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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.
41

Gera??o de interfaces de usu?rio de sistemas Web para m?ltiplos dispositivos com o uso de componentes de IU

Sousa, Lirisnei Gomes de 20 August 2007 (has links)
Made available in DSpace on 2014-12-17T15:48:13Z (GMT). No. of bitstreams: 1 LirisneiGS.pdf: 852828 bytes, checksum: d8e0d9662bced4742e1d852cf03d78a8 (MD5) Previous issue date: 2007-08-20 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior / This work presents an User Interface (UI) prototypes generation process to the softwares that has a Web browser as a plataform. This process uses UI components more complex than HTML elements. To described this components more complex this work suggest to use the XICL (eXtensinble User Interface Components Language). XICL is a language, based on XML syntax, to describe UI Components and IUs. XICL promotes extensibility and reusability in the User Interface development process. We have developed two compiler. The first one compiles IMML (Interactive Message Modeling Language) code and generates XICL code. The second one compiles XICL code and generates DHTML code / Este trabalho apresenta um processo de gera??o de prot?tipos de Interfaces de Usu?rio (IU) para software que tem como plataforma operacional um navegador Web. Este processo faz o uso de componentes de interface de usu?rio mais complexos que os elementos HTML. Para descrever estes componentes mais complexos este trabalho sugere o uso da linguagem XICL (eXtensible User Interface Components Language). A XICL ? uma linguagem, baseada em XML, para a descri??o de componentes de IU e de IUs. A XICL permite reusabilidade e extensibilidade no desenvolvimento de interfaces de usu?rios. Foram desenvolvidos dois compiladores, um que gera c?digo XICL a partir de c?digo IMML (Interactive Message Modeling Language) e outro que a partir de XICL gera DHTML
42

[en] BRINGING TOGETHER FLEXIBILITY AND EFFICIENCY IN THE DEVELOPMENT OF THE GINGA-NCL DECLARATIVE ENVIRONMENT / [pt] CONCILIANDO FLEXIBILIDADE E EFICIÊNCIA NO DESENVOLVIMENTO DO AMBIENTE DECLARATIVO GINGA-NCL

MARCIO FERREIRA MORENO 24 September 2018 (has links)
[pt] Um sistema de TV Digital (TVD) é definido por um conjunto de especificações que determinam as tecnologias envolvidas na codificação, transmissão, recepção e apresentação de conteúdos, incluindo a especificação da aplicação (programa não-linear), seus vários objetos de mídia e metadados relacionados. Nesse cenário, o suporte a aplicações é realizado por uma camada intermediária de software, ou middleware, posicionada, no ambiente de recepção, entre o código das aplicações e a infra-estrutura de execução (plataforma de hardware e sistema operacional). O projeto e implementação de um middleware para receptores de sistemas de TVD trazem uma série de desafios. Entre eles estão: a eficiência na utilização de recursos, usualmente escassos no dispositivo receptor; o suporte à evolução dinâmica das funcionalidades do middleware; o suporte à recuperação de falhas em tempo de execução; os mecanismos para gerência de localização de recursos, permitindo o uso da mesma sintaxe de autoria em ambientes distintos de recepção; o suporte a edição ao vivo de programas não lineares, ou seja, das aplicações; a definição de uma infra-estrutura de transporte assíncrono de aplicações interativas e comandos de controle e; o controle do ciclo de vida das aplicações interativas, permitindo que aplicações possam ser iniciadas, pausadas e retomadas em qualquer ponto de sua duração, sem perder o histórico de sua evolução. As soluções da maioria dessas questões presentes nos sistemas existentes apresentam algumas limitações importantes, e em alguns casos nem mesmo existem, sendo o problema apenas contornado. O presente trabalho propõe soluções alternativas para as questões levantadas, e as incorpora na especificação do middleware declarativo Ginga-NCL e em sua implementação de referência. O middleware Ginga-NCL e sua linguagem declarativa NCL foram adotados pelo SBTVD-T em 2007. No início de 2009, Ginga-NCL e NCL se tornaram parte dos padrões ISDB-TB e parte da recomendação ITU-R BT 1699. Ainda no início de 2009, Ginga-NCL e NCL tornaram-se a Recomendação ITU-T H.761 para serviços IPTV. / [en] Digital TV (DTV) systems are defined by a set of specifications that establish the technologies involved in the content encoding, transmission, reception and presentation, including the specification of applications (non-linear programs), their various related media objects and metadata. In this scenario, support to applications is accomplished through an intermediary software layer, or middleware, positioned, in the receiving environment, between the application code and the execution infrastructure (hardware platform and operating system). The middleware design and implementation bring a number of challenging issues. Among them are: efficient resource management, since resources are usually scarce in DTV receiver devices; support to dynamic evolution of the middleware functionalities; support to fault recovery at runtime; the mechanisms for resource location management, allowing using the same syntax used in the authoring environment the different receiver environments; support to live editing of nonlinear programs (i.e. applications); the infrastructure definition for the asynchronous transport of interactive applications and control commands; and the life cycle control of interactive applications, allowing applications to be started, paused and resumed at any point in their life duration, without losing their evolution history. Most of these issues are addressed in the existing systems, however with important limitations; some of them are not even addressed, being only treated with workaround tricks. This work proposes alternative solutions to the mentioned issues and incorporates these solutions in the Ginga-NCL declarative middleware specification and in its reference implementation. Ginga- NCL and its declarative NCL language were adopted by SBTVD-T in 2007. In early 2009, Ginga-NCL and NCL have become part of the ISDB-TB standard and part of the ITU-R BT 1699 Recommendation. Even in early 2009, Ginga-NCL and NCL have become the ITU-T H.761 Recommendation for IPTV services.
43

