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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.
31

Dine Cultural Sustainability through Settlement Form: Finding Patterns for New Navajo Neighborhoods

January 2017 (has links)
abstract: The dynamic nature of Navajo or Diné culture is continuing to be constrained by a mechanistic planning paradigm supporting delivery of colonial subdivisions across the land. Poor housing and subdivision conditions levy pressures on the Navajo People that reduce their ability to cope with environmental, financial and social pressures. This study has taken this complex social justice related health challenge to heart through a 2015-2016 school year of Arizona State University dissertation driven, community-based participatory action research with high school students from Navajo Preparatory School (NPS) in Farmington, New Mexico and community participants from the Shiprock Chapter of the Navajo Nation. Fieldwork focused on case study analysis of cluster settlements across the Navajo Northern Agency and existing subdivisions within the town of Shiprock to develop the Framework for a transformational Navajo model of the Pattern Language (Alexander et al, 1977) for new neighborhood design. Pattern data supporting the Framework was generated at the linked scales of the Navajo nuclear Family Camp, the extended family Cluster Camp, and the community-scaled Constellation Settlement “spatial model” that is proposed by this study as new neighborhood planning model. An ethnographic research methodology was employed with students, faculty, Board leadership and neighboring Shiprock Chapter and Shiprock Planning Commission research participants. The study’s research methodology was anchored by a pioneering Indigenous Planning high school course that was housed within the School’s International Baccalaureate curriculum. Goals for student education in Indigenous Planning theory and much needed Diné planning-based language building were married with practical aims for use of the Diné Pattern Language and Constellation Settlement spatial model for anticipated Shiprock Chapter housing projects. / Dissertation/Thesis / Doctoral Dissertation Design 2017
32

"PARFAIT: uma contribuição para a reengenharia de software baseada em linguagens de padrões e frameworks" / "PARFAIT: an contribution for the software reengineering based on patterns languages and frameworks"

Maria Istela Cagnin 17 June 2005 (has links)
A necessidade de evolução de sistemas legados tem aumentado significativamente com o surgimento de novas tecnologias. Para apoiar essa tendência, diversos métodos de reengenharia têm sido propostos. No entanto, poucos possuem apoio computacional efetivo, alguns utilizam padrões de projeto ou padrões específicos de reengenharia, e nenhum utiliza framework baseado em linguagem de padrões. Este trabalho está inserido no domínio de Sistemas de Informação. Propõe a elaboração de um arcabouço de reengenharia ágil baseado em framework, que realiza a engenharia reversa do sistema legado com o apoio de linguagem de padrões de análise, fornecendo entendimento e documentação necessários para instanciar o framework. O entendimento do sistema legado também é apoiado pela sua execução, por meio de casos de teste. Esses casos de teste são utilizados posteriormente para validar o sistema alvo. O framework, cuja construção é baseada em linguagem de padrões, é utilizado para obter o projeto e a implementação do sistema alvo. Para permitir a reengenharia com o apoio do arcabouço definido, um processo ágil de reengenharia foi criado. Como no desenvolvimento de software, grande parte do tempo da reengenharia é despendido com atividades de VV&T. Para minimizar esse problema, uma abordagem de reúso de teste é proposta. Essa abordagem agrega recursos de teste aos padrões da linguagem de padrões de análise, permitindo o reúso, não somente das soluções de análise, como também dos recursos de testes associados. O uso de framework na reengenharia de software colabora para a sua evolução, pois o domínio ao qual pertence pode evoluir, já que nem todos os requisitos do domínio do framework podem ter sido elicitados durante o seu desenvolvimento. Assim, nesta tese é proposto também um processo de evolução de frameworks de aplicação. Os processos e a abordagem propostos são associados ao arcabouço definido para apoiar sua efetividade. Além disso, para avaliar o processo ágil de reengenharia, que fornece reúso em diversos níveis de abstração, um pacote de experimentação também é parcialmente definido. Estudos de caso e exemplos de uso foram conduzidos com os produtos definidos. Ressalta-se que outros estudos devem ser conduzidos para permitir a determinação de resultados com significância estatística. / The need to evolve legacy systems has increased significantly with the advent of new technologies. To support this tendency, several reengineering methods have been proposed. However, few have effective computing support, some use design patterns or reengineering specific patterns and none use pattern language-based frameworks. This thesis's theme belongs to the Information Systems domain. An agile framework based reengineering infrastructure is proposed for the legacy system reverse engineering with the support of an analysis pattern language; also provided the understanding and documentation necessary for framework instantiation. The legacy system understanding is also supported by its execution with test cases. These are also subsequently used to validate the target system. The framework, whose construction is based on the analysis pattern language, is used to obtain the target system design and implementation. To allow the reengineering with the infrastructure support, an agile reengineering process has been created. As in software development, a large portion of the reengineering time is spent with VV&T activities. To minimize this problem, a testing reuse approach is proposed in this thesis. This approach aggregates test resources to the patterns of the analysis pattern language allowing reuse, not only of the analysis solutions, but also of the associated test resources. The framework used in software reengineering contributes to its evolution, as the domain to which they belong may evolve, and some of the framework domain requirements might not have been elicited during its development. Thus, in this thesis, a process for application framework evolution is also proposed. The processes and the approach are associated to the infrastructure defined to support its effectiveness. Furthermore, to evaluate the agile reengineering process that provides reuse at several abstraction levels, an experimentation package is also partially defined. Case studies and examples of use have been conducted with the products defined. We stress that other studies have to be done to enable the determination of results with statistical significance.
33

