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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.
21

Enforcing Customization in e-Learning Systems: an ontology and product line-based approach

Ezzat 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]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/90515
22

Game theoretic optimization for product line evolution

Song, Ruoyu 07 January 2016 (has links)
Product line planning aims at optimal planning of product variety. In addition, the traditional product line planning problem develops new product lines based on product attributes without considering existing product lines. However, in reality, almost all new product lines evolve from existing product lines, which leads to the product line evolution problem. Product line evolution involves trade-offs between the marketing perspective and engineering perspective. The marketing concern focuses on maximizing utility for customers; the engineering concern focuses on minimizing engineering cost. Utility represents satisfaction experienced by the customers of a product. Engineering cost is the total cost involved in the process of the development of a product line. These two goals are in conflict since the high utility requires high-end product attributes which could increase the engineering cost and vice versa. Rather than aggregating both problems as one single level optimization problem, the marketing and engineering concerns entail a non-collaborative game per se. This research investigates a game-theoretic approach to the product line evolution problem. A leader-follower joint optimization model is developed to leverage conflicting goals of marketing and engineering concerns within a coherent framework of game theoretic optimization. To solve the joint optimization model efficiently, a bi-level nested genetic algorithm is developed. A case study of smart watch product line evolution is reported to illustrate the feasibility and potential of the proposed approach.
23

Blockbuster vs. scattershot : a contingent relationship between product line length strategy and performance in the fast-moving consumer goods industry

Marinho Dias Torres Neto, Antonio January 2014 (has links)
Some firms focus on few products with broad appeal, whereas others leverage variety as an important part of their offering. This study investigates the conditions under which each of these product line length strategies is optimal in the fast-moving consumer goods industry. It does so by focusing on the relationship between product line length strategy and firm top-line performance, in the light of a discrete framework derived from the strategic fit paradigm and the strategic triangle. Results show that customer factors (i.e., variety per household and value per purchase) and competitor factors (i.e., concentration and proliferation) drive the strategic fit of a firm's product line length strategy to the market in which it competes, so that firms deploying market-fitting strategies face higher odds of market share growth than firms deploying contrarian strategies. Firms with certain company factors (i.e., innovativeness and brand equity), however, face higher odds of market share growth by challenging the market fit and deploying contrarian strategies than by deploying market-fitting strategies. This study offers a stepping stone towards addressing product line length strategy as a discrete choice on product line positioning, an innovative approach with potential to generate concrete business impact.
24

A component-based approach to modelling software product families with explicit variation points

Di Cola, Simone January 2017 (has links)
In software product line engineering, the construction of an architecture for a product family is still an outstanding engineering challenge. In current practice, a framework is used for configuring individual products by combining solution space artefacts into products with specified features according to a feature model. No architectures are created. In contrast, an architecture for a product family would define the architectures for all the products in the family, allowing engineers to reason at a higher level of abstraction. In this thesis, we present a component model that can be used to define architectures for product families, by incorporating explicit variation points.
25

A XML-based diagnostic tool using the product line approach

Subotic, Dejan January 2009 (has links)
<p>This is a Master Thesis at the Computer Science Program at Växjö University. It has been made at BSR in Växjö where the development of a diagnostic tool has been in the running since the beginning of 2008. Previously there was a base developed within the company which I was to use for developing the two layers that I was responsible for – ProtocolLayer and PresentationLayer. In the end it should lead to a XML-based diagnostic tool. The technologies used have been .NET with its language C# and XML. The future purpose for this tool is for it to be used within the company to receive important information about the cars when developing other BSR products.</p><p>This thesis has focused on developing the tool to be working with the car manufacturer VOLVO and its protocols. The idea is that the diagnostic tool in the future could be extended to be working with all possible car manufacturers’ protocols and to enlighten the extensibility the project has been done using the product-line approach.</p>
26

Paan : a tool for back-propagating changes to projected documents

Kim, Jongwook 08 July 2011 (has links)
Research in Software Product Line Engineering (SPLE) traditionally focuses on product derivation. Prior work has explored the automated derivation of products by module composition. However, it has so far neglected propagating changes (edits) in a product back to the product line definition. A domain-specific product should be possible to update its features locally, and later these changes should be propagated back to the product line definition automatically. Otherwise, the entire product line has to be revised manually in order to make the changes permanent. Although this is the current state, it is a very error-prone process. To address these issues, we present a tool called Paan to create product lines of MS Word documents with back-propagation support. It is a diff-based tool that ignores unchanged fragments and reveals fragments that are changed, added or deleted. Paan takes a document with variation points (VPs) as input, and shreds it into building blocks called tiles. Only those tiles that are new or have changed must be updated in the tile repository. In this way, changes in composed documents can be back-propagated to their original feature module definitions. A document is synthesized by retrieving the appropriate tiles and composing them. / text
27

Variabilitätsextraktion aus makrobasierten Software-Generatoren

Baum, David 19 March 2014 (has links) (PDF)
Die vorliegende Arbeit beschäftigt sich mit der Frage, wie Variabilitätsinformationen aus den Quelltext von Generatoren extrahiert werden können. Zu diesem Zweck wurde eine Klassifizierung von Variablen entwickelt, die im Vergleich zu bestehenden Ansätzen eine genauere Identifikation von Merkmalen ermöglicht. Zudem bildet die Unterteilung die Basis der Erkennung von Merkmalinteraktionen und Cross-tree-Constraints. Weiterhin wird gezeigt, wie die gewonnenen Informationen durch Merkmalmodelle dargestellt werden können. Da diese auf dem Generator-Quelltext basieren, liefern sie Erkenntnisse über den Lösungsraum der Domäne. Es wird sichtbar, aus welchen Implementierungskomponenten ein Merkmal besteht und welche Beziehungen es zwischen Merkmalen gibt. Allerdings liefert ein automatisch generiertes Merkmalmodell nur wenig Erkenntnisse über den Lösungsraum. Außerdem wurde ein Prototyp entwickelt, der eine Automatisierung des beschriebenen Extraktionsprozesses ermöglicht.
28