Adaptation of SysML Blocks and Verification of Temporal Properties / Adptation des Blocs sysML et verification des propriétés temporelles

Bouaziz, Hamida 03 November 2016 (has links)
Le travail présenté dans cette thèse a lieu dans le domaine de développement basé sur les composants, il est une contribution à laspécification, l'adaptation et la vérification des systèmes à base de composants. Le but principal de cette thèse est la proposition d'uneapproche formelle pour construire progressivement des systèmes complexes en assemblant et en adaptant un ensemble de composants,où leur structure et leur comportement sont modélisés à l'aide de diagrammes SysML. Dans la première étape, nous avons défini uneapproche basée sur la méta-modélisation et la transformation des modèles pour vérifier la compatibilité des blocs ayant leurs protocolesd'interaction modélisés à l'aide de diagrammes de séquence SysML. Pour vérifier leur compatibilité, nous effectuons une transformationen automates d'interface (IAs), et nous utilisons l'approche optimiste définie sur les IA. Cette approche considère que deux composantssont compatibles s'il existe un environnement approprié avec lequel ils peuvent interagir correctement. Après cela, nous avons proposéde bénéficier de la hiérarchie, qui peut être présente dans les modèles de protocole d'interaction des blocs, pour alléger la vérification dela compatibilité des blocs. Dans l'étape suivante, nous avons pris en considération le problème des incohérences de noms de type one2oneentre les services des blocs. A ce stade, un adaptateur est généré pour un ensemble de blocs réutilisés qui ont leurs protocoles d'interactionmodélisés formellement par des automates d'interface. La génération de l'adaptateur est guidée par la spécification du bloc parent qui estfaite initialement par le concepteur. Notre approche est complétée par une phase de vérification qui nous permet de vérifier les exigencesSysML, exprimées formellement par les propriétés temporelles, sur les blocs SySML. Dans cette phase, nous avons exploité uniquementles adaptateurs générés pour vérifier la préservation des exigences initialement satisfaites par les blocs réutilisés. Ainsi, notre approchea l'intention de donner plus de chance d'éviter le problème de l'explosion de l'espace d'état au moment de la vérification. Dans le mêmecontexte, où nous avons un ensemble de blocs réutilisés et la spécification de leurs blocs parents, nous avons proposé d'utiliser des réseauxde Petri colorés (CPN) pour modéliser les interactions des blocs et générer des adaptateurs qui résolvent plus de types de problèmes. Dansce cas, l'adaptateur peut résoudre le problème de blocage en permettant le ré-ordonnancement des appels de services. / The work presented in this thesis takes place in the component-based development domain, it is a contribution to the specification,adaptation and verification of component-based systems. The main purpose of this thesis is the proposition of a formal approach tobuild incrementally complex systems by assembling and adapting a set of components, where their structure and behaviour are modelledusing SysML diagrams. In the first stage, we have defined a meta-model driven approach which is based on meta-modelling and modelstransformation, to verify the compatibility of blocks having their interaction protocols modelled using SysML sequence diagrams. To verifytheir compatibility, we perform a transformation into interface automata (IAs), and we base on the optimistic approach defined on IAs. Thisapproach consider that two components are compatible if there is a suitable environment with which they can interact correctly. Afterthat, we have proposed to benefit from the hierarchy, that may be present in the interaction protocol models of the blocks, to alleviate theverification of blocks compatibility. In the next stage, we have taken into consideration the problem of names mismatches of type one2onebetween services of blocks. At this stage, an adapter is generated for a set of reused blocks which have their interaction protocols modelledformally by interface automata. The generation of the adapter is guided by the specification of the parent block which is made initiallyby the designer. Our approach is completed by a verification phase which allows us to verify SysML requirements, expressed formallyby temporal properties, on SySML blocks. In this phase, we have exploited only the generated adapters to verify the preservation of therequirements initially satisfied by the reused blocks. Thus, our approach intends to give more chance to avoid the state space explosionproblem during the verification. In the same context, where we have a set of reused blocks and the specification of their parent blocks, wehave proposed to use coloured Petri nets (CPNs) to model the blocks interactions and to generate adapters that solve more type of problems.In this case the adapter can solve the problem of livelock by enabling the reordering of services calls.
44