MLearning-PL: a pedagogical pattern language for mobile learning applications / MLearning-PL: uma linguagem de padrões pedagógicos para aplicativos educacionais móveis

Maria Lydia Fioravanti 12 December 2017 (has links)
The development and use of computational applications to support teaching and learning, together with the evolution of mobile computing, have contributed significantly to the establishment of a new learning modality known as mobile learning. Despite the benefits and facilities offered by educational applications, some problems and issues they present must be addressed. Challenges associated with mobile learning are not limited to developmental aspects or technologies. We should also consider the pedagogical aspects of this kind of application. When dealing with domain-specific software, we must be concerned about domain requirements. Therefore, it is important to have expert knowledge in the requirements engineering team and, in the case of mobile learning applications projects, such knowledge come from educators, teachers and tutors. However, capturing and transferring tacit knowledge are not trivial tasks and a supporting mechanism that guides the requirements elicitation phase in mobile learning applications projects would be of major importance. Pattern languages as a method to describe tacit knowledge is acknowledged and could be used as a supporting mechanism. Patterns constitute a mechanism for capturing domain experience and knowledge to allow such experience and knowledge to be reapplied when a new problem is encountered. Similarly, pedagogical patterns try to capture expert knowledge of the practice of teaching and learning. Aiming to solve, or at least diminish, the problems associated with mobile learning and due the lack of pedagogical patterns for this purpose, this work aims to create a pedagogical pattern language to assist the requirements elicitation phase of mobile learning applications projects. In this context, a pedagogical pattern language, named MLearning-PL, was created. It is composed of 14 patterns and focuses on assisting in the definition of mobile applications in order to keep learners motivated and committed to using such applications, considering their different learning styles and an effective knowledge acquisition. Experimental studies comparing MLearning-PL to an ad hoc approach in a pedagogical problem resolution scenario were conducted. The results obtained provided preliminary evidences of the applicability, effectiveness and efficiency of MLearning-PL. / O desenvolvimento e a utilização de aplicações computacionais como apoio ao ensino e aprendizagem, aliados à evolução da computação móvel, tem contribuído significativamente para o estabelecimento de uma nova modalidade de ensino conhecida como aprendizagem móvel. Neste cenário, as aplicações educacionais existentes, mesmo possuindo diversos benefícios e facilidades, apresentam problemas e desafios. Os desafios associados à aprendizagem móvel não se limitam a aspectos de desenvolvimento ou tecnologias. Deve-se, também, considerar os aspectos pedagógicos deste tipo de aplicação. Ao lidar com software específico de determinado domínio, deve-se considerar os requisitos de tal domínio. Portanto, é importante ter conhecimento especializado na equipe de engenharia de requisitos e, no caso de projetos de aplicativos de aprendizagem móvel, esse conhecimento é proveniente de educadores, professores e tutores. No entanto, capturar e transferir o conhecimento tácito não é uma tarefa trivial e um mecanismo de apoio para orientar a fase de elicitação de requisitos em projetos de aplicativos de aprendizagem móvel seria de suma importância. As linguagens de padrões são reconhecidas como método para descrever o conhecimento tácito e podem ser usadas como mecanismo de apoio. Os padrões são um mecanismo para capturar a experiência e o conhecimento do domínio para permitir que ele seja reaplicado quando um novo problema for encontrado. Da mesma forma, os padrões pedagógicos tentam capturar o conhecimento especializado da prática do ensino e da aprendizagem. Com o objetivo de resolver, ou pelo menos minimizar, os problemas associados à aprendizagem móvel e devido à falta de padrões pedagógicos para este propósito, este trabalho tem como objetivo criar uma linguagem de padrões pedagógicos para auxiliar na fase de elicitação de requisitos dos projetos de aplicações de aprendizagem móvel. Neste contexto, foi criada uma linguagem de padrões pedagógicos, denominada MLearning-PL, composta por 14 padrões e cujo foco é auxiliar na definição de aplicativos móveis de maneira a manter os apredizes motivados e comprometidos ao usar tais aplicativos, considerando seus diferentes estilos de aprendizagem e uma aquisição de conhecimento efetiva. Estudos experimentais comparando a MLearning- PL a uma abordagem ad hoc em um cenário de resolução de problemas pedagógicos foram realizados. Os resultados obtidos forneceram evidências preliminares a respeito da aplicabilidade, eficácia e eficiência da MLearning-PL.
34

