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Idioms to Implement Flexible Binding Times for FeaturesANDRADE, Rodrigo Cardoso Amaral de 02 March 2012 (has links)
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Previous issue date: 2012-03-02 / FACEPE, CNPq, INES / Companies are adopting the Software Product Line (SPL) development paradigm to
obtain significant improvements in time to market, maintenance cost, productivity, and
quality of products. SPL encompasses a family of software-intensive systems developed
from reusable assets. By reusing such assets, it is possible to construct a large number of
different products applying various compositions. There is a variety of widely used techniques
to develop SPLs, such as aspect-oriented programming (AOP), feature-oriented
programming (FOP), and conditional compilation. These techniques differ in the type of
composition to create a product within the SPL static or dynamically.
In this context, it is important to define when certain features should be activated
in the product due to specific client requirements and different application scenarios.
Thereby, the binding time of a feature is the time that one decides to activate or deactivate
the feature from a product. In general, static and dynamic binding times are considered.
For example, products for devices with constrained resources may use static binding time
instead of dynamic due to the performance overhead introduced by the latter. For devices
without constrained resources, the binding time can be flexible, features can be activated
or deactivated statically or users may do it on demand (dynamically).
To provide flexible binding time for features, researchers proposed an AOP idiom
based on AspectJ and design patterns named Edicts. The idea consists of supporting
binding time flexibility of features in a modular and convenient way. However, we
observe modularity problems in the Edicts idiom. Although we usually use aspects to
tackle crosscutting concerns common in classes, such a problem now appears within the
own aspects. Indeed, several studies indicate that these concerns hurt software modularity.
This way, we observe that Edicts clones, scatters, and tangles code throughout its implementation,
which may lead to time consuming tasks, such as maintaining duplicated
code.
This way, we develop three idioms and implement them to provide flexible binding
time for features of four different applications. In addition, we evaluate Edicts and the
three idioms quantitatively by means of metrics with respect to code tangling, scattering,
cloning, size, and also try to guarantee that our idioms do not change feature code
behavior among the different implementations.
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Marketingový mix výrobkové řady / Marketing mix of product lineZáhoříková, Zuzana January 2008 (has links)
The dissertation is concerned with the analysis of the marketing mix of the czech cosmetic company Dermacol, in the concrete its products of firming care Enja Body Control Program. The objective is to review present application of marketing instruments and confront it with the opinion of consumers (design of product, comparison of czech anf foreign brands, price level, effectiveness of distribution and comunication etc.).
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A Software Product Line Engineering Approach to Building A Modeling and Simulation as a Service (M&SaaS) Application StoreDiwan, Piyush D. January 2013 (has links)
No description available.
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TEST PATTERN GENERATION FOR CROSSTALK FAULT IN DYNAMIC PLALIU, JIANXUN January 2003 (has links)
No description available.
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SPLIT: um conjunto de técnicas de inspeção em modelos de linha de produto de softwareCunha, Rafael Normando 17 December 2013 (has links)
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Previous issue date: 2013-12-17 / Agência de Fomento não informada / Software Product Lines enable organizations to develop a number of similar products in the same application domain, which reduces development time and maintenance cost, and increases productivity. Software product line specifications need to be evaluated for improving software. In this context, software inspections aims do guarantee complete, consistent and correct artifacts finding defects in early stages in software lifecycle. In this work, we propose SPLIT (Software Product Line Inspection Technique), which is a set of modelbased inspection techniques for evaluating software product line specifications. A feasibility study was conducted for comparing SPLIT against a defect type-based inspection approach. The object of the feasibility study was a Twitter client software product line specification created for the experiment. The results indicated that the set of techniques found a greater number of defects than a defect type-based inspection approach. A second empirical study was conducted for comparing SPLIT against a defect type-based inspection approach using a real software product line for mobile robot vehicles. This study aimed to verify whether the set of techniques fits real world