computing and Mathematics, in fulfilment of the requirements for the degree of Doctor of Philosophy. Includes bibliographical references.
112

The buzz supporting extensively customizable information awareness applications /

Eagan, James R.. January 2008 (has links)
Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2009. / Committee Chair: Stasko, John T.; Committee Member: Edwards, Keith; Committee Member: Greenberg, Saul; Committee Member: Grinter, Beki; Committee Member: Guzdial, Mark. Part of the SMARTech Electronic Thesis and Dissertation Collection.
113

[en] USER-DESIGNER S SELF-EXPRESSION AND SEMIOTIC ENGINEERING / [pt] AUTOEXPRESSÃO E ENGENHARIA SEMIÓTICA DO USUÁRIO-DESIGNER

INGRID TEIXEIRA MONTEIRO 22 February 2016 (has links)
[pt] A tese apresenta uma pesquisa inserida na área de End-User Development (EUD). As primeiras iniciativas nesta área surgiram como uma tentativa de auxiliar os usuários finais a atingirem objetivos específicos de personalização e customização de interfaces e sistemas, prioritariamente para benefício próprio. Conforme as necessidades evoluem, os usuários finais precisam conhecer e muitas vezes dominar conceitos e práticas mais complexos de computação. Neste contexto, têm surgido várias iniciativas para incentivar, ensinar e apoiar estes usuários a programarem e a pensarem computacionalmente. Geralmente, muita ênfase é dada para a questão da resolução de problemas, raciocínio lógico e outras habilidades comuns a cientistas da computação. Entretanto, apoiados na Engenharia Semiótica, uma teoria de base semiótica que descreve a interação humano-computador como uma comunicação entre designers e usuários, consideramos que sistemas computacionais interativos são artefatos comunicacionais: quem cria o sistema transmite mensagens, com características particulares, a quem os utiliza. Nesta tese, apresentamos um estudo em profundidade em que usuários finais, atuando como designers, criaram artefatos computacionais para fins de comunicação. A pesquisa mostrou que os participantes tomaram a programação e outras atividades de desenvolvimento não como fins em si, mas como meios para construírem suas mensagens. Discutimos como a mudança de perspectiva (de resolução de problemas para comunicação) revela fenômenos ainda pouco explorados como a autoexpressão dos designers nestes artefatos e a pragmática da linguagem de interação por eles construída. Outra contribuição da tese é uma extensão da Engenharia Semiótica, batizada de EUME – End-User Semiotic Engineering, uma forma de ver a Engenharia Semiótica na perspectiva do usuário final que atua como designer. / [en] This thesis presents research in the area the area of End-User Development (EUD). The first studies in EUD have emerged as an attempt to help end users achieve specific goals of personalization and customization of interfaces and systems, primarily for their own benefit. As needs evolve, end users have to know and often master more complex computing concepts and practices. In this context, there have been a growing number of initiatives to encourage, teach and support users in programming and thinking computationally. In general, much emphasis is given to problem solving, logical reasoning and other common computer scientists skills. However, supported by Semiotic Engineering, a semiotics-based theory that describes human-computer interaction as communication between designers and users, we believe that interactive computer systems are communication artifacts: that the person who creates the system sends various messages, with particular characteristics to the person who uses it. In this thesis, we present an extensive study in which end users, acting as designers, create computational artifacts for communication purposes. Research has shown that the participants took programming and other development activities not as end in themselves but as a means to build their messages. We discuss how the change in perspective (from problem-solving to communication) reveals a range of underexplored phenomena, such as self-expression of the designers and the pragmatics of interaction languages they build. Another contribution of this thesis is an extension to Semiotic Engineering, named EUME – End-User Semiotic Engineering, a new way to look at Semiotic Engineering, in the perspective of end users acting as designers.
114

[en] DATAFLOW SEMANTICS FOR END-USER PROGRAMMABLE APPLICATIONS / [pt] SEMÂNTICAS DE DATAFLOW PARA APLICAÇÕES PROGRAMÁVEIS POR USUÁRIOS FINAIS

