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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.
61

Identification of behavioral and creational design patterns through dynamic analysis

NG, Janice Ka-Yee January 2008 (has links)
No description available.
62

Gamification - digital design för att motiveralärande.

Hammarström, Sara, Wikberg, Jonne January 2015 (has links)
Blended learning blir allt vanligare inom högskoleutbildningar och majoriteten av kurser äridag kopplade till onlineportaler. För att enkelt kombinera klassrumsundervisning medonline learning används olika learning management system (LMS). Lärare kan dock intealltid förlita sig på att studenterna har en inre motivation och entusiasm till att lära, det finnsdock möjligheter att påverka den inre motivationen med hjälp av yttre faktorer. Medgamification används yttre motiverande faktorer för att skapa en rolig och engagerandemiljö utan att påverka studiernas trovärdighet. Gamification innebär att komponenter avspeldesign används utanför spelkontexten. Detta kan leda till ökad motivation hos studenterna.För att förstå olika typer av motivation bättre används Self-determination theory (SDT).Utifrån spelelement som lyfts fram i litteratur bekräftar eller bestrider och kompletterardenna uppsats detta med en empirisk studie som utgår ifrån en gamifierad kurs på högskolenivå.Spelelementen analyseras med SDT för att se hur de påverkar de tre inre psykologiskabehoven. Utifrån detta skapades tre designmönster som är till för att stödja utvecklare ochadministratörer av LMS då en gamifierad kurs utformas. / Blended learning is becoming more common within university education and the majoritiesof courses today are connected to an online portal. To easily combine teaching in theclassroom with online learning different types of learning management systems (LMS) arebeing used. Even though teachers cannot always put their trust in the students’ intrinsicmotivation and enthusiasm for learning, it is possible to affect the intrinsic motivation withthe help of extrinsic factors. With gamification extrinsic factors are used to create a fun andengaging environment without affecting the credibility of the studies. Gamification meansthat components of game design are used outside the context of gaming. This can lead to anincrease in motivation for the students. To better understand different types of motivationSelf-determination theory (SDT) is used. Based on the gameplay elements identified inscholarly texts this thesis confirms or denies, and complements this with an empirical studybased on a gamified course at university level. The gameplay elements were analyzed withSDT to see how they affected the three intrinsic psychological needs. Based on this, threedesign patterns were created to support developers and administrators of LMS whenforming a gamified course.
63

Návrh a implementace funkčních celků aplikace pro demonstrování metod zpracování obrazu / Design and Implementation of Functional Units of an Application for Demonstration of Image Processing Methods

Fadrhonc, Pavel January 2011 (has links)
The thesis is dealing with implementation of IMPRODEMO image processing application. Author has used existing image processing libraries and has implemented complex application with modern user interface. In order to develop the application, he used framework WPF, method for developing application using tests called Test Driven Development, design pattern MVVM and MEF tool for easy integrating of extensions. Chapter two deals with these technologies and methodologies and describes them. Third chapter describes design of application and presents class diagrams. Fourth chapter describes test driven development and particular pitfalls that emerged from using this methodology. Fifth chapter presents the mean of integrating code written in C++ language into .NET framework and into C# language. At the end, whole work is summarized, resuls are defined and possibilities of resuming and extending the work are proposed.
64

