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Effort Modeling and Programmer Participation in Open Source Software ProjectsKoch, Stefan January 2005 (has links) (PDF)
This paper analyses and develops models for programmer participation and effort estimation in open source software projects. This has not yet been a centre of research, although any results would be of high importance for assessing the efficiency of this model and for various decision-makers. In this paper, a case study is used for hypotheses generation regarding manpower function and effort modeling, then a large data set retrieved from a project repository is used to test these hypotheses. The main results are that Norden-Rayleigh-based approaches need to be complemented to account for the addition of new features during the lifecycle to be usable in this context, and that programmer-participation based effort models show significantly less effort than those based on output metrics like lines-of-code. (author's abstract) / Series: Working Papers on Information Systems, Information Business and Operations
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An Evaluation Of Cognitive Modeling ToolsBican, Can 01 January 2007 (has links) (PDF)
This thesis evaluates several aspects of the cognitive modeling tools, using a questionnaire as the survey method. We try to assess the the suitability for cognitive modeling task of the cognitive modeling tools, from the perspective of international community of cognitive modeling tool users. Part of this assessment is done with respect to general usability of software and the rest is specialized for the cognitive modeling issues. Frequency and correlation analyses reveal that there is a significant relationship between suitability as a software product and suitability as a cognitive modeling tool. Specifically, there are correlations between the features of the tool involving flexibility, presentation of input and output and the process of design, implementation and evaluation of a cognitive modeling tool, while these processes are negatively related to adversely effecting features of the tool, such as having to do extra tasks that are not related to the actual task. Our study confirms that a cognitive modeling tool can also be evaluated from the perspective of a general purpose software product, and also gives clues about directions for improvement to tool developers.
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Processo criativo para o design virtual de embalagensFunk, Suzana January 2010 (has links)
O objetivo deste trabalho é sistematizar o processo criativo virtual de embalagens, utilizando softwares de modelagem 3D como ferramentas de apoio à criação e materialização da ideia. As embalagens, atualmente, são cada vez mais reformuladas e em um tempo menor, sendo importantes para o sucesso de produtos e empresas. Assim, é fundamental que sejam feitos estudos sobre como desenvolver embalagens de forma rápida e eficaz, para que as embalagens alcancem os objetivos estratégicos empresariais, possam interagir da melhor forma com as pessoas e sejam menos agressivas ao meio ambiente no contexto da realidade em que são consumidas. Com os recursos tecnológicos disponíveis, a criação das embalagens normalmente é feita com o auxílio de softwares, mas com pouca ou sem sistematização do processo criativo. De modo a abordar o processo criativo virtual de embalagens, foram estudados aspectos teóricos sobre o design da embalagem, criatividade e processos criativos, aspectos tridimensionais da forma e modelagem virtual 3D. Além dos aspectos teóricos, foram feitas pesquisas com profissionais com experiência em modelagem virtual 3D. Foi realizada uma análise qualitativa destes dados e, em seguida, foi feita a sua interligação para elaborar as dez diretrizes que servem como guia para o processo criativo virtual do design de embalagens proposto. Optou-se por organizar estas diretrizes dentro de uma metodologia, a qual consiste das etapas: Buscar, Conectar, Criar e Apresentar. O seu diferencial, em relação às demais metodologias, está nas fases Criar e Apresentar, que envolvem a criação de embalagens utilizando as possibilidades de softwares de modelagem 3D. Na criação das diretrizes referentes à parte do processo criativo em softwares, procurou-se a generalização dos procedimentos, pois no contexto da criação e materialização da ideia podem ser utilizados diferentes softwares. Para colocar em prática esta metodologia, foi realizado o design de um frasco de perfume, seguindo as dez diretrizes propostas. Notou-se que as diretrizes contribuíram significativamente para guiar, organizar e até mesmo inspirar a geração de ideias do processo criativo e conduzir as atividades até a apresentação final do trabalho. Foi observado também que a computação gráfica pode contribuir significativamente com o design, potencializando a criação e a materialização de embalagens. Desta forma, pode-se diminuir o tempo de criação e os custos com a criação de protótipos, além de aperfeiçoar a visualização final do produto. / The aim of this work is to systematize the virtual creative process of packing, using a 3D modeling software as support tools for the creation and materialization of the idea. The current packing has been reformulated in a shorter time, being important for the success of the products and the companies. Thus, studies about how to develop packing in a fast and efficient way are fundamental, in order to reach the company’s strategic goals, a better interaction with people, being less aggressive to the environment inside the context they are consumed. With the available technological resources, the creation of packing is normally done with the help of software, although employing little or no systematization of the creative process. In order to approach the virtual creative process of packing, theoretical aspects regarding the packing design, creativity and creative processes, the tridimensional aspects and 3D virtual modeling were studied. Besides the theoretical aspects, a research with professionals with expertise in 3D virtual modeling was performed. Firstly, a qualitative analysis of these data was performed and, then, the interconnection between them was done in order to elaborate the ten procedures that can serve as a guide for the virtual creative process of the packing design. Then, these procedures were organized inside a methodology, which consists of Search, Connect, Create, Present. Its differential, compared to other methodologies, lies on the Create and Present phases, which involve the creation of packing using the possibilities of 3D modeling software. In the creation of the guides related to the creative process in software, the generalization of the procedures was targeted, because, in the context of the creation and materialization of the idea, different software can be used. To put this methodology into practice, a design of a perfume bottle, following the ten proposed guides, was accomplished. The guidance significantly contributed to lead and to organize the work, even inspiring the generation of ideas of the creative process and leading the activities up to the end of the work. It was also observed that graphical computation can significantly contribute with the design, increasing the creation and the materialization of packing. With these results, the creation time and the costs of creating prototypes can be reduced, besides improving the final visualization of the product.
