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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.
51

A Security Requirements Management Framework for Open-Source Software Projects

Wang, Wen Tao 01 October 2019 (has links)
No description available.
52

Ponderación de requisitos de software usando técnicas cognitivas y orientación por objetivos

Martínez Carod, Nadina Imelda 18 March 2011 (has links)
El proceso para realizar una buena obtención de requisitos depende ampliamente de las habilidades de las personas que lo llevan a cabo y lamentablemente, hoy día sigue siendo una de las principales causas de fallas en el software. Indepen-dientementedel conocimiento y experiencia de los ingenieros de software, surgen problemas de comunicación ya que los dominios de aplicación en los que se desarrolla el software generalmente son demasiado complejos como para entenderse por completo. La forma en la que los participantes perciben el contexto y consecuentemente la información que deriva en requisitos de software, afecta sus apreciaciones tanto en aspectos de modelado como de priorización. Al priorizar requi-sitos, interpretamos una realidad que es modelada durante el proceso de elicitación, entrando así en el ámbito de los as-pectos comunicacionalesde la ingeniería de requisitos. En este ámbito, la realidad percibida sugiere que los aspectos físicos no son suficientes para describir un estímulo, sino que debe-mos examinar el comportamiento de las personas relacionado al entorno y sus percepciones. La percepción se relaciona estrechamente con la comunicación y con la forma en que las personas expresan sus pensamientos. Es decir, depende de su capacidad de interpretar, abstraer y modelar la realidad de acuerdo a los estímulos que normalmente percibe. Asignar prioridades se transforma entonces en una actividad con un alto margen de incertidumbre, ya que no podemos estar seguros de entender realmente el objeto priorizado - por ejemplo, su percepción podría haberse distorsionado si un individuo es más propenso a identificar un tipo de estímulo que otro. Este trabajo de Tesis está orientado a la forma de establecer prioridades sobre una selección de requisitos de software considerando la manera en que las personas perci-ben y abstraen el entorno. En particular, utilizamos conceptos de la psicología cognitiva (concerniente a la manera en que la gente obtiene información y cómo estos mecanismos de infor-mación afectan el comportamiento humano), para mejorar el proceso de elicitación de requisitos. La contribución principal de esta Tesis es un marco conceptual para priorización de requisitos de software que tiene en cuenta el perfil cognitivo de los participantes. La temática encarada profundiza no sólo cuestiones teóricas, sino que lleva al campo de la aplicación un espacio aún no resuelto denitivamente y que es necesa-rio abordar científicamente: la definición de requisitos de software relacionada en gran medida a las preferencias de los participantes como aspectos fundamentales de la negocia-ción. La realidad de los desarrollos de software es que existe una brecha importante entre lo que realmente considera el participante y lo que verdaderamente será el producto final, por lo cual tratando de resolver este problema, nuestra estra-tegia considera la influencia que ejercen las características personales en los procesos de priorización de requisitos. En particular, el marco conceptual propuesto en esta Tesis se instancia en un caso específico de modelado utilizando orien-tación por objetivos y se valida utilizando modelos visuales y no visuales. Esa diferenciación permite destacar la incidencia de los perfiles cognitivos en la conceptualización y priorización de requisitos. / The degree of success of a process for eliciting and gathering software requirements strongly depends on stakeholders abilities and, unfortunately, this aspect is still one of the main causes of software failure. In spite of knowledge and experience of software engineers, there are many communication problems because of the inherent complexity of the application domains. The way stake-holders perceive a domain, and consequently information that derives into software requirements, affects their appreciations about modeling as well as prioritization. Prioritizing requirements involves interpreting reality during the elicitation process, highlighting communica-tional aspects of the requirements engineering process. In this context, perceived reality suggests that physical aspects are not enough to describe a stimuli and that we should examine peoples behavior related to their percep-tions. They are related to the way people communicate and express their thoughts. In other words, it depends on peoples capability to interpret, abstract and model reali-ty from perceived stimulus. Therefore, assigning require-ments priorities becomes an uncertain activity since we cannot be certain of understanding really what the priori-tized object is for instance, its perception might have been distorted if an individual is more likely to identify one kind of stimulus than another (such as visual effect against verbal ones). This Thesis is focused on the prio-ritizing process during software requirement elicitation by considering the way people perceive and abstract their environment. Particularly, we use concepts from the cogni-tive psychology field (related to the way people obtain information and how these mechanisms affect human behavior) to improve the software elicitation process. The main con-tribution of this Thesis relies on a conceptual framework for requirements prioritization, which takes into account the cognitive profiles of stakeholders. The study is approached from a not traditional perspective and based on scientific assumptions: the definition of software requi-rements related to stakeholders preferences as a fundamen-tal matter for negotiation. So far, there is an important gap between what a stakeholder really wants and what the final product does; then, trying to contribute to solving this problem, our strategy considers the influence of personal characteristics on the requirements elicitation process. Particularly, the conceptual framework we are proposing is instantiated in a specific case of modeling by using goal-oriented approaches; and it is validated by using visual and non-visual models. These differences allow us to highlight the incidence of cognitive profiles on requirements conceptualization and prioritization.
53

