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Synthèse d'applications de réalité virtuelle à partir de modèles / Model driven synthesis of virtual reality applicationsLe Moulec, Gwendal 26 September 2018 (has links)
Les pratiques de développement des logiciels de Réalité Virtuelle (RV) ne sont pas optimisées. Ainsi, chaque société utilise ses propres méthodes. L'objectif de la thèse est d'automatiser la production et l'évaluation des logiciels de RV en utilisant des techniques issues de ! 'Ingénierie Dirigée par les Modèles (IDM). Les approches existantes en RV ne permettent pas de tirer parti des points communs que partagent ces logiciels. Ces manques de réutilisation et d'abstraction sont des problèmes connus en !DM, qui propose le concept de Ligne de Produits Logiciels (LPL) pour automatiser la production de logiciels de la même famille par réutilisation de composants communs. Cependant cette approche n'est pas adaptée au développement de logiciels reposant sur un scénario, comme en RV. Nous proposons deux frameworks qui comblent respectivement les manques en IDM et en RV : LPLOS (LPL Orientée Scénario) et LPLRV (LPL pour la RV). LPLOS repose sur un modèle de scénarios qui manipule un modèle de variabilité logicielle (Feature model, FM). Chaque étape du scénario correspond à une configuration du FM. LPLRV repose sur LPLOS. Le scénario supervise la manipulation des objets virtuels, générés automatiquement à partir d'un modèle. Nous avons implémenté ces frameworks au sein d'outils qui ont été essayés sur des exemples et évalués par des utilisateurs cibles. Les résultats soutiennent l'utilisation de ces frameworks pour la production de logiciels reposant sur un scénario. / Development practices in Virtual Reality (VR) are not optimized. for example, each company uses its own methods. The goal of this PhD thesis is to automatize development and evaluation of VR software with the use of Model-Driven Engineering (MDE) technics. The existing approaches in VR do not take advantage of software commonalities. Those lacks of reuse and abstraction are known problems in MDE, which proposes the Soflware Product Line (SPL) concept to automatize the production of software belonging to the same family, by reusing common components. However, this approach is not adapted to software based on a scenario, like inVR.We propose two frameworks that respectively address the lacks in MDE and VR : SOSPL (scenario-oriented software product line) and VRSPL (VR SPL). SOSPL is based on a scenario model that handles a software variability model (feature model , FM). Each scenario step matches a configuration of the FM. VRSPL is based on SOSPL. The scenario manages virtual objects manipulation, the objects being generated automatically from a model. We implemented these frameworks inside tools that have been tried on exemples and evaluated by their target users. The results promote the use of these frameworks for producing scenario-based software.
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Feature Modeling For Adaptive ComputingTao, Bo January 2008 (has links)
This report presents the results of a thesis project that surveys and designs about the issue “Feature Model for Adaptive Computing”. In this project, there are two main issues, first one is about the Feature Modeling, and the second is how to use this Feature Modeling for adaptive computing. In this thesis report, at the beginning, we present the problem we expected to solve and introduce some background information, including the knowledge of feature model and adaptive computing. Then we explain our solution and evaluate this solution. At the end of this report, we give a short conclusion about our thesis project and feature work.
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A comparison of two non-linear prescriptive methods used with digital hearing instrument fittings in childrenReyneke, Michelle 11 February 2005 (has links)
Advances in hearing instrument technology have permitted the development of non-linear prescriptive methods to prescribe amplification characteristics for the hearing- impaired individual. The dispenser’s task in selecting the most appropriate prescriptive procedure for the young child is of utmost importance to ensure optimum hearing aid benefit for communication development. It was the aim of this study to compare and describe the effect of the two most widely used methods, DSL (i/o) and NAL-NL1, on speech recognition and loudness perception. An exploratory, descriptive research design was selected to realise this goal. Ten participants were selected using a convenient non-probability method of sampling. Articulation index calculations and a closed set speech recognition test were utilised in the evaluation of speech recognition, whereas functional gain results and loudness rating measurements provided an opportunity to describe loudness perception. The obtained results were analysed using the SAS (Statistical Analysis System). The study concluded that, although significant statistical differences existed in loudness perception, no statistical difference was observed in actual speech recognition measures. This effect may contribute to the individual amplification approaches of the two methods, which seem to reflect the uncertainties expressed by researchers as to the contribution of high frequency amplification to speech recognition in young children. / Dissertation (M (Communication Pathology))--University of Pretoria, 2006. / Speech-Language Pathology and Audiology / Unrestricted
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GAMESPECT: A Composition Framework and Meta-Level Domain Specific Aspect Language for Unreal Engine 4Geisler, Benjamin Jay 01 January 2019 (has links)
Game engine programming involves a great number of software components, many of which perform similar tasks; for example, memory allocation must take place in the renderer as well as in the creation routines while other tasks such as error logging must take place everywhere. One area of all games which is critical to the success of the game is that of game balance and tuning. These balancing initiatives cut across all areas of code from the player and AI to the mission manager. In computer science, we’ve come to call these types of concerns “cross cutting”. Aspect oriented programming was developed, in part, to solve the problems of cross cutting: employing “advice” which can be incorporated across different pieces of functionality.