HISHAM HASHEM MUHAMMAD 24 July 2017 (has links)
[pt] Muitas aplicações são tornadas programáveis para usuários finais avançados adicionando recursos como scripting e macros. Outras aplicações dão a uma linguagem de programação um papel central na sua interface com o usuário. Esse é o caso, por exemplo, da linguagem de fórmulas de planilhas de cálculo. Enquanto a área de scripting se beneficiou dos avanços das pesquisas em linguagens de programação, produzindo linguagens maduras e reusáveis, o estado das linguagens em nível de interface não teve o mesmo grau de desenvolvimento. Argumentamos que um melhor entendimento desta classe de linguagens se faz necessário. Neste trabalho, modelamos semânticas de linguagens de usuário final existentes, em três diferentes domínios: multimídia, planilhas e engenharia. Nosso foco é em linguagens de dataflow, um paradigma representativo em aplicações programáveis por usuários finais. Com base nessa análise, temos como objetivo prover um melhor entendimento do design de linguagens de dataflow no contexto de programação de usuários finais e propor linhas-guia para o projeto de linguagens de nível de interface baseadas neste paradigma para aplicações programáveis. / [en] Many applications are made programmable for advanced end-users by adding facilities such as scripting and macros. Other applications take a programming language to the center stage of its UI. That is the case, for example, of the spreadsheet formula language. While scripting has benefited from the advances of programming language research, producing mature and reusable languages, the state of UI-level languages lags behind. We claim that a better understanding of such languages is necessary. In this work, we model the semantics of existing end-user programming languages in three different domains: multimedia, spreadsheets and engineering. Our focus is on dataflow languages, a representative paradigm for end-user programmable applications. Based on this analysis, we aim to provide a better understanding of dataflow semantics as used in the context of end-user programming and propose guidelines for the design of UI-level languages for end-user programmable applications.
115

Modelos de comportamento de busca de informação: contribuições para a organização da informação

Garcia, Rodrigo Moreira [UNESP] 10 September 2007 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:26:45Z (GMT). No. of bitstreams: 0 Previous issue date: 2007-09-10Bitstream added on 2014-06-13T19:34:29Z : No. of bitstreams: 1 garcia_rm_me_mar.pdf: 929037 bytes, checksum: 8c9eb461b20ae567adf214358dbbb0cc (MD5) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Universidade Estadual Paulista (UNESP) / Com o desenvolvimento da Web e, conseqüentemente, das bibliotecas digitais, open archives, repositórios entre outros, novos sistemas e fontes de informação têm sido criados, colocando os usuários em um novo ambiente de busca e recuperação da informação, caracterizado pela sobreabundância de recursos informacionais dispostos no formato de hipertexto, aumentando significativamente as possibilidades de acesso. Diante deste ambiente digital de informação, uma das funções das Linguagens Documentárias é representar as informações dos documentos contidos nestes sistemas de informação, de tal forma que o usuário seja capaz de acessar essa informação para o uso, comunicação e, principalmente, para a geração de novos conhecimentos. No entanto, o problema-chave da Recuperação da Informação passa pela busca de procedimentos teóricos e metodológicos para a Organização e Representação da Informação, ou seja, uma das principais problemáticas é encontrar meios de aperfeiçoar os métodos de Organização da Informação ao nível conceitual, de forma a aumentar a acessibilidade pelos usuários finais. Diante disto, foi proposto um estudo exploratório de análise teórica de alguns modelos de comportamento de busca de informação que, de acordo com a literatura especializada, são os que têm maior impacto em termos de pesquisa na área. Tais modelos podem ser incorporados aos processos de tratamento temático da informação, permitindo a bibliotecários e indexadores a se darem conta das variáveis que interferem no processo de busca e recuperação da informação dos usuários e, desta forma, entenderem os fatores que afetam a organização e representação da informação. Como resultados considera-se que uma abordagem que procure colocar o usuário no centro das preocupações na Organização da Informação deve recorrer à experiência acumulada... / With the development of the Web and, consequently, of the digital libraries, open archives, repositories between other, new systems and information sources have been created, placing the users in a new search and information retrieval environment, characterized by the abundance of informational resources disposed in the hypertext format, increasing the access possibilities significantly. Ahead of this information digital environment, one of the Indexing Languages functions is to represent the information of the documents contained in these information systems, so that the user be capable to access that information for the use, communication and, mainly, for the generation of new knowledge. However, the problem-key of the Information Retrieval goes by the search of theoretical and methodological proceedings for the Information Organization and Representation. In other words, the principal problematic is to find means of improving the methods of Information Organization at the conceptual level, in way to increase the accessibility for the end-users. Ahead this, an exploratory study of theoretical analysis was proposed of some information search behavior models that, in agreement with the specialized literature, they are the ones that have larger impact in research terms in the area. Such models can be incorporate to the information thematic treatment processes, allowing to librarians and indexers the if give bill of the intervening variables in the search and information retrieval process of the users and, this way, that they understand the factors that affect the information organization and representation. As results are considered that an approach that tries to place the user in the center of the concerns in the Information Organization should appeal to the accumulated experience in the calls studies of users. It is ended that the studies about the users' information behaviors... (Complete abstract click electronic access below)
116