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Processo criativo para o design virtual de embalagensFunk, Suzana January 2010 (has links)
O objetivo deste trabalho é sistematizar o processo criativo virtual de embalagens, utilizando softwares de modelagem 3D como ferramentas de apoio à criação e materialização da ideia. As embalagens, atualmente, são cada vez mais reformuladas e em um tempo menor, sendo importantes para o sucesso de produtos e empresas. Assim, é fundamental que sejam feitos estudos sobre como desenvolver embalagens de forma rápida e eficaz, para que as embalagens alcancem os objetivos estratégicos empresariais, possam interagir da melhor forma com as pessoas e sejam menos agressivas ao meio ambiente no contexto da realidade em que são consumidas. Com os recursos tecnológicos disponíveis, a criação das embalagens normalmente é feita com o auxílio de softwares, mas com pouca ou sem sistematização do processo criativo. De modo a abordar o processo criativo virtual de embalagens, foram estudados aspectos teóricos sobre o design da embalagem, criatividade e processos criativos, aspectos tridimensionais da forma e modelagem virtual 3D. Além dos aspectos teóricos, foram feitas pesquisas com profissionais com experiência em modelagem virtual 3D. Foi realizada uma análise qualitativa destes dados e, em seguida, foi feita a sua interligação para elaborar as dez diretrizes que servem como guia para o processo criativo virtual do design de embalagens proposto. Optou-se por organizar estas diretrizes dentro de uma metodologia, a qual consiste das etapas: Buscar, Conectar, Criar e Apresentar. O seu diferencial, em relação às demais metodologias, está nas fases Criar e Apresentar, que envolvem a criação de embalagens utilizando as possibilidades de softwares de modelagem 3D. Na criação das diretrizes referentes à parte do processo criativo em softwares, procurou-se a generalização dos procedimentos, pois no contexto da criação e materialização da ideia podem ser utilizados diferentes softwares. Para colocar em prática esta metodologia, foi realizado o design de um frasco de perfume, seguindo as dez diretrizes propostas. Notou-se que as diretrizes contribuíram significativamente para guiar, organizar e até mesmo inspirar a geração de ideias do processo criativo e conduzir as atividades até a apresentação final do trabalho. Foi observado também que a computação gráfica pode contribuir significativamente com o design, potencializando a criação e a materialização de embalagens. Desta forma, pode-se diminuir o tempo de criação e os custos com a criação de protótipos, além de aperfeiçoar a visualização final do produto. / The aim of this work is to systematize the virtual creative process of packing, using a 3D modeling software as support tools for the creation and materialization of the idea. The current packing has been reformulated in a shorter time, being important for the success of the products and the companies. Thus, studies about how to develop packing in a fast and efficient way are fundamental, in order to reach the company’s strategic goals, a better interaction with people, being less aggressive to the environment inside the context they are consumed. With the available technological resources, the creation of packing is normally done with the help of software, although employing little or no systematization of the creative process. In order to approach the virtual creative process of packing, theoretical aspects regarding the packing design, creativity and creative processes, the tridimensional aspects and 3D virtual modeling were studied. Besides the theoretical aspects, a research with professionals with expertise in 3D virtual modeling was performed. Firstly, a qualitative analysis of these data was performed and, then, the interconnection between them was done in order to elaborate the ten procedures that can serve as a guide for the virtual creative process of the packing design. Then, these procedures were organized inside a methodology, which consists of Search, Connect, Create, Present. Its differential, compared to other methodologies, lies on the Create and Present phases, which involve the creation of packing using the possibilities of 3D modeling software. In the creation of the guides related to the creative process in software, the generalization of the procedures was targeted, because, in the context of the creation and materialization of the idea, different software can be used. To put this methodology into practice, a design of a perfume bottle, following the ten proposed guides, was accomplished. The guidance significantly contributed to lead and to organize the work, even inspiring the generation of ideas of the creative process and leading the activities up to the end of the work. It was also observed that graphical computation can significantly contribute with the design, increasing the creation and the materialization of packing. With these results, the creation time and the costs of creating prototypes can be reduced, besides improving the final visualization of the product.