Yet, despite the prevalence of a solution, very little work has been done to bring cross cutting to game engine programming. Additionally, the discipline involves a heavy amount of code rewriting and reuse while simultaneously relying on many common design patterns that are copied from one project to another. In the case of game balance, the code may be wildly different across two different games despite the fact that similar tasks are being done. These two problems are exacerbated by the fact that almost every game engine has its own custom DSL (domain specific language) unique to that situation. If a DSL could showcase the areas of cross cutting concerns while highlighting the ability to capture design patterns that can be used across games, significant productivity savings could be achieved while simultaneously creating a common thread for discussion of shared problems within the domain.
This dissertation sought to do exactly that- create a metalanguage called GAMESPECT which supports multiple styles of DSLs while bringing aspect-oriented programming into the DSL’s to make them DSAL (domain specific aspect languages). The example cross cutting concern was game balance and tuning since it’s so pervasive and important to gaming. We have created GAMESPECT as a language and a composition framework which can assist engine developers and game designers in balancing their games, forming one central place for game balancing concerns even while these concerns may cross different languages and locations inside the source code. Generality was measured by showcasing the composition specifications in multiple contexts and languages.
In addition to evaluating generality and performance metrics, effectiveness was be measured. Specifically, comparisons were made between a balancing initiative when performed with GAMESPECT vs a traditional methodology. In doing so, this work shows a clear advantage to using a Metalanguage such as GAMESPECT for this task. In general, a line of code reduction of 9-40% per task was achieved with negligible effects to performance. The use of a metalanguage in Unreal Engine 4 is a starting point to further discussions concerning other game engines. In addition, this work has implications beyond video game programming. The work described highlights benefits which might be achieved in other disciplines where design pattern implementations and cross-cutting concern usage is high; the real time simulation field and the field of Windows GUI programming are two examples of future domains.
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Configurable nD-visualization for complex Building Information ModelsTauscher, Helga 09 November 2017 (has links)
With the ongoing development of building information modelling (BIM) towards a comprehensive coverage of all construction project information in a semantically explicit way, visual representations became decoupled from the building information models. While traditional construction drawings implicitly contained the visual representation besides the information, nowadays they are generated on the fly, hard-coded in software applications dedicated to other tasks such as analysis, simulation, structural design or communication.
Due to the abstract nature of information models and the increasing amount of digital information captured during construction projects, visual representations are essential for humans in order to access the information, to understand it, and to engage with it. At the same time digital media open up the new field of interactive visualizations.
The full potential of BIM can only be unlocked with customized task-specific visualizations, with engineers and architects actively involved in the design and development process of these visualizations. The visualizations must be reusable and reliably reproducible during communication processes. Further, to support creative problem solving, it must be possible to modify and refine them. This thesis aims at reconnecting building information models and their visual representations: on a theoretic level, on the level of methods and in terms of tool support.
First, the research seeks to improve the knowledge about visualization generation in conjunction with current BIM developments such as the multimodel. The approach is based on the reference model of the visualization pipeline and addresses structural as well as quantitative aspects of the visualization generation. Second, based on the theoretic foundation, a method is derived to construct visual representations from given visualization specifications. To this end, the idea of a domain-specific language (DSL) is employed. Finally, a software prototype proofs the concept. Using the visualization framework, visual representations can be generated from a specific building information model and a specific visualization description. / Mit der fortschreitenden Entwicklung des Building Information Modelling (BIM) hin zu einer umfassenden Erfassung aller Bauprojektinformationen in einer semantisch expliziten Weise werden Visualisierungen von den Gebäudeinformationen entkoppelt. Während traditionelle Architektur- und Bauzeichnungen die visuellen Reprä̈sentationen implizit als Träger der Informationen enthalten, werden sie heute on-the-fly generiert.