life-cycle development. The second empirical results supported the feasibility study in which SPLIT found a greater number of defects than a defect type-based inspection approach. Thus, software product line quality assurance can be improved using SPLIT for detecting defects in early stage of development. / Linha de produto de software permite que organizações desenvolvem um número similar de produtos específicos em um mesmo domínio de aplicação, reduzindo o tempo de desenvolvimento e o custo de manutenção, e aumentando a produtividade. Especificações de linha de produto de software necessitam ser avaliadas para aumentar a qualidade do software. Neste cenário, inspeções de software visam garantir que os artefatos estejam completos, consistentes e corretos ao encontrar defeitos em estágios iniciais do ciclo de vida de desenvolvimento. Neste trabalho, é proposta a SPLIT (Software Product Line Inspection Technique), um conjunto de técnicas de inspeção baseada em modelos para avaliar especificações de linha de produto de software. Um estudo de viabilidade foi conduzido para comparar a SPLIT com uma abordagem de inspeção baseada em tipos de defeitos. O objeto do estudo de viabilidade foi um cliente de Twitter desenvolvido para a execução do experimento. Os resultados indicaram que o conjunto de técnicas SPLIT encontrou um número maior de defeitos que uma abordagem de inspeção baseada em tipos de defeitos. Um segundo experimento foi conduzido para comparar a SPLIT com uma abordagem baseada em tipos de defeitos usando uma linha de produto de software real para veículos robóticos móveis. Este estudo visou verificar se o conjunto de técnicas se adaptam ao ciclo de vida de desenvolvimento real. O segundo experimento corroborou o resultado do estudo de viabilidade ao encontrar um número de defeitos maior que uma abordagem de inspeção baseada em tipos de defeitos. Com isso, a garantia da qualidade em linhas de produto de software pode ser melhorada ao utilizar a SPLIT para encontrar defeitos em estágios iniciais do desenvolvimento.
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Development of Correct-by-Construction Software using Product Lines / Développement de logiciels corrects par construction à partir de lignes de produitsPham, Thi-Kim-Dung 16 November 2017 (has links)
Nous avons commencé la thèse par la littérature d'enquête sur les approches SPLE et CbyC dans l'état de l'art. Sur la base de l'aperçu et des connaissances obtenues, nous avons analysé les problèmes existants et suggéré des moyens de les résoudre pour notre objectif principal. Nous avons proposé dans le chapitre 2 une méthodologie pour développer des lignes de produits afin que les produits générés soient corrects par construction. Notre intention principale est qu'un utilisateur n'a pas besoin de connaître le processus de génération de produit mais peut recevoir un produit final correct en sélectionnant une configuration de fonctionnalité. En utilisant la méthodologie, les produits finaux sont générés automatiquement et leur exactitude est garantie. À la suite de cette proposition, nous sommes passés au chapitre 3 pour définir la langue de FFML qui est utilisé pour l'écriture de modules. Le mécanisme de réutilisation et de modification, défini pour la langue et appliqué à toutes sortes d'artefacts (spécification, code et preuve de précision) réduit l'effort de programmation. Au chapitre 4, nous nous sommes concentrés sur la définition des mécanismes de composition pour la composition des modules FFML et les intégrons à l'outil FFML Product Generator. L'évaluation de notre méthodologie est réalisée par le développement de deux lignes de produits logiciels, le compte bancaire SPL et le SPL de poker, ce dernier étant un peu plus complexe que le premier. Dans l'évaluation, nous avons souligné les avantages et la limitation de notre méthodologie. / We began the thesis by survey literature on SPLE and CbyC approaches in the State of the Art. Based on the overview and the insights obtained, we have analyzed the existing problems and suggested ways to solve them for our main goal. We have proposed in Chapter 2 a methodology to develop product lines such that the generated products are correct-by-construction. Our main intention is that a user does not need to know the product generation process but can receive a correct final product from selecting a configuration of features. Using the methodology, the final products are generated automatically and their correctness is guaranteed. Following this proposal, we have moved in Chapter 3 to define the FFML language that is used for writing modules. The reuse and modification mechanism, defined for the language and applied to all kinds of artifacts (specification, code and correctness proof), reduce the programming effort. In Chapter 4, we have focused on defining the composition mechanisms for composing FFML modules and embedded them into the FFML Product Generator tool. The evaluation of our methodology is performed through the development of two software product lines, the Bank Account SPL and the Poker SPL, the latter being a bit more complex than the former. In the evaluation, we have highlighted the advantages and the limitation of our methodology.