Viral product design for social network effects

Zhou, Feng 12 January 2015 (has links)
Recent advances in social media have profound technical and economic implications for innovative design. This research is motivated to investigate social network effects on product design with a focus on the interface of engineering design, viral marketing, and social computing. This dissertation envisions a new paradigm of design, called viral product design for social network effects. The research problem is formulated as identification of both an optimal set of product configurations and an optimal set of seed customers so as to maximize product adoption via online social networks through equilibrium solutions to marketing-engineering coordination. Fundamental issues are investigated and a technical framework is proposed with integrated decision-based design methods. Results of case studies demonstrate that the proposed research is able to bridge the gaps between the domains of engineering design and viral marketing by incorporating social network effects. The proposed work is geared towards new design theory and decision models by integrating peer influence of social networks, which shed light on understanding the social aspect of design. The dissertation reveals the fundamental issues underlying viral product design, including the identification of viral attributes, customer preference modeling incorporating subjective experiences, the dynamics of the diffusion mechanism of online social networks, formulation of adoption maximization, and coordination between the marketing and engineering domains. In order to tackle the fundamental issues, a technical framework of viral product design for social network effects is proposed. Accordingly, mathematical and computational models are developed within the framework to support 1) latent customer needs elicitation for viral product attributes extraction, 2) customer preference modeling and quantification for product choice decision making, 3) social network modeling for product adoption prediction, and 4) viral product design evaluation by adoption maximization. These coherent models along the technical framework lay the theoretical foundation of this research, as described below. First, in order to extract potential viral product attributes, latent customer needs elicitation is emphasized. This is because latent customer needs can delight customers unexpectedly, and thus lead to potential product adoption to a large extent. We propose to elicit latent customer needs by use case analogical reasoning from sentiment analysis of online product reviews. A case study of Kindle Fire HD tablets shows the potential and feasibility of the proposed method. The extracted product attributes and attribute levels provide the choice set of viral product attributes. Second, based on the extracted product attributes, a customer preference model based on cumulative prospect theory is presented, accommodating subjective experiences in the product choice decision making process. Moreover, a hierarchical Bayesian model with Markov chain Monte Carlo is used to estimate parameters involved in the model. Based on the case study of aircraft cabin interior design, the model parameters under different experimental conditions show systematic influence of subjective experiences in choice decision making. Furthermore, a copula structure is used to construct a holistic product utility, showing customers' overall preferences to a product. This measure is crucial to product choice decision making in the context of social networks. Third, in order to predict product adoption incorporating peer influence of social networks, a linear threshold-hurdle model is proposed. It overcomes multiple drawbacks of traditional diffusion models by modeling activation thresholds, influence probability, adoption spread, holistic utility of the product, and hurdle utility of a customer in a holistic fashion. A case study of Kindle Fire HD tablets demonstrates both the predictive power of the proposed model and interesting results about customers' adoption behavior. This model paves the way for product adoption maximization in large social networks. Fourth, in order to coordinate between marketing-engineering concerns, I formulate a bi-level game theoretic optimization model for viral product design evaluation, in which the leader maximizes product adoption, while the follower optimizes product line performance. Through social network effects in terms of viral product attributes and viral influence attributes, the expected number of product adopters and the expected shared surplus, resulting from the identified product configurations and seed customers, are proved to be larger than those obtained from existing practice of viral marketing and product line design respectively, based on the case study of Kindle Fire HD tablets. Thus, the proposed paradigm of design extends the traditional boundaries among domains of engineering design, viral marketing, and social computing.
29

Product Line and Brand Management: The Implication of Taiwanese Motorcycle Manufacturers

李佳陵 Unknown Date (has links)
Taiwan’s recent population is growing in a declining rate, where an aging population era has arrived and struck us. The reality that only a fixed number of potential users will continue consuming motorcycle product goods has shrunk the market to an even smaller size since each household may not require as many transportation tools as they might have used to do because most of the family size structure is becoming small. On top of that, governmental policy on pushing for construction project of Metropolitan Railway Transportation (MRT) that basically benefits the general public with inexpensive convenient rides from east to west and north to south. Such construction projects have made the public eventually rely less on scooters as a necessary and convenient transportation tool. Instead, the public perceives MRT is rather time and money saving than scooters. Nonetheless, along with the growth of GDP per capita and the increasing reliance on public transportation means, the public has begun to change their perceptions on what and how they use motorcycles. The purpose of this research is to understand and investigate the relationship of the three key motorcycle players, namely, Yamaha Motors (YMT), San Yang Motors (SYM) and Kymco Motors’ (KYMCO) brand management system and their product lines decision. Since the more diversified one’s products lines is, the more complicated the process could be to manage both parent and family brand. In addition, the decision of extending one’s products lines and the synergy effects of such extensions bringing to the product equity and the entire business are worthy of studying. Since these are likely to affect how each company invests resources in R&D and market expansion.
30

QOSPL a quality of service-driven software product line engineering framework for design and analysis of component-based distributed real-time and embedded systems /

Liu, Shih-hsi. January 2007 (has links) (PDF)
Thesis (Ph. D.)--University of Alabama at Birmingham, 2007. / Additional advisors: Jeff G. Gray, Marjan Mernik, Rajeev Raje, Chengcui Zhang. Description based on contents viewed Feb. 7, 2008; title from title screen. Includes bibliographical references (p. 216-230).

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