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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.
11

An empirical investigation of SSDL

Fornasier, Patric, Computer Science & Engineering, Faculty of Engineering, UNSW January 2007 (has links)
The SOAP Service Description Language (SSDL) is a SOAP-centric language for describing Web Service contracts. SSDL focuses on message abstraction as the building block for creating service-oriented applications and provides an extensible range of protocol frameworks that can be used to describe and formally model Web Service interactions. SSDL's natural alignment with service-oriented design principles intuitively suggests that it encourages the creation of applications that adhere to this architectural paradigm. Given the lack of tools and empirical data for using SSDL as part of Web Services-based SOAs, we identified the need to investigate its practicability and usefulness through empirical work. To that end we have developed Soya, a programming model and runtime environment for creating and executing SSDL-based Web Services. On the one hand, Soya provides straightforward programming abstractions that foster message-oriented thinking. On the other hand, it leverages contemporary tooling (i.e. Windows Communication Foundation) with SSDL-related runtime functionality and semantics. In this thesis, we describe the design and architecture of Soya and show how it makes it possible to use SSDL as an alternative and powerful metadata language without imposing unrealistic burdens on application developers. In addition, we use Soya and SSDL in a case study which provides a set of initial empirical results with respect to SSDL's strengths and drawbacks. In summary, our work serves as a knowledge framework for better understanding message-oriented Web Service development and demonstrates SSDL's practicability in terms of implementation and usability.
12

An empirical investigation of SSDL

Fornasier, Patric, Computer Science & Engineering, Faculty of Engineering, UNSW January 2007 (has links)
The SOAP Service Description Language (SSDL) is a SOAP-centric language for describing Web Service contracts. SSDL focuses on message abstraction as the building block for creating service-oriented applications and provides an extensible range of protocol frameworks that can be used to describe and formally model Web Service interactions. SSDL's natural alignment with service-oriented design principles intuitively suggests that it encourages the creation of applications that adhere to this architectural paradigm. Given the lack of tools and empirical data for using SSDL as part of Web Services-based SOAs, we identified the need to investigate its practicability and usefulness through empirical work. To that end we have developed Soya, a programming model and runtime environment for creating and executing SSDL-based Web Services. On the one hand, Soya provides straightforward programming abstractions that foster message-oriented thinking. On the other hand, it leverages contemporary tooling (i.e. Windows Communication Foundation) with SSDL-related runtime functionality and semantics. In this thesis, we describe the design and architecture of Soya and show how it makes it possible to use SSDL as an alternative and powerful metadata language without imposing unrealistic burdens on application developers. In addition, we use Soya and SSDL in a case study which provides a set of initial empirical results with respect to SSDL's strengths and drawbacks. In summary, our work serves as a knowledge framework for better understanding message-oriented Web Service development and demonstrates SSDL's practicability in terms of implementation and usability.
13

A Comunicação Mediada por Interfaces Digitais: a interação humana com os jogos digitais em celulares.

Fernandez, Amyris 02 May 2007 (has links)
Made available in DSpace on 2016-08-03T12:30:31Z (GMT). No. of bitstreams: 1 Capa.pdf: 123089 bytes, checksum: 2ae875641ee7e18854f9b9d586f074a3 (MD5) Previous issue date: 2007-05-02 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This work is an exploratory study on entertainment messages processing. The objective of this work was to test a model of message processing dedicated to understand digital games. In order to accomplish the objective an extensive research on the observational techniques was conducted in order to analyze the final user s reaction upon software and different kinds of media, thus learning the qualities and limitations of each technique. Another research was conducted on the message processing models on new and traditional media. The result made possible to propose a new model for analysis of entertainment message processing. The development methodology required empirical tests. With this in mind a data collection tool was structured. Later, the tool was tested with digital gamers of different ages on their personal PCs and on an interactive digital television, thus finding how the different elements correlate. The following step of this research was to collect data from gamers used to play games on cell phones. The objective with this was to collect data on the users experience in a media that has several limitations such as size of the screen and size of the keyboard, to name a few. The research result was that games played at media such as a PCs attract their users for its aesthetics aspects, while games played on a cellular phone depend highly on its ability to be interactive - much more so than a game played on a PC. With the results it is possible to say that entertainment message processing rely upon the designer s ability to understand the limitation of each media and adequately construct the elements that compose the game s setting, thus guaranteeing the approval of its target.(AU) / O trabalho é um estudo exploratório sobre o processamento de mensagens de entretenimento. O objetivo do trabalho foi propor e testar um modelo de processamento de mensagens dedicado à compreensão de jogos digitais. Para realizar tal tarefa realizou-se um extenso levantamento de técnicas de observação de usuários diante de softwares e mídias, para conhecer as qualidades e limitações de cada uma dessas técnicas, bem como de sua abordagem do problema. Também foi realizado um levantamento dos modelos de processamento de mensagens nas mídias tradicionais e nas novas mídias. Com isso foi possível propor um novo modelo de análise de processamento de mensagens de entretenimento. Uma vez criado o modelo teórico, fez-se preciso testar se os elementos propostos como participantes desse processo estavam corretos e se seriam capazes de capturar adequadamente as semelhanças e diferenças entre a interação entre jogadores e as diferentes mídias. Por essa razão, estruturou-se uma ferramenta de coleta de dados, que foi validada junto a designers de jogos digitais, uma vez que esses profissionais conhecem o processo de criação de um jogo, seus elementos e objetivos. Posteriormente, foi feito um primeiro teste, junto a praticantes de jogos digitais de diversas idades em computadores pessoais e TV digital interativa, a fim e verificar como os elementos do modelo relacionavam-se entre si. O teste seguinte fez a coleta de dados de praticantes de jogos digitais em aparelhos celulares, tendo como objetivo capturar como se dá a formação de uma experiência através do processamento da mensagem de entretenimento num meio cujas limitações são inúmeras: tamanho de tela e teclas, para citar algumas delas. Como resultado, verificou-se, por meio de testes estatísticos, que jogos praticados em meios como computadores pessoais atraem mais por seus aspectos estéticos, enquanto a apreciação de um jogo em aparelhos celulares depende muito mais de sua habilidade de manter a interação que um jogo praticado em PC. Com isso conclui-se que o processamento das mensagens de entretenimento depende da capacidade dos seus criadores em entender os limites de cada meio e usar adequadamente os elementos que compõe o ambiente de um jogo, para conseguir levar à apreciação do mesmo.(AU)

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