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Linha de produto para Gestão de Processos de Negócio incluindo aspectos dinâmicos / Product line for Business Process Management including dynamic aspectsRocha, Roberto dos Santos 01 November 2012 (has links)
Linha de Produto de Software (LP) é uma forma sistemática de promover a geração de produtos de software específicos baseados no reúso de uma infraestrutura bem definida. Conceitos de LP aplicados ao domínio de Gestão de Processos de Negócio (BPM - Business Process Management) já apresentaram resultados significativos, entretanto, o escopo de aplicação e os benefícios ainda são limitados. Essas limitações ocorrem, pois as abordagens de LP já existentes para BPM normalmente não cobrem todo o ciclo de vida de processos de negócio e não oferecem o devido tratamento aos aspectos dinâmicos que as organizações demandam para esse domínio. Linha de Produto de Software Dinâmica (LPD) é uma evolução das LPs tradicionais que tem proporcionado uma forma eficiente para lidar com adaptações de produtos em tempo de execução. LPDs podem ser aplicadas, por exemplo, no contexto de arquiteturas SOA (Service-oriented Architecture), que por sua vez podem ser usadas como base tecnológica para viabilizar BPM nas organizações. Dentro desse contexto, este trabalho propõe uma abordagem de LPD para atender as necessidades de organizações interessadas em realizar processos de negócio, por meio de um alinhamento entre conceitos de BPM e SOA. A abordagem proposta aqui, denominada Dynamic Product Line for Business Process Management (DynPL4BPM), visa ser abrangente o suficiente para cobrir todo o ciclo de vida de BPM, sendo previsto o tratamento de aspectos dinâmicos que o domínio de BPM requer. Uma avaliação sistemática e comparativa demonstrou que a abordagem proposta é bem sucedida em apresentar processos bem mais abrangentes que outras soluções similares já propostas na literatura para o mesmo fim. / Software Product Line (PL) is a systematic way to promote the generation of specific software products based on the reuse of a well-defined infrastructure. Concepts of PL applied to Business Process Management (BPM) have already presented significant results; however, the application scope and benefits are still limited. These limitations occur because the existing approaches of LP for BPM usually do not cover the entire lifecycle of business processes and do not provide proper treatment to the dynamic aspects that organizations demand for this domain. Dynamic Software Product Line (DPL) is an evolution of traditional PLs that has provided an efficient way to deal with adaptations of products at runtime. DPLs can be applied, for example, in the SOA (Service-oriented Architecture) context, which in turn can be used as technological basis to enable BPM within organizations. Within this context, this dissertation proposes a DPL approach to meet the needs of organizations interested in carrying out business processes by means of an alignment between BPM and SOA concepts. The approach proposed here, called Dynamic Product Line for Business Process Management (DynPL4BPM), aims to be comprehensive enough to cover the entire BPM lifecycle, including the treatment of dynamic aspects that the BPM domain requires. A systematic and comparative assessment showed that the proposed approach is successful in presenting processes much more comprehensive than other similar solutions already proposed in the literature for the same purpose.
