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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.
91

An on-line library of design patterns

Wu, Weizhong 01 January 2004 (has links)
This project is to develop an on-line library to help software engineers who utilize design patterns for developing e-commerce applications it translates generic design patterns to concrete design patterns. The graphical user interface was developed to allow the user to develop their own design patterns by modifying or changing stored design patterns.
92

Online Construction of Android Application Test Suites

Adamo, David T., Jr. 12 1900 (has links)
Mobile applications play an important role in the dissemination of computing and information resources. They are often used in domains such as mobile banking, e-commerce, and health monitoring. Cost-effective testing techniques in these domains are critical. This dissertation contributes novel techniques for automatic construction of mobile application test suites. In particular, this work provides solutions that focus on the prohibitively large number of possible event sequences that must be sampled in GUI-based mobile applications. This work makes three major contributions: (1) an automated GUI testing tool, Autodroid, that implements a novel online approach to automatic construction of Android application test suites (2) probabilistic and combinatorial-based algorithms that systematically sample the input space of Android applications to generate test suites with GUI/context events and (3) empirical studies to evaluate the cost-effectiveness of our techniques on real-world Android applications. Our experiments show that our techniques achieve better code coverage and event coverage compared to random test generation. We demonstrate that our techniques are useful for automatic construction of Android application test suites in the absence of source code and preexisting abstract models of an Application Under Test (AUT). The insights derived from our empirical studies provide guidance to researchers and practitioners involved in the development of automated GUI testing tools for Android applications.
93

Intuitive programming of mobile manipulation applications : A functional and modular GUI architecture for End-User robot programming / Intuitiv programmering av mobil manipulations applikationer : En funktionell och modulär GUI arkitektur för slutanvändares robot programmering

De Martini, Alessandro January 2021 (has links)
Mobile manipulators are changing the way companies and industries complete their work. Untrained end users risk facing unfunctional and nonuser- friendly Graphical User Interfaces. Recently, there has been shortages of people and talent in the heathcare industry where these applications would benefit in being used to accomplish easy and low level tasks. All these reasons contribute to the need of finding functional robot-user ways of communicating that allow the expansion of mobile manipulation applications. This thesis addresses the problem of finding an intuitive way to deploy a mobile manipulator in a laboratory environment. This thesis has analyzed whether it is possible to permit the user to work with a manipulator efficiently and without too much effort via a functional graphical user interface. Creating a modular interface based on user needs is the innovation value of this work. It allows the expansion of mobile manipulator applications that increases the number of possible users. To accomplish this purpose a Graphical User Interface application is proposed using an explanatory research strategy. First, user data was acquired using an ad hoc research survey and mixed with literature implementations to create the right application design. Then, an iterative implementation based on code-creation and tests was used to design a valuable solution. Finally, the results from an observational user study with non-roboticist programmers are presented. The results were validated with the help of 10 potential end users and a validation matrix. This demonstrated how the system is both functional and user-friendly for novices, but also expressive for experts. / Mobilmanipulatorer förändrar sättet som företag och industrier utför sitt arbete. Otränade slutanvändare och särskilt de utan programmeringskunskap kommer att bemötas av icke-funktionella och användarovänliga grafiska användargränssnitt. Den senaste tiden har det varit brist på specialiserad personal inom hälsovårdsindustrin som har resulterat i ett beroende på dessa applikationer för att genomföra enkla uppgifter samt uppgifter på låg nivå. Alla dessa faktorer bidrar till det ökande behovet att hitta ett funktionellt sätt att kommunicera mellan robot och slutanvändare vilket tillåter expansionen av mobilmanipulatorapplikationer. Arbetet som beskrivs i denna avhandling adresserar problemet att finna ett intuitivt sätt att använda en mobilmanipulator i ett laboratoriemijö. Möjligheten att tillåta användaren att på ett enkelt och effektivt sätt arbeta med en manipulator via ett funtionellt grafiskt användargränssnitt analyseras. Innovationsvärdet och detta examensarbetes bidrag till nuvarande kunskap betraktar möjligheten att skapa ett modulärt gränssnitt baserat på användares behov. Detta möjliggör expansionen av mobilmanipulatörers applikation vilket ökar antalet möjliga användare. En förklarande forskningsstrategi används för att föreslå en grafisk användargränssnittsapplikation för att uppnå detta mål. Först användes data från ad hoc-undersökningar blandat med litteraturimplementeringar för att skapa den rätta applikationsdesignen. En iterativ implementering baserad på kodskapande samt tester användes sedan för att designa en värdefull lösning redo att testas. Slutligen presenteras resultat från en användarobservationsstudie med icke-robotikprogrammerare. De insamlade resultaten som samlades in under valideringsstadiet tack vare en grupp bestående av tio potentiella slutanvändare har analyserats genom användandet av en valideringsmatris som är baserad på tre parametrar. Detta demonstrerade hur systemet är både funktionellt och användarvänligt för nybörjare men också expressivt för experter.
94