Enhancing security risk awareness in end-users via affective feedback

Shepherd, Lynsay A. January 2016 (has links)
Background: Risky security behaviour displayed by end-users has the potential to leave devices vulnerable to compromise, despite the availability of security tools designed to aid users in defending themselves against potential online threats. This indicates a need to modify the behaviour of end-users, allowing them to consider the security implications of their actions online. Previous research has indicated affective feedback may serve as a successful method of educating users about risky security behaviours. Thus, by influencing end-users via affective feedback it may be possible to engage users, improving their security awareness. Aims: Develop and apply knowledge of monitoring techniques and affective feedback, establishing if this changes users’ awareness of risky security behaviour in the context of a browser-based environment. Methodology: The methodology employs the use of log files derived from the monitoring solution, and information provided by users during the experiments. Questionnaire data was compared against log files and information provided during experiments, providing an overall quantitative approach. Results: In the case of the log files and questionnaires, participants were found to have engaged in instances of risky security behaviours, which they were unaware of, and this indicated a low-level of awareness of risky security behaviour. Whilst the results indicate the affective feedback did not make a difference to behaviour during the course of the experiments, participants felt that the affective feedback delivered had an impact, raising their security awareness, encouraging them to learn about online security. Conclusions: This body of research has made a novel contribution to the field of affective feedback and usable security. Whilst the results indicate the affective feedback made no difference to behaviour, users felt it had an impact on them, persuading them to consider their security behaviours online, and encouraging them to increase their knowledge of risky security behaviours. The research highlights the potential application of affective feedback in the field of usable security. Future work seeks to explore different ways in which affective feedback can be positioned on-screen, and how feedback can be tailored to target specific groups, such as children, or elderly people, with the aim of raising security awareness.
117

Exploring self-efficacy in end-user programming : a feminist approach

Palmquist, Lena January 2014 (has links)
Digital services and devices are today more spread than ever, forming a basis for new innovations, even among ordinary people. And yet, producers of such services and devices are mostly men with programming skills. Women's participation in development and design of digital products is thus not yet as influential as that of men. An approach to this situation is to offer web-based environments for end-user development where people with no programming experiences have the opportunity to develop their own smartphone applications. The SATIN project, a collaboration between universities and IT-companies, has taken such an approach, with a focus on supporting female end-users. This project has been serving as a case in this research with the purpose of exploring and understanding end-user programming related to self-efficacy and female strategies. Experiences from being a member of the SATIN project are accounted for as well as results from qualitative observation studies capturing subjects’ reactions to the system. In the first set of observations, 9 subjects tested a mock-up version of the so-called SATIN editor, where the actual app building takes place. Later on a second set of observations with 11 subjects focused on how to support computer self-efficacy and end-user programming strategies that women prefer to a higher degree than men. Observations indicate that the women where as positive to making use of the editor as the men. The test subjects also showed signs of motivation as well as creativity while exploring the system. An observation related to design aspects of the system was that the quality of the components that form the smartphone apps seems to be crucial if the system is expected to truly support strategies that women request. Supporting women's own perceptions of self-efficacy related to developing computer-based systems is challenging, still indications of acceptance and enthusiasm for the system were observed. From a design perspective, using strategies and self-efficacy sources as an evaluation framework in the development process shows potential for improved design, and not only when designing for female users, but for diverse groups of users, hopefully paving the way for a more diverse community of producers of computer-based products. / SATIN 2 project
118