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Processo criativo para o design virtual de embalagensFunk, Suzana January 2010 (has links)
O objetivo deste trabalho é sistematizar o processo criativo virtual de embalagens, utilizando softwares de modelagem 3D como ferramentas de apoio à criação e materialização da ideia. As embalagens, atualmente, são cada vez mais reformuladas e em um tempo menor, sendo importantes para o sucesso de produtos e empresas. Assim, é fundamental que sejam feitos estudos sobre como desenvolver embalagens de forma rápida e eficaz, para que as embalagens alcancem os objetivos estratégicos empresariais, possam interagir da melhor forma com as pessoas e sejam menos agressivas ao meio ambiente no contexto da realidade em que são consumidas. Com os recursos tecnológicos disponíveis, a criação das embalagens normalmente é feita com o auxílio de softwares, mas com pouca ou sem sistematização do processo criativo. De modo a abordar o processo criativo virtual de embalagens, foram estudados aspectos teóricos sobre o design da embalagem, criatividade e processos criativos, aspectos tridimensionais da forma e modelagem virtual 3D. Além dos aspectos teóricos, foram feitas pesquisas com profissionais com experiência em modelagem virtual 3D. Foi realizada uma análise qualitativa destes dados e, em seguida, foi feita a sua interligação para elaborar as dez diretrizes que servem como guia para o processo criativo virtual do design de embalagens proposto. Optou-se por organizar estas diretrizes dentro de uma metodologia, a qual consiste das etapas: Buscar, Conectar, Criar e Apresentar. O seu diferencial, em relação às demais metodologias, está nas fases Criar e Apresentar, que envolvem a criação de embalagens utilizando as possibilidades de softwares de modelagem 3D. Na criação das diretrizes referentes à parte do processo criativo em softwares, procurou-se a generalização dos procedimentos, pois no contexto da criação e materialização da ideia podem ser utilizados diferentes softwares. Para colocar em prática esta metodologia, foi realizado o design de um frasco de perfume, seguindo as dez diretrizes propostas. Notou-se que as diretrizes contribuíram significativamente para guiar, organizar e até mesmo inspirar a geração de ideias do processo criativo e conduzir as atividades até a apresentação final do trabalho. Foi observado também que a computação gráfica pode contribuir significativamente com o design, potencializando a criação e a materialização de embalagens. Desta forma, pode-se diminuir o tempo de criação e os custos com a criação de protótipos, além de aperfeiçoar a visualização final do produto. / The aim of this work is to systematize the virtual creative process of packing, using a 3D modeling software as support tools for the creation and materialization of the idea. The current packing has been reformulated in a shorter time, being important for the success of the products and the companies. Thus, studies about how to develop packing in a fast and efficient way are fundamental, in order to reach the company’s strategic goals, a better interaction with people, being less aggressive to the environment inside the context they are consumed. With the available technological resources, the creation of packing is normally done with the help of software, although employing little or no systematization of the creative process. In order to approach the virtual creative process of packing, theoretical aspects regarding the packing design, creativity and creative processes, the tridimensional aspects and 3D virtual modeling were studied. Besides the theoretical aspects, a research with professionals with expertise in 3D virtual modeling was performed. Firstly, a qualitative analysis of these data was performed and, then, the interconnection between them was done in order to elaborate the ten procedures that can serve as a guide for the virtual creative process of the packing design. Then, these procedures were organized inside a methodology, which consists of Search, Connect, Create, Present. Its differential, compared to other methodologies, lies on the Create and Present phases, which involve the creation of packing using the possibilities of 3D modeling software. In the creation of the guides related to the creative process in software, the generalization of the procedures was targeted, because, in the context of the creation and materialization of the idea, different software can be used. To put this methodology into practice, a design of a perfume bottle, following the ten proposed guides, was accomplished. The guidance significantly contributed to lead and to organize the work, even inspiring the generation of ideas of the creative process and leading the activities up to the end of the work. It was also observed that graphical computation can significantly contribute with the design, increasing the creation and the materialization of packing. With these results, the creation time and the costs of creating prototypes can be reduced, besides improving the final visualization of the product.