Analýza požadavků na software v prostředí bankovní instituce / Analysis of software requirements in the environment of bank instituiton

Theier, Radek January 2012 (has links)
This diploma thesis deals with the requirements engineering as one of the key areas of development of software applications. By requirements prospective users express their needs and goals which shall be achieved using the developed application. The correctness and completeness of the requirements is thus critical for the success of any software project. The main objective of this dissertation is determination of steps which must be made to improve quality of requirements on real software project in Czech financial institution. This is achieved by analysis of current requirements development process as well as by analysis of the sample of specific requirements. One part of the carried out analysis focuses also on the revision of actual settings of Atlassian JIRA application which is used for requirements management. Based on the analysis some crucial shortcomings are identified and steps for their elimination are introduced. This includes, inter alia, manual of how to specify correct requirements and checklists for different actors who work with requirements. The theoretical part gives a comprehensive overview of selected techniques and practices which are applicable for requirements gathering and analysis. Every mentioned technique is then evaluated from the perspective of its usability in the environment of large Czech bank. This overview can be useful both for junior analytics as a collection of best practices and for senior analytics as an overview of possible areas for their professional development.
54

Growth, canopy temperature, and spectral reflectance of alfalfa under different irrigation treatments

Johnson, David Ernest, Jr January 2011 (has links)
Photocopy of typescript. / Digitized by Kansas Correctional Industries
55

AGRONOMIC AND PHYSIOLOGICAL CHARACTERS OF PEARL MILLET (PENNISETUM AMERICANUM L. K. SCHUM) GROWN UNDER A SPRINKLER IRRIGATION GRADIENT (DROUGHT, STRESS, INDEX).

IBRAHIM, YASSIN MOHMED. January 1984 (has links)
Physiological and agronomic responses of two pearl millet (Pennisetum americanum L. K. Schum) parents and their hybrid were evaluated under different water levels on a Brazito sandy loam soil at Tucson, Arizona in 1983 and 1984. A line source sprinkler irrigation gradient was used to create the treatments. Soil moisture and physiological parameters were measured under field conditions at weekly intervals. Growth was analyzed every other week, while yield and yield components were evaluated at the end of the experiment. Harvest Index, drought tolerance index, and water use efficiency (WUE) were calculated. Percent crude protein of seeds was analyzed, and photosynthesis was measured in 1984 only. Regression analysis was used to compare the performance of the cultivars for stability. Water stress significantly affected all parameters measured, and the stress effects were more pronounced in 1983. There was no significant difference between entries at each water level for most parameters. Plant height, dry matter, and total leaf area decreased as watering level decreased. The leaf area of the hybrid was significantly higher at high water level in 1983. Firing ratio was increased significantly by stress in both seasons and was significantly lower for the male at low water level in 1983. Yield and yield components were reduced significantly by stress in both seasons, which was reflected in the reduced harvest index. Relative yield of dry matter was higher for the male in both seasons. The hybrid had the highest drought tolerance index in 1983, while the female had the highest drought tolerance index in 1984. WUE of dry matter increased with stress, while WUE of grain yield decreased with stress in both seasons. The significant reduction in transpiration was 57, 56 and 66% in 1983 and 45, 53, and 52% in 1984 for female, male, and hybrid respectively. Leaf diffusive resistance and leaf temperature were increased by water stress in both seasons. Stability regression analysis provided no adequate differentiation among cultivars. The percent crude protein (weight basis) was increased significantly by stress by 38, 43, and 28% in 1983 and by 47, 33, 46% for female, male, and hybrid, respectively.
56

Requirements Engineering and Software Development Process of an A-SMGCS Earth Magnetic Field Sensor Data Playback and Basic Analysis Tool

Panditpautra, Rishi Ashwin 29 May 2017 (has links) (PDF)
Advanced Surface Movement Guidance and Control Systems (A-SMGCS) help to further improve safety and efficiency of the traffic on the aerodrome surface. The current A-SMGCS sensor technologies have certain operational and functional limitations. A new and unprecedented sensor technology is being tested as a pilot project. This unique sensors is called MagSense®. It works based on the principle of detecting the influence of ferromagnetic materials on earth’s magnetic field. For applications in the aviation environment, learning processes are necessary which are generally based on the graphical depiction of stored sensor data and features to analyze the graphs. For this purpose a visualization and analysis tool is needed. In order to create an adequate tool to allow for depicting stored sensor data and the peaks caused by ferromagnetic objects in aircraft and vehicles, a requirements engineering process will be conducted wherein the requirements of the various stakeholders will be identified and harmonized. In general, the appropriate RE approach will ensure mutual agreement among the stakeholders and a set of requirements for the first edition of the tool without contradictions. The harmonized package of requirements will then be used as the starting point for a software development process, after which the tool will be produced as specified and validated as a part of this Master’s Thesis. This Master’s Thesis puts a special focus on the choice of a suitable method in Requirements Engineering and Requirements Management, adequately adapted to the project size and its quality. The selection of appropriate elements from the methodology as well as the outcomes from applying them on a specific software production project are at the core.
57