Multi-Modal Technology for User Interface Analysis including Mental State Detection and Eye Tracking Analysis

Husseini Orabi, Ahmed January 2017 (has links)
We present a set of easy-to-use methods and tools to analyze human attention, behaviour, and physiological responses. A potential application of our work is evaluating user interfaces being used in a natural manner. Our approach is designed to be scalable and to work remotely on regular personal computers using expensive and noninvasive equipment. The data sources our tool processes are nonintrusive, and captured from video; i.e. eye tracking, and facial expressions. For video data retrieval, we use a basic webcam. We investigate combinations of observation modalities to detect and extract affective and mental states. Our tool provides a pipeline-based approach that 1) collects observational, data 2) incorporates and synchronizes the signal modality mentioned above, 3) detects users' affective and mental state, 4) records user interaction with applications and pinpoints the parts of the screen users are looking at, 5) analyzes and visualizes results. We describe the design, implementation, and validation of a novel multimodal signal fusion engine, Deep Temporal Credence Network (DTCN). The engine uses Deep Neural Networks to provide 1) a generative and probabilistic inference model, and 2) to handle multimodal data such that its performance does not degrade due to the absence of some modalities. We report on the recognition accuracy of basic emotions for each modality. Then, we evaluate our engine in terms of effectiveness of recognizing basic six emotions and six mental states, which are agreeing, concentrating, disagreeing, interested, thinking, and unsure. Our principal contributions include the implementation of a 1) multimodal signal fusion engine, 2) real time recognition of affective and primary mental states from nonintrusive and inexpensive modality, 3) novel mental state-based visualization techniques, 3D heatmaps, 3D scanpaths, and widget heatmaps that find parts of the user interface where users are perhaps unsure, annoyed, frustrated, or satisfied.
45

Funcionalidades colaborativas no compartilhamento de conteúdo em redes sociais na Web 2.0: Uma engenharia de domínio baseada no modelo 3C de colaboração / Content sharing collaborative features in social networks in Web 2.0: A domain engineering based on 3C collaboration model

Lucas Santos de Oliveira 06 December 2010 (has links)
A Web 2.0 alterou o desenvolvimento de aplicações para internet. Contudo, os pesquisadores e desenvolvedores ainda replicam as ideias uns dos outros com pouco reuso. Esse cenário ilustra a necessidade de uma engenharia de domínio, na qual as similaridades e as variabilidades de uma família de aplicações são identificadas e documentadas, com a finalidade de obter o reuso dos componentes desenvolvidos. Neste trabalho, e feita uma engenharia de domínio para Redes Sociais na Web 2.0, com o foco nas funcionalidades colaborativas relativas ao compartilhamento de conteúdo. Como método, e utilizado o FODA (Feature Oriented Domain Analysis) adaptado com o modelo 3C de colaboração para classificar e padrões para interação mediada por computador para descrever as funcionalidades colaborativas. No modelo 3C, a colaboração e analisada a partir da comunicação, coordenação e cooperacao, e padroes descrevem e detalham o contexto de uso das funcionalidades levantadas. Para a implementação das funcionalidades colaborativas comuns nessas aplicações, são desenvolvidos componentes de software compatíveis com a plataforma Groupware Workbench. Um experimento foi realizado para avaliar os artefatos gerados na engenharia de domínio e um estudo de caso para avaliar a aplicabilidade e abrangência dos componentes desenvolvidos em um contexto real, a rede social para compartilhamento de imagens de arquitetura, chamada Arquigrafia Brasil. Os experimentos e o estudo de caso indicaram que os artefatos gerados são reusáveis, uteis e abrangem boa parte das funcionalidades presentes nas redes sociais atuais. / The Web 2.0 changed the development of internet applications. However, researchers and developers replicate each other ideas with low reuse. This scenario illustrates the necessity of a domain engineering, in which the communalities and variabilities of a family of applications are identified and documented. In this work, a domain engineering was applied on social networks in Web 2.0, focusing on collaborative features related to content sharing. We used, as a method, the FODA (Feature Oriented Domain Analysis) adapted with 3C collaboration model to classify and patterns for computer-mediated interaction to describe the collaborative features. To implement the commons features of these applications, a component kit compatible with an infrastructure named Groupware Workbench was defined and developed. An experiment was done to evaluate the artifacts generated by the domain engineering and a case study was done to evaluate coverage and applicability of the developed components in a real context, a social network for architectural images sharing named Arquigrafia Brasil. The experiment and the case study showed that the generated artifacts are reusable, useful and cover a representative part of the social networks collaborative features.
46