BPMN flows as variation points for end user development : from a UX perspective

Widén, Jon, Johansson, Michelle January 2016 (has links)
Context. How end user development can be enabled and made attainable through the use of a web based graphical user interface, in systems that contains logic for handling BPMN flows as variation points. Investigated from a UX and usability perspective. Objectives. Designing prototypes of such a web-based interface, and then evaluating the usability with regards to the usability attributes effectiveness and learnability, with the goal finding relevant usability issues & solutions as well as investigating how the two usability attributes affected the participants’ subjective satisfaction. Methods. Two prototype versions were implemented, one based upon the other. A usability inspection (expert evaluation) was performed after the first prototype version (named alpha) was finished and the second version (named beta) was built based on that feedback. The usability of the prototypes were then evaluated in usability test sessions using the think aloud method together with the SUS (System Usability Scale) questionnaire.The recorded data from the usability test sessions was analysed. Usability issues & solutions were noted, filtered, tagged and grouped by design principle with the goal of looking for patterns. SUS scores were calculated from the questionnaires. Additional factor analysis was performed on the SUS data to get separate usability and learnability scores. Results. The results consisted of SUS scores for both prototypes together with learnability and usability scores. Common and noteworthy usability issues & solutions grouped by design principle. Detailed appendixes with scenarios exemplifying recorded video & voice data for four of the most relevant test participants. Conclusions. The two prototypes were compared. Improvements to effectiveness and learnability was found to have a positive impact on the participants’ subjective satisfaction in the described context. Additionally, a number of usability issues and solutions was identified that could be of value when developing similar software. In summary, the following findings were made related to effectiveness: Adding constraints to the number of options available to users helped increase effectiveness. The lack of keyboard shortcuts was a deal breaker for many users and had a negative impact on effectiveness.. Consistency in navigation was more important than expected. The lack of functionality for saving drafts in the browser, without downloading, was something that most users expected and was surprised not to find. Several users expected their drafts to be automatically saved. They were frustrated when their changes were lost without warning. The lack of an undo function was also a big issue for users, causing problems with recovery. Giving immediate feedback with a notification popup after users had deployed a flow worked well and was easier to implement than expected. The connection tool that ship with bpmn-js was hard to learn and use for several users. Additionally, some learnability related findings: Sandbox intended to boost learnability but caused problems with effectiveness. The BPMN notation was not familiar to the test participants. Some training or introduction would have been necessary in a real usage scenario. When important functionality was concealed in submenus it was harder for users to learn how to operate the editor, specifically a problem with the context pad. Properties panel. Issues with visibility of single items due to tabs being too cluttered. Affordance issues on input/output parameters tab. Consistency issue with the bpmn.io logo being placed in the where users expected a save button. Consistency. Negative impact on learnability due to lack of keyboard shortcuts. Users likely to learn faster if they could use the shortcuts they already know. Placement of the download button not consistent with other webapps. Unconventional to only have drag and drop for upload and no button. Issues with visibility and consistency related to maximizing/minimizing editor in beta prototype. Familiarity findings related to deploy button colour and label might have affected learnability.
119

Towards a Utility Framework for Enterprise Business Intelligence Mashups

Ahmed, Sabbir January 2014 (has links)
Organizations today are adopting business intelligence (BI) systems at a fast pace with the expectation that these systems will help them make better business decisions and improve their performance. But with the ever changing industry dynamics and variable business needs of end-users, the BI requirements of organizations are also getting unpredictable and increasingly harder to deliver by the service providers. Additionally, the advancement of web 2.0 & enterprise 2.0 technologies has opened up more possibilities for the development of user-centric innovative business applications. Enterprise BI Mashups are a specific breed of such technologies that have the potential to empower end-users with self-service capabilities and facilitate problem-solving in ad-hoc situational BI scenarios. This research project attempts to explore the current landscape of Business Intelligence (BI) Mashups and to identify gaps in technology with respect to user requirements and corporate objectives. Through an empirical investigation of BI mashups use cases, specific issues and challenges associated with the use of mashups in BI have been ascertained. Working in collaboration with IBM Cognos, we have formulated a taxonomy and utility framework for Enterprise BI Mashups. The formulated taxonomy provides a basic framework for understanding the domain of BI mashups and is aimed to aid application development initiatives for creating BI mashups toolkits. The utility framework draws upon real-world use cases for BI Mashups as well as pertinent software design patterns that can facilitate the development of BI mashup tools and services. These frameworks are expected to advance an understanding of business process requirements that can be satisfied through the use of Enterprise BI Mashups, and also aid in the development of mashup toolkits targeted at BI end-users.
120

Achieving non-intrusive interoperability between models for involving users in modeling tasks