Aktualisierung des Rollenbasierten Entwurfsmusterkatalogs

Kassin, Kevin Ivo 17 September 2015 (has links)
Diese Arbeit präsentiert 9 Entwurfsmuster in einer Darstellung durch das Compartment Role Object Model(CROM). Dabei wird dessen graphische Notation für rollenbasierte Modelle mit verschiedenen Möglichkeiten zur Darstellung von Bedingungen des Entwurfsmusters benutzt. Über eine Evaluationsoll ermittelt werden, ob das CROM dazu geeignet ist, die Bedingungen von Entwurfsmustern verständlich und schnell erfassbar darzustellen. Dabei soll die graphische Dokumentation dieser helfen. Das kann positive E ekte auf die Entwicklung von Software haben, wie bessere Codequalität, verkürzte Entwicklungszeiten und die Vereinfachung der Kommunikation zwischen Entwicklern.:1 Einleitung 5 1.1 Motivation 5 1.2 Problemde nition 6 1.3 Zielstellung 6 2 Analyse der betrachteten Darstellungsformen 7 2.1 Beschreibungsform der Gang of Four 7 2.2 Beschreibungsform von Dirk Riehle 10 2.3 Darstellung mit dem Compartment Role Object Model 12 3 Aktualisierung der Entwurfsmuster 17 3.1 Strukturelle Entwurfsmuster 17 3.1.1 Composite Pattern 17 3.1.2 Bridge Pattern 22 3.2 Entwurfsmuster zur Kontextadaption 27 3.2.1 Object Adapter Pattern 27 3.2.2 Class Adapter Pattern 30 3.2.3 Decorator Pattern 33 3.3 Entwurfsmuster zur Zustandsverwaltung 38 3.3.1 State Pattern 38 3.3.2 Property Pattern 43 3.4 Verhaltensorientierte Entwurfsmuster 45 3.4.1 Iterator Pattern 45 3.4.2 Mediator Pattern 50 4 Schlussteil 54 4.1 Abschlieÿender Vergleich 54 4.2 Diskussion 57 4.2.1 Adapter Pattern 57 4.2.2 Klienten 57 4.2.3 Methoden und Attribute 58 4.2.4 Klassen 59 4.3 Zusammenfassung 59 4.3.1 Ergebnis 59 4.3.2 Ausblick 60
65

A Refactoring-Based Approach to Support Binary Backward-Compatible Framework Upgrades

Savga, Ilie 21 April 2010 (has links)
Evolutionary changes applied to a framework API may invalidate existing framework-based applications. While manually adapting applications is expensive and error-prone, automatic adaptation demands cumbersome specifications, which the developers are reluctant to write and maintain. Considering structural changes (so-called refactorings) of framework APIs, our adaptation technology supports backward-compatible framework upgrade. The technology is rigorous defining precisely the structure and automatic derivation of compensating adapters. It is also practical compensating for most application-breaking API changes automatically, while requiring neither manual adaptation nor recompilation of existing application code.
66

Reference Architectures as Means to Aid in System Development

Zeito, Maurice January 2013 (has links)
In comparison with the ever increasing development of enterprise architectures and frameworks, reference architectures has yet to reach the same maturity level. This brings questions regarding definition, implementation and governance of reference architectures at different levels; Business, System, Technical. In this report, an in-depth analysis of the concept of reference architctures is made, focusing on the abovementioned attributes. The purpose of the report is to provide the reader with an insight on how reference architectures can be implemented in order to aid in the work of system development.
67

Zuverlässigkeitsorientierter Entwurf und Analyse von Steuerungssystemen auf Modellebene unter zufälligen Hardwarefehlern

Ding, Kai 08 July 2021 (has links)
Model-based design is a common methodology in the development of embedded complex control systems. Control system engineers typically prefer to use MATLAB® Simulink® and suitable automatic code generators for the development and deployment of software. Embedded systems are subject to random hardware faults; bit-flips, for example, may affect random access memory (RAM) cells and central processing unit (CPU) registers and cause data errors that may propagate to critical system outputs and result in system failures. From a dependability perspective, the design space of control systems includes the selection of a suitable (reliable) implementation of a control algorithm. Such algorithm can be implemented with model-based software development frameworks, such as Simulink using different, but functionally equivalent implementations. However, these functional equivalents may exhibit completely different reliability properties. This thesis proposes an analytical method for the evaluation of the reliability properties of control systems that are designed with Simulink models. The method is based on a transformation of the assembly code, which is generated from the Simulink model, into a formal stochastic error propagation model as well as its quantification through underlying Markov chain models and state-of-the-art probabilistic model-checking techniques. The application of the method to the functionally equivalent implementations can determine which one is less vulnerable to data errors due to random hardware faults. Fault tolerance is significant to dependable system design. Control systems can be protected with fault tolerance mechanisms to increase the reliability. Redundancy is the key underlying concept for achieving fault tolerance that is usually implemented at the hardware or software level. In the case of model-based development, redundancy mechanisms are preferable for direct application at the model level (Simulink model level). This thesis introduces a systematic classification of fault-tolerant design patterns. Such patterns can be applied to the Simulink model to tolerate random hardware faults, and taken into account during the control system design. In addition, it is more transparent and convenient for control system engineers to directly protect vulnerable parts with fault tolerance mechanisms at the model level. The rigorous reliability assessment of the embedded control systems must be conducted at the assembly level based on the modeling of data errors that occurred in RAM and CPU. However, the scalability of the assembly-level assessment method is challenging and even problematic in view of the state space explosion (SSE) problem of the underlying Markov chain models. The computational complexity may increase exponentially as the assembly code size increases. Moreover, the transformation from the Simulink models to the assembly code is a complicated procedure. It is also more convenient for control engineers to already be able to estimate reliability properties and implement possible reliability improvements at the model level in the early design phase, when the model-based design is actually applied. Therefore, this thesis proposes a model-level reliability evaluation of Simulink models to address the aforementioned problems. The efficiency of the proposed modellevel evaluation is verified by a comparison of the reliability properties that are assessed at the assembly and model levels.:1. Introduction 2. Preliminaries 3. Reliability evaluation of control algorithm implementations at the assembly level 4. Fault-tolerant design patterns 5. MORE: MOdel-based REdundancy for Simulink models 6. Model-level assessment of Simulink models 7. Conclusion
68