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3-D modeling and finite element analysis of the tibiaRajani, Sailesh January 1995 (has links)
No description available.
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Variability Modeling In Software Product LinesKasikci, Baris Can Cengiz 01 September 2009 (has links) (PDF)
Software product lines provide enhanced means for systematic reuse when constructing systems within a particular domain. In order to achieve this, systems in a product line are expected to have a significant amount of commonality. Variability is what distinguishes these systems from one another and is spread across various product line artifacts. This thesis focuses on modeling and managing product line variability. The concept of concerns is proposed as a means of variability modeling. Another proposal is related to the use of context free grammars to represent product line variability and to guarantee that any application derived according to the variability framework thus defined will be a valid one. This approach is evaluated for an example domain, in the light of novel evaluation criteria that are also introduced in the scope of this thesis.
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A Family of Role-Based LanguagesKühn, Thomas 24 March 2017 (has links)
Role-based modeling has been proposed in 1977 by Charles W. Bachman, as a means to model complex and dynamic domains, because roles are able to capture both context-dependent and collaborative behavior of objects. Consequently, they were introduced in various fields of research ranging from data modeling via conceptual modeling through to programming languages. More importantly, because current software systems are characterized by increased complexity and context-dependence, there is a strong demand for new concepts beyond object-oriented design. Although mainstream modeling languages, i.e., Entity-Relationship Model, Unified Modeling Language, are good at capturing a system's structure, they lack ways to model the system's behavior, as it dynamically emerges through collaborating objects. In turn, roles are a natural concept capturing the behavior of participants in a collaboration. Moreover, roles permit the specification of interactions independent from the interacting objects. Similarly, more recent approaches use roles to capture context-dependent properties of objects. The notion of roles can help to tame the increased complexity and context-dependence. Despite all that, these years of research had almost no influence on current software development practice.
To make things worse, until now there is no common understanding of roles in the research community and no approach fully incorporates both the context-dependent and the relational nature of roles. In this thesis, I will devise a formal model for a family of role-based modeling languages to capture the various notions of roles. Together with a software product line of Role Modeling Editors, this, in turn, enables the generation of a role-based language family for Role-based Software Infrastructures (RoSI).:I Review of Contemporary Role-based Languages
1 Introduction
1.1 Background
1.2 Motivation
1.3 Problem Definition
1.4 Outline
2 Nature of Roles
2.1 Running Example
2.2 Behavioral Nature
2.3 Relational Nature
2.4 Context-Dependent Nature
2.5 Constraints in Role-Based Languages
2.6 Classification of Roles
3 Systematic Literature Review
3.1 Method
3.2 Results
3.3 Discussion
4 Contemporary Role-Based Modeling Languages
4.1 Behavioral and Relational Modeling Languages
4.1.1 Lodwick
4.1.2 The Generic Role Model
4.1.3 Role-Based Metamodeling Language (RBML)
4.1.4 Role-Based Pattern Specification
4.1.5 Object-Role Modeling (ORM) 2
4.1.6 OntoUML
4.2 Context-Dependent Modeling Languages
4.2.1 Metamodel for Roles
4.2.2 E-CARGO Model
4.2.3 Data Context Interaction (DCI)
4.3 Combined Modeling Languages
4.3.1 Taming Agents and Objects (TAO)
4.3.2 Information Networking Model (INM)
4.3.3 Helena Approach
5 Contemporary Role-based Programming Languages
5.1 Behavioral Programming Languages
5.1.1 Chameleon
5.1.2 Java with Roles (JAWIRO)
5.1.3 Rava
5.1.4 JavaStage
5.2 Relational Programming Languages
5.2.1 Rumer
5.2.2 First Class Relationships
5.2.3 Relations
5.3 Context-Dependent Programming Languages
5.3.1 EpsilonJ and NextEJ
5.3.2 Role/Interaction/Communicative Action (RICA)
5.3.3 ObjectTeams/Java
5.3.4 PowerJava
5.3.5 Scala Roles
6 Comparison of Role-based Languages
6.1 Comparison of Role-Based Modeling Languages
6.2 Comparison of Role-Based Programming Languages
6.3 Results and Findings
II Family of Role-Based Modeling Languages
7 Foundations of Role-Based Modeling Languages
7.1 Ontological Foundation
7.1.1 Metaproperties
7.1.2 Classifying Modeling Concepts
7.2 Graphical Notation
7.2.1 Model Level Notation
7.2.2 Graphical Modeling Constraints
7.2.3 Instance Level Notation
7.3 Formalization of Roles
7.3.1 Model Level
7.3.2 Instance Level
7.3.3 Constraint Level
7.4 Reintroducing Inheritance