Application Programming Interfaces : An exploration of their properties and what to consider during implementation

Mehmeti, Donika, Palmblad, Linus January 2022 (has links)
In this study, the focus is on facilitating the API discovery process for developers and organizations. According to research articles, APIs are discussed in this research as the fundamental areas that are considered significant when developers or organizations explore an API. The areas include usability, documentation, stability, collaborative communities, and the popularity of an API. We created a design and creation research process and listed key aspects of each mentioned area above in a final artifact, where the idea is to allow people to look at the artifact and use it in a possible API exploration. In conclusion, the artifact covers usability, documentation, stability, and collaborative communities. There are leading questions in the artifact to determine whether or not an API is suitable for a given purpose.
35

Describing data patterns

Voß, Jakob 07 August 2013 (has links)
Diese Arbeit behandelt die Frage, wie Daten grundsätzlich strukturiert und beschrieben sind. Im Gegensatz zu vorhandenen Auseinandersetzungen mit Daten im Sinne von gespeicherten Beobachtungen oder Sachverhalten, werden Daten hierbei semiotisch als Zeichen aufgefasst. Diese Zeichen werden in Form von digitalen Dokumenten kommuniziert und sind mittels zahlreicher Standards, Formate, Sprachen, Kodierungen, Schemata, Techniken etc. strukturiert und beschrieben. Diese Vielfalt von Mitteln wird erstmals in ihrer Gesamtheit mit Hilfe der phenomenologischen Forschungsmethode analysiert. Ziel ist es dabei, durch eine genaue Erfahrung und Beschreibung von Mitteln zur Strukturierung und Beschreibung von Daten zum allgemeinen Wesen der Datenstrukturierung und -beschreibung vorzudringen. Die Ergebnisse dieser Arbeit bestehen aus drei Teilen. Erstens ergeben sich sechs Prototypen, die die beschriebenen Mittel nach ihrem Hauptanwendungszweck kategorisieren. Zweitens gibt es fünf Paradigmen, die das Verständnis und die Anwendung von Mitteln zur Strukturierung und Beschreibung von Daten grundlegend beeinflussen. Drittens legt diese Arbeit eine Mustersprache der Datenstrukturierung vor. In zwanzig Mustern werden typische Probleme und Lösungen dokumentiert, die bei der Strukturierung und Beschreibung von Daten unabhängig von konkreten Techniken immer wieder auftreten. Die Ergebnisse dieser Arbeit können dazu beitragen, das Verständnis von Daten --- das heisst digitalen Dokumente und ihre Metadaten in allen ihren Formen --- zu verbessern. Spezielle Anwendungsgebiete liegen unter Anderem in den Bereichen Datenarchäologie und Daten-Literacy. / Many methods, technologies, standards, and languages exist to structure and describe data. The aim of this thesis is to find common features in these methods to determine how data is actually structured and described. Existing studies are limited to notions of data as recorded observations and facts, or they require given structures to build on, such as the concept of a record or the concept of a schema. These presumed concepts have been deconstructed in this thesis from a semiotic point of view. This was done by analysing data as signs, communicated in form of digital documents. The study was conducted by a phenomenological research method. Conceptual