A generic neural network framework using design patterns

Van der Stockt, Stefan Aloysius Gert 28 August 2008 (has links)
Designing object-oriented software is hard, and designing reusable object-oriented software is even harder. This task is even more daunting for a developer of computational intelligence applications, as optimising one design objective tends to make others inefficient or even impossible. Classic examples in computer science include ‘storage vs. time’ and ‘simplicity vs. flexibility.’ Neural network requirements are by their very nature very tightly coupled – a required design change in one area of an existing application tends to have severe effects in other areas, making the change impossible or inefficient. Often this situation leads to a major redesign of the system and in many cases a completely rewritten application. Many commercial and open-source packages do exist, but these cannot always be extended to support input from other fields of computational intelligence due to proprietary reasons or failing to fully take all design requirements into consideration. Design patterns make a science out of writing software that is modular, extensible and efficient as well as easy to read and understand. The essence of a design pattern is to avoid repeatedly solving the same design problem from scratch by reusing a solution that solves the core problem. This pattern or template for the solution has well understood prerequisites, structure, properties, behaviour and consequences. CILib is a framework that allows developers to develop new computational intelligence applications quickly and efficiently. Flexibility, reusability and clear separation between components are maximised through the use of design patterns. Reliability is also ensured as the framework is open source and thus has many people that collaborate to ensure that the framework is well designed and error free. This dissertation discusses the design and implementation of a generic neural network framework that allows users to design, implement and use any possible neural network models and algorithms in such a way that they can reuse and be reused by any other computational intelligence algorithm in the rest of the framework, or any external applications. This is achieved by using object-oriented design patterns in the design of the framework. / Dissertation (MSc)--University of Pretoria, 2007. / Computer Science / unrestricted
69

Návrh a implementace nástroje pro formální verifikaci systémů specifikovaných jazykem RT logiky / Design and Implementation of a Tool for Formal Verification of Systems Specified in RT-Logic Language

Fiedor, Jan January 2009 (has links)
As systems complexity grows, so grows the risk of errors, that's why it's necessary to effectively and reliably repair those errors. With most of real-time systems this statement pays twice, because a single error can cause complete system crash which may result in catastrophe. Formal verification, contrary to other methods, allows reliable system requirements verification.
70