7.4.1 Extending the Banking Application
7.4.2 Model Level Extensions
7.4.3 Instance Level Extensions
7.4.4 Constraint Level Extensions
7.5 Reference Implementation
7.5.1 Translation of Logical Formulae
7.5.2 Structure of the Reference Implementation
7.5.3 Specifying and Verifying Role Models
7.6 Full-Fledged Role Modeling Editor
7.6.1 Software Architecture
7.6.2 Illustrative Example
7.6.3 Additional Tool Support
8 Family of Role-Based Modeling Languages
8.1 Family of Metamodels for Role-Based Modeling Languages
8.1.1 Feature Model for Role-Based Languages
8.1.2 Feature Minimal Metamodel
8.1.3 Feature Complete Metamodel
8.1.4 Mapping Features to Variation Points
8.1.5 Implementation of the Metamodel Generator
8.2 First Family of Role Modeling Editors
8.2.1 Dynamic Feature Configuration
8.2.2 Architecture of the Dynamic Software Product Line
8.2.3 Applicability of the Language Family Within RoSI
9 Conclusion
9.1 Summary
9.2 Contributions
9.3 Comparison with Contemporary Role-Based Modeling Languages
9.4 Future Research
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Variability Modeling in the Real: An Empirical Journey from Software Product Lines to Software EcosystemsBerger, Thorsten 16 April 2013 (has links)
Variability modeling is one of the key disciplines to cope with complex variability in large software product lines. It aims at creating, evolving, and configuring variability models, which describe the common and variable characteristics, also known as features, of products in a product line. Since the introduction of feature models more than twenty years ago, many variability modeling languages and notations have been proposed both in academia and industry, followed by hundreds of publications on variability modeling techniques that have built upon these theoretical foundations.
Surprisingly, there are relatively few empirical studies that aim at understanding the use of such languages. What variability modeling concepts are actually used in practice? Do variability models applied in real-world look similar to those published in literature? In what technical and organizational contexts are variability models applicable?
We present an empirical study that addresses this research gap. Our goals are i) to verify existing theoretical research, and ii) to explore real-world variability modeling languages and models expressed in them. We study concepts and semantics of variability modeling languages conceived by practitioners, and the usage of these concepts in real, large-scale models. Our aim is to support variability modeling research by providing empirical data about the use of its core modeling concepts, by identifying and characterizing further concepts that have not been as widely addressed, and by providing realistic assumptions about scale, structure, content, and complexity of real-world variability models. We believe that our findings are of relevance to variability modeling researchers and tool designers, for example, those working on interactive product configurators or feature dependency checkers. Our extracted models provide realistic benchmarks that can be used to evaluate new techniques.
Recognizing the recent trend in software engineering to open up software platforms to facilitate inter-organizational reuse of software, we extend our empirical discourse to the emerging field of software ecosystems. As natural successors of successful product lines, ecosystems manage huge variability among and within their software assets, thus, represent a highly interesting class of systems to study variability modeling concepts and mechanisms. Our studied systems comprise eleven highly configurable software systems, two ecosystems with closed platforms, and three ecosystems relying on open platforms. Some of our subjects are among the largest successful systems in existence today. Results from a survey on industrial variability modeling complement these subjects.
Our overall results provide empirical evidence that the well-researched concepts of feature modeling are used in practice, but also that more advanced concepts are needed. We observe that assumptions about variability models in the literature do not hold. Our study also reveals that variability models work best in centralized variability management scenarios, and that they are fragile and have to be controlled by a small team. We also identify a particular type of dependencies that is increasingly used in open platforms and helps sustain the growth of ecosystems. Interestingly, while enabling distributed variability, these dependencies rely on a centralized and stable vocabulary. Finally, we formulate new hypotheses and research questions that provide direction for future research.
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An Internship in Environmental Compliance and Water Management with Duke Energy Cincinnati, OhioHuddleston, Brian J. 21 April 2011 (has links)
No description available.
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