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Linha de produto para Gestão de Processos de Negócio incluindo aspectos dinâmicos / Product line for Business Process Management including dynamic aspectsRoberto dos Santos Rocha 01 November 2012 (has links)
Linha de Produto de Software (LP) é uma forma sistemática de promover a geração de produtos de software específicos baseados no reúso de uma infraestrutura bem definida. Conceitos de LP aplicados ao domínio de Gestão de Processos de Negócio (BPM - Business Process Management) já apresentaram resultados significativos, entretanto, o escopo de aplicação e os benefícios ainda são limitados. Essas limitações ocorrem, pois as abordagens de LP já existentes para BPM normalmente não cobrem todo o ciclo de vida de processos de negócio e não oferecem o devido tratamento aos aspectos dinâmicos que as organizações demandam para esse domínio. Linha de Produto de Software Dinâmica (LPD) é uma evolução das LPs tradicionais que tem proporcionado uma forma eficiente para lidar com adaptações de produtos em tempo de execução. LPDs podem ser aplicadas, por exemplo, no contexto de arquiteturas SOA (Service-oriented Architecture), que por sua vez podem ser usadas como base tecnológica para viabilizar BPM nas organizações. Dentro desse contexto, este trabalho propõe uma abordagem de LPD para atender as necessidades de organizações interessadas em realizar processos de negócio, por meio de um alinhamento entre conceitos de BPM e SOA. A abordagem proposta aqui, denominada Dynamic Product Line for Business Process Management (DynPL4BPM), visa ser abrangente o suficiente para cobrir todo o ciclo de vida de BPM, sendo previsto o tratamento de aspectos dinâmicos que o domínio de BPM requer. Uma avaliação sistemática e comparativa demonstrou que a abordagem proposta é bem sucedida em apresentar processos bem mais abrangentes que outras soluções similares já propostas na literatura para o mesmo fim. / Software Product Line (PL) is a systematic way to promote the generation of specific software products based on the reuse of a well-defined infrastructure. Concepts of PL applied to Business Process Management (BPM) have already presented significant results; however, the application scope and benefits are still limited. These limitations occur because the existing approaches of LP for BPM usually do not cover the entire lifecycle of business processes and do not provide proper treatment to the dynamic aspects that organizations demand for this domain. Dynamic Software Product Line (DPL) is an evolution of traditional PLs that has provided an efficient way to deal with adaptations of products at runtime. DPLs can be applied, for example, in the SOA (Service-oriented Architecture) context, which in turn can be used as technological basis to enable BPM within organizations. Within this context, this dissertation proposes a DPL approach to meet the needs of organizations interested in carrying out business processes by means of an alignment between BPM and SOA concepts. The approach proposed here, called Dynamic Product Line for Business Process Management (DynPL4BPM), aims to be comprehensive enough to cover the entire BPM lifecycle, including the treatment of dynamic aspects that the BPM domain requires. A systematic and comparative assessment showed that the proposed approach is successful in presenting processes much more comprehensive than other similar solutions already proposed in the literature for the same purpose.
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Graphical Approach for Variability Management in Safety-Critical Product LinesSalikiryaki, Aleksandra, Petrova, Iliana January 2015 (has links)
The number and complexity of the systems realizing the functionality of the machines in the automotive domain are growing. In this arises the need for a systematic way to manage their development. As the technologies advance, the vehicles introduce an increasing range of capabilities. However, they have similar functions, which have the potential to be reused. One of the widely used approaches that manages the commonality and variability of the development artifacts in a systematic manner is Product Line Engineering (PLE). Consequently, PLE reduces the time to market and the development cost. The machines, realized in the automotive domain, interact with their operators and the surrounding environment. Possible malfunctions of the machines may introduce a risk of accidents with fatal consequences. Therefore, the products should be analyzed, developed and managed in a safe manner and certified according to different relevant safety standards like ISO 15998, ISO 61508 and ISO 26262. There is a diversity of functions in a Product Line (PL). Some of them are mandatory for all machines and others are optional for some models. This gives the opportunity to combine the functions in multiple configurations. However, not all combinations are possible due to dependencies among the functions. Furthermore, the configurations should be valid from a safety perspective, and the developed products should satisfy the requirements identified during the safety analysis. The above mentioned factors emphasize the need for explicit representation of the systems' characteristics, such as commonality and variability, functional dependencies and quality attributes. The purpose of the current work is to find an efficient way to satisfy this need. The scope of our research is limited to the automotive domain. In order to gain familiarity with the state of practice, we collaborated with Volvo Construction Equipment (Volvo CE) as an industrial partner. In particular, we: conducted an informal interview study with the practitioners, analyzed the requirements management tool used in Volvo CE and studied products typical for the domain in detail, examined the deliverables defined in the related domain specific safety standards. We gained knowledge on how variability is managed in an industrial context today, which safety aspects need to be considered and how functional safety artifacts are managed with regards to variability. We synthesized the characteristics that are explicitly represented during the development and safety certification of the products in a safety-critical product line. We identified the challenges that the practitioners meet today and the areas that need to be improved. As a result, we formulated evaluation criteria for search and assessment of possible solutions. Subsequently we searched in the literature for different modeling techniques, that are able to respond to the industrial needs, and found the following to be relevant in our context: Feature modeling techniques consider the different variability types and dependencies among the features. Model-based development techniques can represent different views of the system on each level of the development process. Orthogonal modeling techniques extract the variability and dependencies in a different view. Furthermore, we evaluated the methods found during the literature study, based on the proposed criteria. We concluded that the examined techniques alone cannot represent all characteristics needed to support the development of a safety-critical product line, especially the impact of the variability on the safety and vice versa. However, each of them focuses on the presentation of certain aspect of the product line, which can help in building a more complete representation. Thus we focused on the approaches that may be extended and integrated into a complete solution. As a result, we propose a model and graphical notation for variability management in safety-critical product lines, which takes the identified industrial needs into account. The concept is depicted graphically by several model-based diagrams, which represent the different aspects of the product line, on each development level. Special attention is paid to the representation of the safety and variability aspects of the systems. The method is exemplified on an industrial example, in order to show how it achieves the defined goals.
