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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.
1

Automated reasoning for reflective programs

Horsfall, Benjamin January 2014 (has links)
Reflective programming allows one to construct programs that manipulate or examine their behaviour or structure at runtime. One of the benefits is the ability to create generic code that is able to adapt to being incorporated into different larger programs, without modifications to suit each concrete setting. Due to the runtime nature of reflection, static verification is difficult and has been largely ignored or only weakly supported. This work focusses on supporting verification for cases where generic code that uses reflection is to be used in a “closed” program where the structure of the program is known in advance. This thesis first describes extensions to a verification system and semi-automated tool that was developed to reason about heap-manipulating programs which may store executable code on the heap. These extensions enable the tool to support a wider range of programs on account of the ability to provide stronger specifications. The system's underlying logic is an extension of separation logic that includes nested Hoare-triples which describe behaviour of stored code. Using this verification tool, with the crucial enhancements in this work, a specified reflective library has been created. The resulting work presents an approach where metadata is stored on the heap such that the reflective library can be implemented using primitive commands and then specified and verified, rather than developing new proof rules for the reflective operations. The supported reflective functions characterise a subset of Java's reflection library and the specifications guarantee both memory safety and a degree of functional correctness. To demonstrate the application of the developed solution two case studies are carried out, each of which focuses on different reflection features. The contribution to knowledge is a first look at how to support semi-automated static verification of reflective programs with meaningful specifications.
2

Tablet computers and technological practices within and beyond the laboratory

Burns, Ryan Patrick January 2015 (has links)
In this thesis I examine emergent technological practices relating to tablet computers in scientific research laboratories. I ask four main questions: To what extent can tablets be considered scientific instruments? How do tablets help to construct technoscientific imaginaries? What role do tablets play in the construction of technoscientific subjectivities? Can tablets, positioned as popular everyday computing devices, be considered in terms of expertise in the context of laboratory science? To answer these questions, research is presented that examines the situated practices of scientists using tablet computers. I use textual analysis to examine the marketing discourses relating to laboratory-specific tablet apps and how their material structure defines scientific community and communication. Ethnographic research into the way that tablets are being introduced as part of a new teaching laboratory in a large UK university is presented, focusing on how institutional power affects the definition of the tablet. A second ethnographic research case study addresses how two chemists define their own scientific subjectivity by constructing the tablet as a futuristic technology. In a third large ethnographic research case, I consider the way that tablets can be used in practices of inclusion and exclusion from sites of scientific knowledge. I draw on literature from media and cultural studies and science and technology studies, arguing that the two fields intersect in ways that can be productive for research in both. This serves as a contribution to knowledge, demonstrating how research into identity, politics and technologies can benefit from a focus on materiality drawn from the two disciplines. I contribute to knowledge in both fields by developing two key concepts, ‘affordance ambiguity' and ‘tablet imaginary'. These concepts can be applied in the analysis of uses of technology to better understand, firstly, how technologies are made meaningful for users and, secondly, how this individual meaning-making affects broader cultural trends and understandings of technologies.
3

Constructing runtime models with bigraphs to address ubiquitous computing service composition volatility

Krishna, Renan January 2015 (has links)
In this thesis, we explore the appropriateness of the language abstractions provided by Bigraphs to construct a model at runtime to tackle the problem of volatility in a service composition running on a mobile device. Our contributions to knowledge are as follows: 1) We have shown that Bigraphs (Milner, 2009) are suitable for expressing models at runtime. 2) We have offered Bigraph language abstractions as an appropriate solution to some of the research problems posed by the models at runtime community (Aßmann et al., 2012). 3) We have discussed the general lessons learnt from using Bigraphs for a practical application such as a model at runtime. 4) We have discussed the general lessons learnt from our experiences of designing models at runtime. 5) We have implemented the model at runtime using the BPL Tool (ITU, 2011) and have experimentally studied the response times of our Bigraphical model. We have suggested appropriate enhancements for the tool based on our experiences. We present techniques to parameterize the reaction rules so that the matching algorithm of the BPL Tool returns a single match giving us the ability to dynamically program the model at runtime. We also show how to query the Bigraph structure.
4

Motivational and metacognitive feedback in an ITS : linking past states and experiences to current problems