Towards Designing and Generating User Interfaces by Using Expert Knowledge

Braham, Amani 23 December 2022 (has links)
[ES] La investigación reportada en la presente tesis doctoral se lleva a cabo a través de la metodología de la ciencia del diseño que se centra en la creación y evaluación de artefactos. En esta tesis, el principal artefacto es el novedoso enfoque para diseñar y generar interfaces de usuario utilizando el conocimiento experto. Con el fin de permitir el uso del conocimiento experto, el enfoque propuesto se basa en la reutilización de patrones de diseño que incorporan el conocimiento experto del diseño de la interfaz y proporcionan soluciones reutilizables a diversos problemas de diseño. El objetivo principal de dicho enfoque es abordar el uso de patrones de diseño a fin de garantizar que los conocimientos especializados se integren en el diseño y la generación de interfaces de usuario para aplicaciones móviles y web. Las contribuciones específicas de esta tesis se resumen a continuación: Una primera contribución consiste en el marco AUIDP que se define para apoyar el diseño y la generación de interfaces adaptativas para aplicaciones web y móviles utilizando patrones de diseño HCI. El marco propuesto abarca tanto la etapa de diseño como la de ejecución de dichas interfaces. En el momento del diseño, los modelos de patrones de diseño junto con la interfaz de usuario y el perfil de usuario se definen siguiendo una metodología de desarrollo específica. En tiempo de ejecución, los modelos creados se utilizan para permitir la selección de patrones de diseño de HCI y para permitir la generación de interfaces de usuario a partir de las soluciones de diseño proporcionadas por los patrones de diseño relevantes. La segunda contribución es un método de especificación para establecer un modelo de ontología que convierte la representación tradicional basada en texto en la representación formal del patrón de diseño de HCI. Este método adopta la metodología Neon para lograr la transición de las representaciones informales a las formales. El modelo de ontología creado se llama MIDEP, que es una ontología modular que captura el conocimiento sobre los patrones de diseño, así como la interfaz de usuario y el perfil del usuario. La tercera contribución es el IDEPAR, que es el primer sistema dentro del marco global del AUIDP. Este sistema tiene como objetivo recomendar automáticamente los patrones de diseño más relevantes para un problema de diseño dado. Se basa en un enfoque híbrido que utiliza una combinación mixta de técnicas de recomendación basadas en texto y ontología para producir recomendaciones de patrones de diseño que proporcionan soluciones de diseño apropiadas. La cuarta contribución es un sistema generador de interfaz llamado ICGDEP, que se propone para generar automáticamente el código fuente de la interfaz de usuario para aplicaciones web y móviles. El ICGDEP es el segundo sistema dentro del marco global de AUIDP y se basa en el uso de patrones de diseño de HCI que son recomendados por el sistema IDEPAR. Su objetivo principal es generar automáticamente el código fuente de la interfaz de usuario a partir de las soluciones de diseño proporcionadas por los patrones de diseño. Para lograr esto, el sistema ICGDEP utiliza un método que permite la generación de código fuente de interfaz de usuario para la aplicación de destino. Las contribuciones aportadas en la presente tesis han sido validadas a través de diferentes perspectivas. En primer lugar, la evaluación de la ontología MIDEP desarrollada se realiza utilizando preguntas de competencia, enfoques de evaluación basados en la tecnología y basados en aplicaciones. En segundo lugar, la evaluación del sistema IDEPAR se establece mediante un patrón producido por expertos y un estudio de evaluación centrado en el usuario. Luego, el sistema ICGDEP es evaluado en términos de ser utilizado efectivamente por los desarrolladores, considerando el factor de productividad. Por último, la evaluación del marco mundial de AUIDP se lleva a cabo mediante estudios de casos y estudios de usabilidad. / [CA] La investigació reportada en aquesta tesi doctoral es duu a terme a través de la metodologia de la ciència del disseny que se centra en la creació i avaluació d'artefactes. En aquesta tesi, el principal artefacte és el nou enfocament per dissenyar i generar interfícies d'usuari utilitzant el coneixement expert. Per tal de permetre l'ús del coneixement expert, l'enfocament proposat es basa en la reutilització de patrons de disseny que incorporen el coneixement expert del disseny de la interfície i proporcionen solucions reutilitzables a diversos problemes de disseny. L'objectiu principal d'aquest enfocament és abordar l'ús de patrons de disseny per tal de garantir que els coneixements especialitzats s'integrin en el disseny i la generació d'interfícies d'usuari per a aplicacions mòbils i web. Les contribucions específiques d'aquesta tesi es resumeixen a continuació: Una primera contribució consisteix en el marc AUIDP que es defineix per donar suport al disseny i generació d'interfícies adaptatives per a aplicacions web i mòbils utilitzant patrons de disseny HCI. El marc proposat inclou tant l'etapa de disseny com la d'execució de les interfícies esmentades. En el moment del disseny, els models de patrons de disseny juntament amb la interfície d'usuari i el perfil d'usuari es defineixen seguint una metodologia de desenvolupament específica. En temps d'execució, els models creats s'utilitzen per permetre la selecció de patrons de disseny de HCI i per permetre la generació de interfícies d'usuari a partir de les solucions de disseny proporcionades pels patrons de disseny rellevants. La segona contribució és un mètode d'especificació per establir un model d'ontologia que converteix la representació