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Enforcing Customization in e-Learning Systems: an ontology and product line-based approachEzzat Labib Awad, Ahmed 06 November 2017 (has links)
In the era of e-Learning, educational materials are considered a crucial point for all the stakeholders. On the one hand, instructors aim at creating learning materials that meet the needs and expectations of learners easily and effec-tively; On the other hand, learners want to acquire knowledge in a way that suits their characteristics and preferences. Consequently, the provision and customization of educational materials to meet the needs of learners is a constant challenge and is currently synonymous with technological devel-opment. Promoting the personalization of learning materials, especially dur-ing their development, will help to produce customized learning materials for specific learners' needs.
The main objective of this thesis is to reinforce and strengthen Reuse, Cus-tomization and Ease of Production issues in e-Learning materials during the development process. The thesis deals with the design of a framework based on ontologies and product lines to develop customized Learning Objects (LOs). With this framework, the development of learning materials has the following advantages: (i) large-scale production, (ii) faster development time, (iii) greater (re) use of resources.
The proposed framework is the main contribution of this thesis, and is char-acterized by the combination of three models: the Content Model, which addresses important points related to the structure of learning materials, their granularity and levels of aggregation; the Customization Model, which con-siders specific learner characteristics and preferences to customize the learn-ing materials; and the LO Product Line (LOPL) model, which handles the subject of variability and creates matter-them in an easy and flexible way. With these models, instructors can not only develop learning materials, but also reuse and customize them during development.
An additional contribution is the Customization Model, which is based on the Learning Style Model (LSM) concept. Based on the study of seven of them, a Global Learning Style Model Ontology (GLSMO) has been con-structed to help instructors with information on the apprentice's characteris-tics and to recommend appropriate LOs for customization.
The results of our work have been reflected in the design of an authoring tool for learning materials called LOAT. They have described their require-ments, the elements of their architecture, and some details of their user inter-face. As an example of its use, it includes a case study that shows how its use in the development of some learning components. / En la era del e¿Learning, los materiales educativos se consideran un punto crucial para todos los participantes. Por un lado, los instructores tienen como objetivo crear materiales de aprendizaje que satisfagan las necesidades y ex-pectativas de los alumnos de manera fácil y efectiva; por otro lado, los alumnos quieren adquirir conocimientos de una manera que se adapte a sus características y preferencias. En consecuencia, la provisión y personaliza-ción de materiales educativos para satisfacer las necesidades de los estudian-tes es un desafío constante y es actualmente sinónimo de desarrollo tecnoló-gico. El fomento de la personalización de los materiales de aprendizaje, es-pecialmente durante su desarrollo, ayudará a producir materiales de aprendi-zaje específicos para las necesidades específicas de los alumnos.
El objetivo fundamental de esta tesis es reforzar y fortalecer los temas de Reutilización, Personalización y Facilidad de Producción en materiales de e-Learning durante el proceso de desarrollo. La tesis se ocupa del diseño de un marco basado en ontologías y líneas de productos para desarrollar objetos de aprendizaje personalizados. Con este marco, el desarrollo de materiales de aprendizaje tiene las siguientes ventajas: (i) producción a gran escala, (ii) tiempo de desarrollo más rápido, (iii) mayor (re)uso de recursos.