Hull, Alison January 2015 (has links)
Feedback is an important element in learning as it can provide learners with both information about progress as well as external motivational stimuli, providing them with an opportunity for reflection. Motivation and metacognition are strongly intertwined, with learners high in self-efficacy more likely to use a variety of self-regulatory learning strategies, as well as to persist longer on challenging tasks. Learning from past experience involves metacognitive processes as an act of reflecting upon one's own experience and, coupled with existing knowledge, aids the acquisition and construction of further knowledge. The aim of the research was to improve the learner's focus on the process and experience of problem solving while using an Intelligent Tutoring System (ITS), by addressing the primary question: what are the effects of including motivational and metacognitive feedback based on the learner's past states and experiences? An existing ITS, SQL-Tutor, was used in a study with participants from first year undergraduate degrees studying a database module. The study used two versions of SQL-Tutor: the Control group used a base version providing domain feedback and the Study group used an extended version that also provided motivational and metacognitive feedback. Three sources of data collection were used: module summative assessments, ITS log files and a post-study questionnaire. The analysis included both pre-post comparisons and how the participants interacted with the system, for example their persistence in problem-solving and the degree to which they referred to past learning. Comparisons between groups showed some differing trends both in learning and behaviour in favour of the Study group, though these trends were not significantly different. The study findings showed promise for the use of motivational and metacognitive feedback based on the learners' past states and experiences that could be used as a basis for future research work and refinement.
5

Proxy compilation for Java via a code migration technique

Li, Jian January 2010 (has links)
There is an increasing trend that intermediate representations (IRs) are used to deliver programs in more and more languages, such as Java. Although Java can provide many advantages, including a wider portability and better optimisation opportunities on execution, it introduces extra overhead by requiring an IR translation for the program execution. For maximum execution performance, an optimising compiler is placed in the runtime to selectively optimise code regions regarded as “hotspots”. This common approach has been effectively deployed in many implementation of programming languages. However, the computational resources demanded by this approach made it less efficient, or even difficult to deploy directly in a resourceconstrained environment. One implementation approach is to use a remote compilation technique to support compilation during the execution. The work presented in this dissertation supports the thesis that execution performance can be improved by the use of efficient optimising compilation by using a proxy dynamic optimising compiler. After surveying various approaches to the design and implementation of remote compilation, a proxy compilation system called Apus is defined. To demonstrate the effectiveness of using a dynamic optimising compiler as a proxy compiler, a complete proxy compilation system is written based on a research-oriented Java VirtualMachine (JVM). The proxy compilation system is discussed in detail, showing how to deliver remote binaries and manage a cache of binaries by using a code migration approach. The proxy compilation client shows how the proxy compilation service is integrated with the selective optimisation system to maximise execution performance. The results of empirical measurements of the system are given, showing the efficiency of code optimisation from either the proxy compilation service and a local binary cache. The conclusion of this work is that Java execution performance can be improved by efficient optimising compilation with a proxy compilation service by using a code migration technique.
6

Biometric storyboards : a games user research approach for improving qualitative evaluations of player experience

Mirza-Babaei, Pejman January 2014 (has links)
Developing video games is an iterative and demanding process. It is difficult to achieve the goal of most video games — to be enjoyable, engaging and to create revenue for game developers — because of many hard-to-evaluate factors, such as the different ways players can interact with the game. Understanding how players behave during gameplay is of vital importance to developers and can be uncovered in user tests as part of game development. This can help developers to identify and resolve any potential problem areas before release, leading to a better player experience and possibly higher game review scores and sales. However, traditional user testing methods were developed for function and efficiency oriented applications. Hence, many traditional user testing methods cannot be applied in the same way for video game evaluation. This thesis presents an investigation into the contributions of physiological measurements in user testing within games user research (GUR). GUR specifically studies the interaction between a game and users (players) with the aim to provide feedback for developers to help them to optimise the game design of their title. An evaluation technique called Biometric Storyboards is developed, which visualises the relationships between game events, player feedback and changes in a player's physiological state. Biometric Storyboards contributes to the field of human-computer interaction and GUR in three important areas: (1) visualising mixedmeasures of player experience, (2) deconstructing game design by analysing game events and pace, (3) incremental improvement of classic user research techniques (such as interviews and physiological measurements). These contributions are described in practical case studies, interviews with game developers and laboratory experiments. The results show this evaluation approach can enable games user researchers to increase the plausibility and persuasiveness of their reports and facilitate developers to better deliver their design goals. Biometric Storyboards is not aimed at replacing existing methods, but to extend them with mixed methods visualisations, to provide powerful tools for games user researchers and developers to better understand and communicate player needs, interactions and experiences. The contributions of this thesis are directly applicable for user researchers and game developers, as well as for researchers in user experience evaluation in entertainment systems.
7