properties of data structuring and description were first collected and experienced critically. Examples of such properties include encodings, identifiers, formats, schemas, and models. The analysis resulted in six prototypes to categorize data methods by their primary purpose. The study further revealed five basic paradigms that deeply shape how data is structured and described in practice. The third result consists of a pattern language of data structuring. The patterns show problems and solutions which occur over and over again in data, independent from particular technologies. Twenty general patterns were identified and described, each with its benefits, consequences, pitfalls, and relations to other patterns. The results can help to better understand data and its actual forms, both for consumption and creation of data. Particular domains of application include data archaeology and data literacy.
36

Environmental Aesthetics Of The Rural Architectural Tradition In The Mediterranean Highlander Settlement: The Case Study Of Urunlu

Kavas, Kemal Reha 01 September 2009 (has links) (PDF)
This thesis formulates a conceptual framework to account for the rural architectural traditions. The proposal is presented by referring to &Uuml / r&uuml / nl&uuml / , a Mediterranean highland settlement in Southwestern Turkey. The thesis&#039 / basic assumption is the environmental coherence of the traditional rural culture. Environmental aesthetics provides the conceptual basis through which architectural elements of the environmental coherence are investigated. Environmental aesthetics enhances the inclusive conceptions of &quot / environment&quot / as an integral whole merging nature with culture and &quot / aesthetics&quot / as an integrated realm of perceptual engagement with environment. The integrative perspectives of environmental aesthetics unify the phenomenological approach with the concepts of &quot / tectonic syntax&quot / and &quot / pattern language,&quot / which have been raised by previous studies of the traditional built environment. This integral conceptual framework is used to derive the conceptual tools. Environmental coherence between the various scale levels of the rural settlement ranging from architectural detail to settlement pattern defines &quot / aesthetics of continuity.&quot / The conceptual tools, which are the &quot / tectonic joint,&quot / the organic interface and the environmental armature, serve as the successive scale levels on which the architectural elements of the &quot / aesthetics of continuity&quot / are analyzed. This framework is applied to &Uuml / r&uuml / nl&uuml / for identifying the spatial articulations of environment as multileveled patterns illustrating culture-specific solutions to contextual problems. Hence, the patterns are reconsidered as the aspects of architectural enculturation. The thesis&#039 / proposal for an environmental representation of the settlement concretizes the patterns of integration between the rural architectural tradition and environment and explains the aesthetics of continuity between nature and culture. The intended contribution of the case study is a new theoretical approach generally applicable to the rural settlements.
37

Mönsteridentifikation på sociala medier : Hur påverkar de webbdesign? / Pattern mining on social media : How do they affect web design?