Die Details ihrer Generierung sind festgeschrieben in Softwareanwendungen, welche eigentlich für andere Aufgaben wie Analyse, Simulation, Entwurf oder Kommunikation ausgelegt sind. Angesichts der abstrakten Natur von Informationsmodellen und der steigenden Menge digitaler Informationen, die im Verlauf von Bauprojekten erfasst werden, sind visuelle Repräsentationen essentiell, um sich die Information erschließen, sie verstehen, durchdringen und mit ihnen arbeiten zu können. Gleichzeitig entwickelt sich durch die digitalen Medien eine neues Feld der interaktiven Visualisierungen.
Das volle Potential von BIM kann nur mit angepassten aufgabenspezifischen Visualisierungen erschlossen werden, bei denen Ingenieur*innen und Architekt*innen aktiv in den Entwurf und die Entwicklung dieser Visualisierungen einbezogen werden. Die Visualisierungen müssen wiederverwendbar sein und in Kommunikationsprozessen zuverlässig reproduziert werden können. Außerdem muss es möglich sein, Visualisierungen zu modifizieren und neu zu definieren, um das kreative Problemlösen zu unterstützen.
Die vorliegende Arbeit zielt darauf ab, Gebäudemodelle und ihre visuellen Repräsentationen wieder zu verbinden: auf der theoretischen Ebene, auf der Ebene der Methoden und hinsichtlich der unterstützenden Werkzeuge. Auf der theoretischen Ebene trägt die Arbeit zunächst dazu bei, das Wissen um die Erstellung von Visualisierungen im Kontext von Bauprojekten zu erweitern. Der verfolgte Ansatz basiert auf dem Referenzmodell der Visualisierungspipeline und geht dabei sowohl auf strukturelle als auch auf quantitative Aspekte des Visualisierungsprozesses ein. Zweitens wird eine Methode entwickelt, die visuelle Repräsentationen auf Basis gegebener Visualisierungsspezifikationen generieren kann. Schließlich belegt ein Softwareprototyp die Realisierbarkeit des Konzepts. Mit dem entwickelten Framework können visuelle Repräsentationen aus jeweils einem spezifischen Gebäudemodell und einer spezifischen Visualisierungsbeschreibung generiert werden.
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Querying Structured Data in Augmented RealityBurley, Codi J. 27 October 2022 (has links)
No description available.
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Automatic Parallelization of Loops with Data Dependent Control Flow and Array Access PatternsRavishankar, Mahesh 12 November 2014 (has links)
No description available.
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JAGGED1 Mediates Bi-Directional Cell-Cell Communication: Implications in Carcinogenesis and Thymic DevelopmentAscano, Janice Mae 23 May 2005 (has links)
No description available.
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Domain Specific Language for Dynamic Programming on Nice Tree DecompositionsCarroll, Stephen P. 24 September 2013 (has links)
No description available.
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An agile model-driven method for involving end-users in DSL developmentVillanueva del Pozo, María José 25 January 2016 (has links)
[EN] Domain-specific languages (DSLs) are considered to be a powerful tool for enhancing the efficiency of software developers and bring software development closer to end-users from complex domains. However, the successful development of a DSL for a complex domain is a challenge from the technical point of view and because end-user acceptance is key.
Despite this fact, the relevant role of end-users during DSL development has traditionally been neglected. Normally, end-users participate at the beginning to communicate their preferences but they do not participate again until the DSL is completely implemented. As a consequence, if the language to develop reaches a complex domain, the chances that errors appear in the DSL are higher and solving them could involve large modifications that could have been avoided.
As a solution, in this PhD thesis, we propose an agile, model-driven method to involve end-users in DSL development. This thesis researches if the combination of best practices from the model-driven development (MDD) discipline and best practices from agile methods is a suitable approach to involve end-users in the DSL development process.