Pérez Pérez, María Francisca 02 December 2015 (has links)
[EN] Model-Driven Development (MDD) promotes models as the cornerstone in the software development process, thereby displacing source code as the development process's main feature. Although this model-centric schema claims advantages over traditional software development (e.g., the code could be automatically generated from the models), it does not have the level of adoption that has been expected. The literature review reveals a broad agreement in the fact that end-users may develop and adapt systems themselves but the complexity in modeling standards and the lack of modeling skills prevents their active involvement in modeling tasks of existing MDD processes. To overcome this, end-users should be provided with different modeling languages that use concepts, which fit their particular skills, context and needs. This challenge is the main goal of this thesis, which is addressed by combining the End-user Development and the Model-Driven Development fields. This work starts with the involvement of end-users into the modeling tasks using a tool-supported visual modeling language that allows end-users to select and customize system features of pervasive systems using closer concepts for them. Afterwards, this thesis shows the necessity of enriching existing MDD processes for supporting the development of a new generation of software systems (e.g., smart health) that require expertise in a variety of domains. Consequently, different types of users (e.g., scientists, engineers and end-users) must actively participate in the description of model fragments that depend on their expertise using a different modeling language. Thus, users are able to collaborate to obtain a unified system description. At this point, it becomes necessary to provide mechanisms that transforms models fragments from one modeling language to another, delimits which model fragments are described by a different user, and integrates those model fragments. To provide this, the presented approach encompasses variability management in a novel way to enable collaborative modeling by supporting both the selection of model fragments of the system that may be described using a different modeling language, and the integration of those model fragments once they are described. Furthermore, interoperability mechanisms bridge two different modeling languages in a non-intrusive way with the structure of models by transforming the description of gaps. Thus, our proposal could enrich models of existing MDD processes with model fragments that have been described using a different modeling language, which could make users feel confident to adopt models for describing domain-specific content and could help to adopt MDD processes. The proposal has been validated in three case studies from different levels of complexity and domains: smart home systems, web information systems, and biomechanical protocols. The results have proven the applicability and feasibility of our approach to actively involve different types of users (end- users with software professionals, domain experts with software development experts, and doctors with biomedical engineers, respectively) in model descriptions of existing MDD processes using a different modeling language. / [ES] En el Desarrollo de Software Dirigido por Modelos (DSDM) los modelos son la piedra angular del proceso de desarrollo de software, desplazando así al código fuente como artefacto principal. Aunque este enfoque centrado en modelos ofrece ventajas sobre el desarrollo de software tradicional (por ejemplo, la generación de código de forma automática a partir de los modelos) no tiene el nivel de adopción esperado. La literatura científica revela un amplio acuerdo en el hecho de que los usuarios finales puedan ellos mismos desarrollar y adaptar los sistemas pero la complejidad de los estándares de modelado y la carencia de habilidades de modelado impide su participación activa en procesos DSDM existentes. Para lograrlo, los usuarios finales deben disponer de lenguajes de modelado diferentes con conceptos adaptados a sus habilidades, contexto y necesidades. Este desafío es el objetivo principal de esta tesis que se aborda combinando las ideas del desarrollo orientado al usuario final y el DSDM. Este trabajo comienza involucrando usuarios finales en tareas de modelado con una herramienta que les proporciona un lenguaje de modelado visual para seleccionar y personalizar características de un sistema pervasivo utilizando conceptos familiares para ellos. Después, esta tesis motiva la necesidad de enriquecer procesos de DSDM existentes para soportar el desarrollo de una nueva generación de sistemas software (por ejemplo, salud inteligente) que requieren conocimientos especializados en una variedad de dominios. Consecuentemente, diferentes tipos de usuarios (por ejemplo, científicos, ingenieros y usuarios finales) deben participar activamente en la descripción de fragmentos de modelos que dependen de su experiencia utilizando un lenguaje de modelado diferente. De este modo, los usuarios pueden colaborar para obtener una descripción del sistema unificada. En este punto, es necesario proporcionar mecanismos que transformen e integren los fragmentos de un lenguaje de modelado a