Experience requirements

Callele, David 22 March 2011
Video game development is a high-risk effort with low probability of success. The interactive nature of the resulting artifact increases production complexity, often doing so in ways that are unexpected. New methodologies are needed to address issues in this domain.<p> Video game development has two major phases: preproduction and production. During <i>preproduction</i>, the game designer and other members of the creative team create and capture a vision of the intended player experience in the game design document. The game design document tells the story and describes the game - it does not usually explicitly elaborate all of the details of the intended player experience, particularly with respect to how the player is intended to feel as the game progresses. Details of the intended experience tend to be communicated verbally, on an as-needed basis during iterations of the production effort.<p> During <i>production</i>, the software and media development teams attempt to realize the preproduction vision in a game artifact. However, the game design document is not traditionally intended to capture production-ready requirements, particularly for software development. As a result, there is a communications chasm between preproduction and production efforts that can lead to production issues such as excessive reliance on direct communication with the game designer, difficulty scoping project elements, and difficulty in determining reasonably accurate effort estimates.<p> We posit that defining and capturing the intended player experience in a manner that is influenced and informed by established requirements engineering principles and techniques will help cross the communications chasm between preproduction and production. The proposed experience requirements methodology is a novel contribution composed of:<p> <ol> <li>a model for the elements that compose experience requirements,</li> <li>a framework that provides guidance for expressing experience requirements, and</li> <li>an exemplary process for the elicitation, capture, and negotiation of experience requirements.</li> <ol><p> Experience requirements capture the designer' s intent for the user experience; they represent user experience goals for the artifact and constraints upon the implementation and are not expected to be formal in the mathematical sense. Experience requirements are evolutionary in intent - they incrementally enhance and extend existing practices in a relatively lightweight manner using language and representations that are intended to be mutually acceptable to preproduction and to production.
58

Standardizing Requirements Specification for IT Sourcing

Zeller, Martin, Hultgren, Eric January 2013 (has links)
This thesis considers standardizing service requirement specification for IT sourcing. The potential benefits a standardization of service requirements writing combined with Scania IT:s developing strategy have created a need for an investigation about how requirements standardization for IT sourcing could be done. This thesis is built upon three different approaches, requirements engineering, service oriented requirement engineering and best practices. Combined, these different approaches comprise the theory model RSB that will be used in the requirements standardization work. The strategies for collecting data, the authors choose embedded case study. The main problem at Scania IT regarding requirements specification in sourcing is the absence of a standard. The service requirements specifications varies in quality and execution, which causes communication problems. In order to standardize the requirements specification, the authors of this thesis have developed a standardization model consisting of three phases. A template is developed and presented in this thesis, the template is also included in the standardization phases model. The template created in this thesis, based on the RSB-model combined with the empirics, shows how a standard template can be designed. This study also suggests a three-phase model for working with standardization in the future. The standardization model suggest a requirements management software connected to a database.
59

Experience requirements

Callele, David 22 March 2011 (has links)
Video game development is a high-risk effort with low probability of success. The interactive nature of the resulting artifact increases production complexity, often doing so in ways that are unexpected. New methodologies are needed to address issues in this domain.<p> Video game development has two major phases: preproduction and production. During <i>preproduction</i>, the game designer and other members of the creative team create and capture a vision of the intended player experience in the game design document. The game design document tells the story and describes the game - it does not usually explicitly elaborate all of the details of the intended player experience, particularly with respect to how the player is intended to feel as the game progresses. Details of the intended experience tend to be communicated verbally, on an as-needed basis during iterations of the production effort.<p> During <i>production</i>, the software and media development teams attempt to realize the preproduction vision in a game artifact. However, the game design document is not traditionally intended to capture production-ready requirements, particularly for software development. As a result, there is a communications chasm between preproduction and production efforts that can lead to production issues such as excessive reliance on direct communication with the game designer, difficulty scoping project elements, and difficulty in determining reasonably accurate effort estimates.<p> We posit that defining and capturing the intended player experience in a manner that is influenced and informed by established requirements engineering principles and techniques will help cross the communications chasm between preproduction and production. The proposed experience requirements methodology is a novel contribution composed of:<p> <ol> <li>a model for the elements that compose experience requirements,</li> <li>a framework that provides guidance for expressing experience requirements, and</li> <li>an exemplary process for the elicitation, capture, and negotiation of experience requirements.</li> <ol><p> Experience requirements capture the designer' s intent for the user experience; they represent user experience goals for the artifact and constraints upon the implementation and are not expected to be formal in the mathematical sense. Experience requirements are evolutionary in intent - they incrementally enhance and extend existing practices in a relatively lightweight manner using language and representations that are intended to be mutually acceptable to preproduction and to production.
60

Proposal for Requirement Validation Criteria and Method Based on Actor Interaction

KITANI, Tsuyoshi, AJISAKA, Tsuneo, YAMAMOTO, Shuichiro, HATTORI, Noboru 01 April 2010 (has links)
No description available.

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