Evaluation of the usability of constraint diagrams as a visual modelling language : theoretical and empirical investigations

Fetais, Noora January 2013 (has links)
This research evaluates the constraint diagrams (CD) notation, which is a formal representation for program specification that has some promise to be used by people who are not expert in software design. Multiple methods were adopted in order to provide triangulated evidence of the potential benefits of constraint diagrams compared with other notational systems. Three main approaches were adopted for this research. The first approach was a semantic and task analysis of the CD notation. This was conducted by the application of the Cognitive Dimensions framework, which was used to examine the relative strengths and weaknesses of constraint diagrams and conventional notations in terms of the perceptive facilitation or impediments of these different representations. From this systematic analysis, we found that CD cognitively reduced the cost of exploratory design, modification, incrementation, searching, and transcription activities with regard to the cognitive dimensions: consistency, visibility, abstraction, closeness of mapping, secondary notation, premature commitment, role-expressiveness, progressive evaluation, diffuseness, provisionality, hidden dependency, viscosity, hard mental operations, and error-proneness. The second approach was an empirical evaluation of the comprehension of CD compared to natural language (NL) with computer science students. This experiment took the form of a web-based competition in which 33 participants were given instructions and training on either CD or the equivalent NL specification expressions, and then after each example, they responded to three multiple-choice questions requiring the interpretation of expressions in their particular notation. Although the CD group spent more time on the training and had less confidence, they obtained comparable interpretation scores to the NL group and took less time to answer the questions, although they had no prior experience of CD notation. The third approach was an experiment on the construction of CD. 20 participants were given instructions and training on either CD or the equivalent NL specification expressions, and then after each example, they responded to three questions requiring the construction of expressions in their particular notation. We built an editor to allow the construction of the two notations, which automatically logged their interactions. In general, for constructing program specification, the CD group had more accurate answers, they had spent less time in training, and their returns to the training examples were fewer than those of the NL group. Overall it was found that CD is understandable, usable, intuitive, and expressive with unambiguous semantic notation.
8

Evolutionary approaches to optimisation in rough machining

Churchill, Alexander Wainwright January 2014 (has links)
This thesis concerns the use of Evolutionary Computation to optimise the sequence and selection of tools and machining parameters in rough milling applications. These processes are not automated in current Computer-Aided Manufacturing (CAM) software and this work, undertaken in collaboration with an industrial partner, aims to address this. Related research has mainly approached tool sequence optimisation using only a single tool type, and machining parameter optimisation of a single-tool sequence. In a real world industrial setting, tools with different geometrical profiles are commonly used in combination on rough machining tasks in order to produce components with complex sculptured surfaces. This work introduces a new representation scheme and search operators to support the use of the three most commonly used tool types: end mill, ball nose and toroidal. Using these operators, single-objective metaheuristic algorithms are shown to find near-optimal solutions, while surveying only a small number of tool sequences. For the first time, a multi-objective approach is taken to tool sequence optimisation. The process of ‘multi objectivisation' is shown to offer two benefits: escaping local optima on deceptive multimodal search spaces and providing a selection of tool sequence alternatives to a machinist. The multi-objective approach is also used to produce a varied set of near-Pareto optimal solutions, offering different trade-offs between total machining time and total tooling costs, simultaneously optimising tool sequences and the cutting speeds of individual tools. A challenge for using computationally expensive CAM software, important for real world machining, is the time cost of evaluations. An asynchronous parallel evolutionary optimisation system is presented that can provide a significant speed up, even in the presence of heterogeneous evaluation times produced by variable length tool sequences. This system uses a distributed network of processors that could be easily and inexpensively implemented on existing commercial hardware, and accessible to even small workshops.
9