tradicional basada en text en la representació formal del patró de disseny de HCI. Aquest mètode adopta la metodologia Neon per aconseguir la transició de les representacions informals a les formals. El model d'ontologia creat s'anomena MIDEP, una ontologia modular que captura el coneixement sobre els patrons de disseny, així com la interfície d'usuari i el perfil de l'usuari. La tercera contribució és l'IDEPAR, que és el primer sistema dins del marc global de l'AUIDP. Aquest sistema té com a objectiu recomanar automàticament els patrons de disseny més rellevants per a un problema de disseny donat. Es basa en un enfocament híbrid que utilitza una combinació mixta de tècniques de recomanació basades en text i ontologia per produir recomanacions de patrons de disseny que proporcionen solucions de disseny apropiades. La quarta contribució és un sistema generador d'interfície anomenat ICGDEP, que es proposa per generar automàticament el codi font de la interfície d'usuari per a aplicacions web i mòbils. L'ICGDEP és el segon sistema dins del marc global d'AUIDP i es basa en l'ús de patrons de disseny de HCI que són recomanats pel sistema IDEPAR. El seu objectiu principal és generar automàticament el codi font de la interfície d'usuari a partir de les solucions de disseny proporcionades pels patrons de disseny. Per aconseguir-ho, el sistema ICGDEP utilitza un mètode que permet generar codi font d'interfície d'usuari per a l'aplicació de destinació. Les contribucions aportades a la present tesi han estat validades a través de diferents perspectives. En primer lloc, l'avaluació de l'ontologia MIDEP desenvolupada es fa utilitzant preguntes de competència, enfocaments d'avaluació basats en la tecnologia i basats en aplicacions. En segon lloc, l'avaluació del sistema IDEPAR s'estableix mitjançant un patró produït per experts i un estudi d'avaluació centrat en l'usuari. Després, el sistema ICGDEP és avaluat en termes de ser utilitzat efectivament pels desenvolupadors, considerant el factor de productivitat. Finalment, l'avaluació del marc mundial d'AUIDP es fa mitjançant estudis de casos i estudis d'usabilitat. / [EN] The research reported in the present PhD dissertation is conducted through the design science methodology that focuses on creating and evaluating artifacts. In the current thesis, the main artifact is the novel approach to design and generate user interfaces using expert knowledge. In order to enable the use of expert knowledge, the present approach is devoted to reuse design patterns that incorporate expert knowledge of interface design and provide reusable solutions to various design problems. The main goal of the proposed approach is to address the use of design patterns in order to ensure that expert knowledge is integrated into the design and generation of user interfaces for mobile and Web applications. The specific contributions of this thesis are summarized below: This first contribution is the AUIDP framework that is defined to support the design and generation of adaptive interfaces for Web and mobile applications using HCI design patterns. The proposed framework spans over design-time and run-time. At design-time, models of design patterns along with user interface and user profile are defined following a specific development methodology. At run-time, the created models are used to allow the selection of HCI design patterns and to enable the generation of user interfaces from the design solutions provided by the relevant design patterns. The second contribution is a specification method to establish an ontology model that turns traditional text-based representation into formal HCI design pattern representation. This method adopts the Neon methodology to achieve the transition from informal to formal representations. The created ontology model is named MIDEP, which is a modular ontology that captures knowledge about design patterns as well as the user interface and user's profile. The third contribution is the IDEPAR, which is the first system within the global AUIDP framework. This system aims to automatically recommend the most relevant design patterns for a given design problem. It is based on a hybrid approach that relies on a mixed combination of text-based and ontology-based recommendation techniques to produce design pattern recommendations that provide appropriate design solutions. The fourth contribution is an interface generator system called ICGDEP, which is proposed to automatically generate the user interface source code for Web and mobile applications. The proposed ICGDEP is the second system within the global AUIDP framework and relies on the use of HCI design patterns that are recommended by the IDEPAR system. It mainly aims at automatically generating the user interface source code from the design solutions provided by design patterns. To achieve this, the ICGDEP system is based on a generation method that allows the generation of user interface source code for the target application. The contributions provided in the present thesis have been validated through different perspectives. First, the evaluation of the developed MIDEP ontology is performed using competency questions, technology-based, and application-based evaluation approaches. Second, the evaluation of the IDEPAR system is established through an expert-based gold standard and a user-centric evaluation study. Then, the ICGDEP system is evaluated in terms of being effectively used by developers, considering the productivity factor. Finally, the evaluation of the global AUIDP framework is conducted through case studies and usability studies. / Braham, A. (2022). Towards Designing and Generating User Interfaces by Using Expert Knowledge [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/190920

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