El marco propuesto es la principal aportación de esta tesis, y se caracteriza por la combinación de tres modelos: el Modelo de Contenido, que aborda puntos importantes relacionados con la estructura de los materiales de aprendizaje, su granularidad y niveles de agregación, el Modelo de Persona-lización, que considera las características y preferencias específicas del alumno para personalizar los materiales de aprendizaje, y el modelo de Línea de productos LO (LOPL), que maneja el tema de la variabilidad y crea ma-teriales de manera fácil y flexible. Con estos modelos, los instructores no sólo pueden desarrollar materiales de aprendizaje, sino también reutilizarlos y personalizarlos durante el desarrollo.
Una contribución adicional es el modelo de personalización, que se basa en el concepto de modelo de estilo de aprendizaje. A partir del estudio de siete de ellos, se ha construido una Ontología de Modelo de Estilo de Aprendiza-je Global para ayudar a los instructores con información sobre las caracterís-ticas del aprendiz y recomendarlos apropiados para personalización.
Los resultados de nuestro trabajo se han plasmado en el diseño de una he-rramienta de autor de materiales de aprendizaje llamada LOAT. Se han des-crito sus requisitos, los elementos de su arquitectura, y algunos detalles de su interfaz de usuario. Como ejemplo de su uso, se incluye un caso de estudio que muestra cómo su empleo en el desarrollo de algunos componentes de aprendizaje. / En l'era de l'e¿Learning, els materials educatius es consideren un punt crucial per a tots els participants. D'una banda, els instructors tenen com a objectiu crear materials d'aprenentatge que satisfacen les necessitats i expectatives dels alumnes de manera fàcil i efectiva; d'altra banda, els alumnes volen ad-quirir coneixements d'una manera que s'adapte a les seues característiques i preferències. En conseqüència, la provisio' i personalitzacio' de materials edu-catius per a satisfer les necessitats dels estudiants és un desafiament constant i és actualment sinònim de desenvolupament tecnològic. El foment de la personalitzacio' dels materials d'aprenentatge, especialment durant el seu desenvolupament, ajudarà a produir materials d'aprenentatge específics per a les necessitats concretes dels alumnes.
L'objectiu fonamental d'aquesta tesi és reforçar i enfortir els temes de Reutilització, Personalització i Facilitat de Producció en materials d'e-Learning durant el procés de desenvolupament. La tesi s'ocupa del disseny d'un marc basat en ontologies i línia de productes per a desenvolupar objec-tes d'aprenentatge personalitzats. Amb aquest marc, el desenvolupament de materials d'aprenentatge té els següents avantatges: (i) produccio' a gran esca-la, (ii) temps de desenvolupament mes ràpid, (iii) major (re)ús de recursos.
El marc proposat és la principal aportacio' d'aquesta tesi, i es caracteritza per la combinacio' de tres models: el Model de Contingut, que aborda punts im-portants relacionats amb l'estructura dels materials d'aprenentatge, la se-ua granularitat i nivells d'agregació, el Model de Línia de Producte, que ges-tiona el tema de la variabilitat i crea materials d'aprenentatge de manera fàcil i flexible. Amb aquests models, els instructors no solament poden desenvolu-par materials d'aprenentatge, sinó que també poden reutilitzar-los i personalit-zar-los durant el desenvolupament. Una contribucio' addicional és el Model de Personalitzacio', que es basa en el concepte de model d'estil d'aprenentatge. A partir de l'estudi de set d'ells, s'ha construït una Ontologia de Model d'Estil d'Aprenentatge Global per a ajudar als instructors amb informacio' sobre les característiques de l'aprenent i recomanar els apropiats per a personalitzacio'.
Els resultats del nostre treball s'han plasmat en el disseny d'una eina d'autor de materials d'aprenentatge anomenada LOAT. S'han descrit els seus requi-sits, els elements de la seua arquitectura, i alguns detalls de la seua interfície d'usuari. Com a exemple del seu ús, s'inclou un cas d'estudi que mostra com és el desenvolupament d'alguns components d'aprenentatge. / Ezzat Labib Awad, A. (2017). Enforcing Customization in e-Learning Systems: an ontology and product line-based approach [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/90515 / TESIS
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