Garnås, Amelie, Duné, Linnéa January 2014 (has links)
I denna uppsats undersöks designmönster. Tidigare, erkända designmönsterbibliotek har använts som grund för att ta fram en ny designmönstermall. Sedan har sex designmönster identifierats och skapats från sociala medier med hjälp av mönsteridentifikation, dessa är: gilla-knapp, hashtag, dela, kommentera, lägga upp bilder och nyhetsflöde. Vidare har intervjuer med sju respondenter från olika Stockholmbaserade webbyråer genomförts för att undersöka huruvida de identifierade mönstren från sociala medier påverkar deras webbdesign. Centralt för undersökningen var dessutom att ta reda på om webbyråer idag överhuvudtaget använder sig av designmönster när de bygger en webbplats. Efter genomförda studier framgår det att majoriteten av de undersökta webbyråerna inte tidigare hört talas om designmönster i den benämningen som uppsatsen följer. Webbyråerna använde sig istället av inspiration från andra lyckade sidor för att hitta lösningar på problem och följde också trender inom webbutveckling. Av de sex designmönstren från sociala medier används tre regelbundet, gillaknapp, dela och nyhetsflöde (långa startsidor). / This paper studies design patterns. Existing, known pattern libraries have been used as a foundation for a new pattern template. Six new design patterns have been identified and created from social media with the help of pattern mining, these are: the like button, hashtag, share, comment, posting pictures and news feed. Furthermore, interviews have been conducted with seven respondents from different Stockholm based web design agencies to examine how these six identified design patterns have affected their web design. A central part of this study has also been to see if web design agencies even use design patterns when they are building a web site. After the interviews it is clear that the majority of web designers have not heard about design patterns the way this paper defines them. Web designers are working with inspiration from other web sites to help them find design solutions and they are also following trends in web development. Of the six design patterns from social media only three are regularly used, the like button, share and news feed.
38

Style Transfer For Visual Storytelling A Case Study: The Hindu Mythological Character, Yamah, in the Style of the American Film Director, Tim Burton

Perumalil, Ranjith Chandy 2011 August 1900 (has links)
In this thesis, the concept of style transfer for visual storytelling is introduced. Style transfer for visual storytelling is the process of identifying a definitive style of a source, such as an artist or culture, and applying the features of that style to a target, such as a character which has a different style. As a proof of concept, the style of the American film director Tim Burton is transferred to a character from Hindu mythology, Yamah. The style transfer is done based on the concept of 'Pattern Language' introduced by Christopher Alexander et al., in his book, 'A Pattern Language'. A set of patterns is developed based on the source and target. The target is then designed based on the patterns. The design is then visualized in a suitable medium.
39

Reuso de IHC orientado a padrões concretos de interação e dirigido por casos de uso / A concrete interaction pattern oriented and use case driven HCI reuse approach

Moreira, Augusto Abelin January 2007 (has links)
A prática de reuso, apesar de ser universalmente e reconhecidamente aceita como uma boa prática, ainda não atingiu um estágio de maturidade satisfatório nas instituições. Em particular, a definição e a construção das interfaces com o usuário (IHC) ainda carecem de abordagens efetivas e sistemáticas de reuso, mesmo se comparadas com as práticas já existentes de reuso dos demais artefatos de software. O objetivo deste trabalho é duplo: investigar abordagens de reuso de interfaces do usuário (IHC), analisando-as do ponto de vista da sua aplicabilidade, adequação e integração em um processo de desenvolvimento de software baseado na UML e propor uma abordagem de reuso de artefatos de software interativo dirigida por casos de uso, integrando – por meio de alguns aspectos do ciclo de vida de casos de uso (da modelagem à implementação) – vários conceitos e técnicas de reuso bem conhecidos como padrões de casos de uso, padrões de interação e padrões de projeto. O foco principal é a definição de como promover o reuso de interface com o usuário baseado em padrões e de como usar e implementar esses padrões através do reuso de código e/ou de componentes. / Reuse practicing, although universally and recognizably accepted as good practice, hasn’t reached a fair maturity level in organizations. Specifically, the definition and construction of user interfaces (HCI) lack effective and systematic reuse approaches even when compared with other reuse practices used nowadays. This work has a dual-purpose: to make a survey of reuse approaches of user interfaces (HCI) and their applicability in a development process based on UML, and to present a use case driven software reuse approach for interactive systems, integrating – by means of some aspects of use case life cycle (from modeling to implementation) - several well-known reuse concepts and techniques like use case patterns, interaction patterns and design patterns. The approach focuses on how to promote user interface reuse based on patterns and how to use and implement them through code reuse and/or component reuse.
40