Content rendering and interaction technologies for digital heritage systems

Patoli, Muhammad Zeeshan January 2011 (has links)
Existing digital heritage systems accommodate a huge amount of digital repository information; however their content rendering and interaction components generally lack the more interesting functionality that allows better interaction with heritage contents. Many digital heritage libraries are simply collections of 2D images with associated metadata and textual content, i.e. little more than museum catalogues presented online. However, over the last few years, largely as a result of EU framework projects, some 3D representation of digital heritage objects are beginning to appear in a digital library context. In the cultural heritage domain, where researchers and museum visitors like to observe cultural objects as closely as possible and to feel their existence and use in the past, giving the user only 2D images along with textual descriptions significantly limits interaction and hence understanding of their heritage. The availability of powerful content rendering technologies, such as 3D authoring tools to create 3D objects and heritage scenes, grid tools for rendering complex 3D scenes, gaming engines to display 3D interactively, and recent advances in motion capture technologies for embodied immersion, allow the development of unique solutions for enhancing user experience and interaction with digital heritage resources and objects giving a higher level of understanding and greater benefit to the community. This thesis describes DISPLAYS (Digital Library Services for Playing with Shared Heritage Resources), which is a novel conceptual framework where five unique services are proposed for digital content: creation, archival, exposition, presentation and interaction services. These services or tools are designed to allow the heritage community to create, interpret, use and explore digital heritage resources organised as an online exhibition (or virtual museum). This thesis presents innovative solutions for two of these services or tools: content creation where a cost effective render grid is proposed; and an interaction service, where a heritage scenario is presented online using a real-time motion capture and digital puppeteer solution for the user to explore through embodied immersive interaction their digital heritage.
10

Video analytics for security systems

Hassan, Waqas January 2013 (has links)
This study has been conducted to develop robust event detection and object tracking algorithms that can be implemented in real time video surveillance applications. The aim of the research has been to produce an automated video surveillance system that is able to detect and report potential security risks with minimum human intervention. Since the algorithms are designed to be implemented in real-life scenarios, they must be able to cope with strong illumination changes and occlusions. The thesis is divided into two major sections. The first section deals with event detection and edge based tracking while the second section describes colour measurement methods developed to track objects in crowded environments. The event detection methods presented in the thesis mainly focus on detection and tracking of objects that become stationary in the scene. Objects such as baggage left in public places or vehicles parked illegally can cause a serious security threat. A new pixel based classification technique has been developed to detect objects of this type in cluttered scenes. Once detected, edge based object descriptors are obtained and stored as templates for tracking purposes. The consistency of these descriptors is examined using an adaptive edge orientation based technique. Objects are tracked and alarm events are generated if the objects are found to be stationary in the scene after a certain period of time. To evaluate the full capabilities of the pixel based classification and adaptive edge orientation based tracking methods, the model is tested using several hours of real-life video surveillance scenarios recorded at different locations and time of day from our own and publically available databases (i-LIDS, PETS, MIT, ViSOR). The performance results demonstrate that the combination of pixel based classification and adaptive edge orientation based tracking gave over 95% success rate. The results obtained also yield better detection and tracking results when compared with the other available state of the art methods. In the second part of the thesis, colour based techniques are used to track objects in crowded video sequences in circumstances of severe occlusion. A novel Adaptive Sample Count Particle Filter (ASCPF) technique is presented that improves the performance of the standard Sample Importance Resampling Particle Filter by up to 80% in terms of computational cost. An appropriate particle range is obtained for each object and the concept of adaptive samples is introduced to keep the computational cost down. The objective is to keep the number of particles to a minimum and only to increase them up to the maximum, as and when required. Variable standard deviation values for state vector elements have been exploited to cope with heavy occlusion. The technique has been tested on different video surveillance scenarios with variable object motion, strong occlusion and change in object scale. Experimental results show that the proposed method not only tracks the object with comparable accuracy to existing particle filter techniques but is up to five times faster. Tracking objects in a multi camera environment is discussed in the final part of the thesis. The ASCPF technique is deployed within a multi-camera environment to track objects across different camera views. Such environments can pose difficult challenges such as changes in object scale and colour features as the objects move from one camera view to another. Variable standard deviation values of the ASCPF have been utilized in order to cope with sudden colour and scale changes. As the object moves from one scene to another, the number of particles, together with the spread value, is increased to a maximum to reduce any effects of scale and colour change. Promising results are obtained when the ASCPF technique is tested on live feeds from four different camera views. It was found that not only did the ASCPF method result in the successful tracking of the moving object across different views but also maintained the real time frame rate due to its reduced computational cost thus indicating that the method is a potential practical solution for multi camera tracking applications.

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