Componentes de Software no desenvolvimento de aplicações colaborativas para Web: Evolução da plataforma Groupware Workbench / Software Components for the development of collaborative Web applications: Evolution of the Groupware Workbench platform

Straus Michalsky Martins 19 October 2012 (has links)
A tecnologia de componentes de software é propícia para encapsular questões técnicas de implementação e favorecer o reúso entre aplicações, o que é particularmente relevante no desenvolvimento de aplicações colaborativas na Web. Este trabalho utiliza a plataforma Groupware Workbench nesse contexto. A aplicação social Arquigrafia foi a principal motivadora dessa evolução. O Arquigrafia é um ambiente colaborativo para o estudo de arquitetura e compartilhamento de imagens fortemente baseado em colaboração e inteligência coletiva. Como o conceito de inteligência coletiva é muito amplo e mal definido, foi realizada uma análise de domínio e uma classificação das técnicas e seus usos nos sistemas atuais. Também foi feito o mapeamento e a implementação das funcionalidades do Arquigrafia em componentes do Groupware Workbench e executada uma avaliação da plataforma em quatro vertentes, sendo elas: arquitetura de componentes; suporte à colaboração; arquitetura técnica; e percepção dos desenvolvedores. Limitações tecnológicas e conceituais foram identificadas, como por exemplo, o modelo de mapeamento objeto-relacional e questões ligadas à flexibilidade. Essas limitações e colocações foram tratadas e avaliadas na plataforma, resultando em melhorias na arquitetura dos componentes e na simplificação do código. O Groupware Workbench no geral mostrou-se viável para o desenvolvimento de uma aplicação colaborativa real na Web 2.0. / Software components technology is favorable to encapsulate implementation technical issues and encourage the reuse among applications. These characteristics are particularly relevant in the development of web-based collaborative applications. This work evaluates and evolves the Groupware Workbench platform in this context. The social application Arquigrafia was the main motivation for this evolution. Arquigrafia is a collaborative environment for the study of architecture and image sharing strongly based on collaboration and collective intelligence. Since the concept of collective intelligence is very broad, we performed a domain analysis and a classification of its use in current systems. We also implemented the Arquigrafia features using Groupware Workbench components and evaluated the platform in four areas: components architecture; collaboration support; technical architecture; and developers perspective. We identified technological and conceptual limitations, as for example, the adopted object-relational mapping model and issues related to the flexibility of the platform. These limitations were treated and evaluated. We noted improvements in the architecture of the components and code simplification. As a result, the Groupware Workbench was a feasible solution for developing the Arquigrafia application.
47

UML profil pro modelování komponentových systémů / An UML Profile for Modelling of Component-Based Systems

Pagáč, Jiří January 2011 (has links)
The thesis deals with the modeling of the Component Based Software (CBS) systems in the UML language and with extension of the UML language with using of meta-modeling techniques and with using of the UML Prodile technology. Thesis also deals with Component Based Development (CBD). The main part of this study deals with specifying of methodology for creating of UML Prodiles and with demonstration of this methodology on selected Component System meta-model by creating the profile including the OCL constraints and description of problems with creating of the prodile. Thesis also describes support of the UML Profile technology in existing UML CASE tools. For demonstration purposes thesis contains the case study with example which uses in this work created UML Profile. Profile is created in accordance with specification of UML version 2.3 and OCL in version 2.2. Demonstration is performed and profile itself is created using IBM Rational Software Architect version 8.0.2.
48