Uma linguagem de padrões semanticamente relacionados para o design de sistemas educacionais que permitam coautoria

Silva, Marcos Alexandre Rose 03 May 2014 (has links)
Made available in DSpace on 2016-06-02T19:03:58Z (GMT). No. of bitstreams: 1 5900.pdf: 5031941 bytes, checksum: c33a127070b11fb3923bc17ba9d98189 (MD5) Previous issue date: 2014-05-03 / Financiadora de Estudos e Projetos / The adequacy of educational content considering student´s culture, knowledge and values allow them to identify the relationship between what they are learning and their reality and, consequently they feel more interested and engaged at education. In contrast, in informatics at education, designing educational systems to allow adequacy is a challenge because of a lack of techniques to support the design and the difficulty to identify what and how allow this adequacy by users, because many users of these systems, as educators and students, do not have knowledge of designing. In this context, it is presented here a formalization of the design pattern with successful solutions for recurrent problems on designing co-authorship systems analyzed and/or experienced by the researcher of this dissertation during design and evaluations of these systems at Advanced Interaction Laboratory (LIA). These patterns intend to support designing of educational systems that allow users, as co-authors, adequate these systems, inserting the content to be displayed at them. Each pattern describes specific problem and solution. In order to support indentifying how these patterns are organized to each other, semantic relations defined by Minsky are adopted to organize them based on humans´ intellectual structure. Validations with different participants´ profiles, e.g., with or without knowledge about concepts related to design, software engineering, human-computer interaction, co-authorship, etc., were done to formalize, refine and observe the comprehension and/or application of these patterns to design co-authorship system prototypes, as well as, different participants from mathematic or pedagogy areas and teachers to validate the use these of these prototypes. The results shown that the pattern language is comprehensible and it supports designing to define what and how to display on interface to allow and help users insert content. / A adequação no conteúdo educacional de acordo com a cultura, o conhecimento e valores dos alunos permite aos mesmos identificarem relação entre o que estão aprendendo e suas realidades e, consequentemente se sentirem mais interessados e engajados no aprendizado. Contudo, no contexto da informática na educação, fazer o design de sistemas educacionais para permitir a adequação é um desafio, tanto pela falta de técnicas para apoiar o design, quanto pela dificuldade em identificar o que adequar, como permitir e facilitar essa adequação, pois muitos dos usuários desses sistemas, como educadores e alunos, não têm conhecimento e experiência com design de soluções computacionais. Nesse contexto, neste trabalho é apresentada a formalização de uma linguagem de padrões de design com soluções de sucesso para problemas recorrentes no design de sistemas de coautoria observadas e/ou experiência das pelo proponente deste trabalho, ao analisar esses sistemas e participar do processo de desenvolvimento e avaliação desses sistemas no Laboratório de Interação Avançada (LIA). Esses padrões têm como objetivo apoiar o design de sistemas educacionais que permitam aos usuários, como coautores, terem apoio para adequar os sistemas, inserindo o conteúdo que será exibido nos mesmos. Cada padrão de design se refere a um par problema-solução específico e, para apoiar a identificação e compreensão de como os padrões estão relacionados entre si, formando uma linguagem de padrões, são adotadas as relações semânticas definidas por Minsky para organizá-los e expressar o relacionamento entre eles de uma forma próxima a estrutura cognitiva humana. Validações com diferentes perfis de participantes, por exemplo, com e sem conhecimento sobre conceitos relacionados à Engenharia de Software, Interação Humano-Computador, Coautoria, etc., foram feitas para formalizar, refinar e observar a compreensão e/ou o uso dos padrões no design de protótipos de sistemas educacionais, bem como participantes das áreas de matemática ou pedagogia e educadores para validar o uso desses protótipos. Os resultados mostram que a linguagem de padrões de design semanticamente relacionados é compreendida e apoia o design para definir o que e como exibir nas interfaces dos sistemas para permitir e auxiliar os usuários na inserção do conteúdo.

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