In order to validate the proposal, we have selected a highly complex domain such as the genetic analysis domain and we have collaborated with geneticists from three organizations. The proposed method has been used to involve these geneticists in the development of a DSL for the creation of genetic analysis pipelines. Simultaneously, we have carried out an empirical experiment to validate whether end-users and developers were satisfied with the proposal. / [ES] Los lenguajes específicos de dominio (DSLs) son una herramienta muy potente para mejorar la eficiencia de los desarrolladores de software, así como para acercar el desarrollo software a usuarios sin conocimientos informáticos. Sin embargo, su principal problema es que desarrollar un DSL es complejo; no sólo desde el punto de vista técnico, sino especialmente porque la aceptación de dicho lenguaje por parte de los usuarios finales es clave.
A pesar de este hecho, los métodos tradicionales de desarrollo de DSLs no enfatizan el importante rol de los usuarios finales durante el desarrollo. Normalmente, los usuarios participan al inicio para comunicar sus preferencias, pero no vuelven a participar hasta que el DSL está completamente desarrollado. Si el lenguaje a desarrollar aborda un dominio complejo, la posibilidad de que existan errores en el DSL es mayor, y su solución podría conllevar a modificaciones de gran calibre que podrían haberse evitado.
Como solución, en esta tesis proponemos un método de desarrollo de DSLs, ágil, y dirigido por modelos que involucra a los usuarios finales. Esta tesis investiga si la combinación de buenas prácticas del desarrollo dirigido por modelos (MDD) y de buenas prácticas de métodos ágiles es adecuada para involucrar a los usuarios finales en el desarrollo de DSLs.
Para validar la idoneidad de la propuesta, se ha seleccionado un dominio complejo como el de los análisis genéticos y se ha colaborado con un conjunto de genetistas procedentes de tres organizaciones. El método propuesto se ha utilizado para involucrar a dichos genetistas en el desarrollo de un DSL para la creación de pipelines para el análisis genético. Conjuntamente, se ha llevado a cabo un experimento empírico para validar si los usuarios finales y los desarrolladores están satisfechos con la propuesta de la presente tesis.
En resumen, las contribuciones principales de esta tesis doctoral son el diseño e implementación de un método innovador, ágil y dirigido por modelos para involucrar a los usuarios finales en el desarrollo de DSLs, así como la validación de dicha propuesta en un entorno industrial en un desarrollo real de un DSL. / [CA] Els llenguatges específics de domini (DSLs) son una ferramenta molt potent per a millorar l'eficiència dels desenvolupadors de programari, així com per a apropar el desenvolupament de programari a usuaris sense coneixements informàtics. El problema es que desenvolupar un DSL es complex, no sols des del punt de vista tècnic, sinó especialment perquè l'acceptació de dit llenguatge per part dels usuaris finals es clau.
Malgrat aquest fet, els mètodes tradicionals de desenvolupament de DSLs no emfatitzen l'important rol dels usuaris finals durant el desenvolupament. Normalment, els usuaris participen a l'inici per a comunicar les seues preferències, però no tornen a participar fins que el DSL està completament desenvolupat. Si el llenguatge a desenvolupar aborda un domini complex, la possibilitat de que hi hagen errors en el DSL es major i solucionar-los podria implicar modificacions de gran calibre que podrien haver-se evitat.
Com a solució, en aquesta tesis proposem un mètode de desenvolupament de DSLs, àgil i dirigit per models que involucra als usuaris finals. Aquesta tesis investiga si la combinació de bones pràctiques del desenvolupament dirigit per models (MDD) i de bones pràctiques de mètodes àgils es adequada per a involucrar els usuaris finals en el desenvolupament de DSLs.
Per a validar la idoneïtat de la proposta, s'ha seleccionat un domini complex com el dels anàlisis genètics i s'ha col·laborat amb un conjunt de genetistes procedents de tres organitzacions. El mètode s'ha utilitzat per a involucrar a dits genetistes en el desenvolupament d'un DSL per a la creació de pipelines per al anàlisis genètic. Al mateix temps, s'ha dut a terme un experiment empíric per a validar si tant els usuaris finals com els desenvolupadors estan satisfets amb la proposta de la present tesis.
En resum, les contribucions principals d'aquesta tesis doctoral son el disseny i implementació d'un mètode innovador, àgil i dirigit per models per a involucrar als usuaris finals en el desenvolupament de DSLs, així com la validació de la proposta en un entorn industrial amb un desenvolupament real d'un DSL. / Villanueva Del Pozo, MJ. (2016). An agile model-driven method for involving end-users in DSL development [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/60156
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