Composants multiplateformes pour la prise en compte de l'hétérogénéité des terminaux mobiles / Cross-platform components to manage the heterogenity of mobile devices

Perchat, Joachim 08 January 2015 (has links)
Ces travaux de thèse visent à diminuer le coût de développement des applications mobilespour smartphones Android, iOS, etc. Les applications mobiles sont de plus en plus complexes. Auparavant, une application mobile se contentait d’afficher des données provenant du web. Maintenant, en plus de cela, elles communiquent avec le monde extérieur. Par exemple, certaines applications communiquent avec des montres, avec des écrans de télévision etc. D’autres permettent le scan de codes barres ou encore l’interaction avec des objets réels à travers la réalité augmentée. Les serveurs peuvent envoyer des notifications aux applications, etc. Une application mobile est devenue un logiciel à part entière. Cependant, pour toucher un maximum d’utilisateurs de smartphones, les applications mobiles doivent être conçues, implémentées et déployées sur tous les smartphones possibles. Avec la multiplication des configurations matérielles différentes ainsi que la multiplication des systèmes d’exploitation mobiles, cette tâche devient de plus en plus ardue. En effet, une application mobile doit souvent être réalisée une fois pour chaque plate-forme cible (Android, iOS, Windows Phone 8, etc.). Le temps et le coût de réalisation d’applications mobiles est donc multiplié par le nombre de plates-formes ciblées. Dans ces travaux, nous proposons de combiner le développement natif avec la programmation par composants. Pour ce faire, nous introduisons la notion de composants multiplateformes. Ce sont des composants qui peuvent être exécutés sur plusieurs plates-formes mobiles. Pour la représentation des composants, nous avons introduit la notion d’interface indépendante à n’importe quelle plate-forme mobile. Ainsi, l’intégration et l’assemblage se font d’une façon unique, que l’on soit dans un environnement de développement Android, iOS ou autre. Pour ce faire, nous avons spécifié un nouveau langage de programmation basé sur les annotations. Cette approche a été validée à travers le développement d’une application mobile pour Android et iOS avec notre solution. L’application implémentée a été réalisée en concordance avec les problématiques que rencontrent les entreprises de développement mobile et plus particulièrement Keyneosoft. Ensuite, nous avons comparé ces versions de l’application avec les versions développées nativement. Nous avons montré qu’avec notre solution nous diminuons le temps de développement d’au moins 30% sans aucune limitation pour les développeurs d’applications (même expérience utilisateur, même performance). Nous avons aussi comparé notre solution avec des produits disponibles sur le marché Phonegap, Titanium mobile et Xamarin. Nous en avons conclu que notre solutiton offrait le plus de possibilités sans aucune limitation. / In this thesis, we aim to decrease the development cost of applications for smartphones running Android, iOS, etc. Mobile applications are more and more complex. A few year ago, a mobile application was only design to display web content. Today, in addition, they are connected with the external world. For example, some applications are connected with watches, TVs, etc. Mobile applications became real softwares. However, in order to be visible by all smartphones users, mobile applications are designed, developed and deployed on every kind of smartphone. With the increase of the multiplicity of hardware configurations and the diversity of mobile operating systems, this task is becoming more and more laborious. Indeed, a mobile application is often implemented one time for each target platform (Android, iOS, Windows Phone 8, etc.). Therefore, the time and the cost for a mobile application implementation is multiplied by the number of target platforms. In this thesis, we propose to combine native development with the advantages of component-based software engineering. To do that, we have introduced the concept of multiplatform components. Those components are capable to be executed on any mobile platform. In order to describe components, we have introduced interfaces that are independent of any mobile platform. Thus, component integration and assembly are common on Android, iOS and others systems. To achieve that, we have specified a new programming language based on Annotations. We have validated this approach with the implementation of a real mobile application for Android and iOS. We have compared this application with the same application developed natively. Results show that with our solution, developers implement a multiplatform application 30% faster than native development. Moreover, our solution does not show any limitation for developers (same user experience, same performances). Finally, we have compared our solution with real products available on the software market: Phonegap, Titanium mobile and Xamarin. This comparison illustrates that our solution provides the best features and does not limit developers possibilities.

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