otro y delimiten qué fragmentos se describen por un usuario diferente. Para proporcionar esto, la propuesta presentada utiliza la gestión de variabilidad de forma novedosa para permitir modelado colaborativo seleccionando fragmentos de un modelo del sistema que pueden ser descritos utilizando un lenguaje de modelado diferente y, la integración de esos fragmentos una vez que hayan sido descritos. Además, la propuesta utiliza mecanismos de interoperabilidad para conectar dos lenguajes de modelado diferentes transformando la descripción de los fragmentos de una manera no invasiva con su estructura. Por tanto, nuestra propuesta puede enriquecer los modelos de procesos DSDM existentes con fragmentos de modelos que han sido descritos con un lenguaje diferente y esto, podría hacer que los usuarios se sientan seguros al adoptar modelos para describir contenido de dominio específico y podría ayudar a adoptar procesos DSDM. La propuesta ha sido validada en tres casos de estudio con diferentes niveles de complejidad y dominios: sistemas para el hogar inteligente, sistemas de información web y protocolos biomecánicos. Los resultados han demostrado la aplicabilidad y viabilidad de nuestra propuesta para involucrar diferentes tipos de usuarios (usuarios finales con profesionales de software, expertos en el dominio con expertos en desarrollo de software y, médicos con ingenieros biomédicos, respectivamente) en descripciones de modelos de procesos DSDM existentes utilizando un lenguaje de modelado diferente. / [CAT] En el Desenvolupament de Programari Dirigit per Models (DPDM) els models són la pedra angular del procés de desenvolupament de programari, desplaçant així al codi font com a artefacte principal. Encara que aquest enfocament centrat en models ofereix avantatges sobre el desenvolupament de programari tradicional (per exemple, la generació de codi de forma automàtica a partir dels models) no té el nivell d'adopció esperat. La literatura científica revela un ampli acord en el fet que els usuaris finals puguen ells mateixos desenvolupar i adaptar els sistemes però la complexitat dels estàndards de modelatge i la falta d'habilitats de modelatge impedeix la seua participació activa en processos DPDM existents. Per a aconseguir-ho, els usuaris finals han de disposar de llenguatges de modelatge diferents amb conceptes adaptats a les seues habilitats, context i necessitats. Aquest desafiament és l'objectiu principal d'aquesta tesi que s'aborda combinant les idees del desenvolupament orientat a l'usuari final i el DPDM. Aquest treball comença involucrant usuaris finals en tasques de modelatge amb una eina que els proporciona un llenguatge de modelatge visual que permet als usuaris finals seleccionar i personalitzar característiques d'un sistema pervasiu utilitzant conceptes familiars per a ells. Després, aquesta tesi motiva la necessitat d'enriquir processos de DPDM existents per a suportar el desenvolupament d'una nova generació de sistemes programari (per exemple, salut intel¿ligent) que requereixen coneixements especialitzats en una varietat de dominis. Conseqüentment, diferents tipus d'usuaris (per exemple, científics, enginyers i usuaris finals) han de participar activament en la descripció de fragments de models que depenen de la seua experiència utilitzant un llenguatge de modelatge diferent. D'aquesta manera, els usuaris poden col¿laborar per a obtenir una descripció del sistema unificada. En aquest punt, és necessari proporcionar mecanismes que transformen i integren els fragments d'un llenguatge de modelatge a un altre i delimiten quins fragments es descriuen per un usuari diferent. Per a proporcionar açò, la proposta presentada utilitza la gestió de variabilitat de forma nova per a permetre modelatge col.laboratiu seleccionant fragments d'un model del sistema que poden ser descrits utilitzant un llenguatge de modelatge diferent i, la integració d'aqueixos fragments una vegada que hagen sigut descrits. A més, la proposta utilitza mecanismes d'interoperabilitat per a connectar dos llenguatges de modelatge diferents transformant la descripció dels fragments d'una manera no invasiva amb la seua estructura. Per tant, la nostra proposta pot enriquir els models de processos DPDM existents amb fragments de models que han sigut descrits amb un llenguatge diferent i açò, podria fer que els usuaris se senten segurs en adoptar models per a descriure contingut de domini específic i podria ajudar a adoptar processos DPDM. La proposta ha sigut validada en tres casos d'estudi amb diferents nivells de complexitat i dominis: sistemes per a la llar intel¿ligent, sistemes d'informació web i protocols biomecànics. Els resultats han demostrat l'aplicabilitat i viabilitat de la nostra proposta per a involucrar diferents tipus d'usuaris (usuaris finals amb professionals de programari, experts en el domini amb experts en desenvolupament de programari i, metges amb enginyers biomèdics, respectivament) en descripcions de models de processos DPDM existents utilitzant un llenguatge de modelatge diferent. / Pérez Pérez, MF. (2015). Achieving non-intrusive interoperability between models for involving users in modeling tasks [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/58429 / TESIS

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