Automated GUI Tests Generation for Android Apps Using Q-learning

Koppula, Sreedevi 05 1900 (has links)
Mobile applications are growing in popularity and pose new problems in the area of software testing. In particular, mobile applications heavily depend upon user interactions and a dynamically changing environment of system events. In this thesis, we focus on user-driven events and use Q-learning, a reinforcement machine learning algorithm, to generate tests for Android applications under test (AUT). We implement a framework that automates the generation of GUI test cases by using our Q-learning approach and compare it to a uniform random (UR) implementation. A novel feature of our approach is that we generate user-driven event sequences through the GUI, without the source code or the model of the AUT. Hence, considerable amount of cost and time are saved by avoiding the need for model generation for generating the tests. Our results show that the systematic path exploration used by Q-learning results in higher average code coverage in comparison to the uniform random approach.
95

Como mobilizar designers para a questão do envelhecimento e velhice? a relevância de práticas intergeracionais em design

Osmo, Lilian 31 August 2018 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-09-28T12:25:54Z No. of bitstreams: 1 Juliana Somekh.pdf: 1105964 bytes, checksum: e95f09685cf91805d123f838a61a6076 (MD5) / Made available in DSpace on 2018-09-28T12:25:54Z (GMT). No. of bitstreams: 1 Juliana Somekh.pdf: 1105964 bytes, checksum: e95f09685cf91805d123f838a61a6076 (MD5) Previous issue date: 2017-08-31 / This study presents and questions an experiment carried out in the discipline of Ergonomics, which I teach in a Course of Design at a São Paulo university. The concern of the experiment is to awaken in the youngsters - the future designers -, the responsibility to create a design which is more inclusive and more affectionate towards old people. The project selected with this aim consists of the production of an user friendly guide, which teaches the elderly how to use, by themselves, the APP to watch films Netflix. The work investigates whether there is a gain in the quality of the produced guide and in the learning process of ergonomics when the teaching method includes a more humane view on aging, based in great part on the philosophy of encounter of Martin Buber and on exercises experiencing empathy with aging. The general aim of the research is to elaborate a proposal for a teaching method based on the principles of the science of Ergonomics allied with a theoretical analysis of empathy, and guiding the student of design to adopt a posture of respect with the aged and to seek more inclusive and user friendly solutions for products. The evaluation method of the project consisted of reports elaborated by the students after tests of their user guides with the aged people, as well as questionnaires answered by them in class about their impressions on their work and experiences. The result of the experiment shows that, although a more lasting more positive view of the aged by the young had not been achieved, when the latter would see the former as an active, eager to achieve individual it was possible to witness moments of true empathy during the tests of the guides. With the support of humanist thinkers like Buber, we conclude that it is necessary to continue the fight against prejudices ingrained in human beings and that the educator has nowadays a great responsibility to promote in the teaching environment activities originating more humane, more affectionate and more inclusive view on human diversity / Esta investigação apresenta e problematiza uma experiência da disciplina de Ergonomia que leciono em um curso de Design em uma universidade paulistana, cuja preocupação é despertar nos jovens, futuros designers, a responsabilidade por um design mais inclusivo e afetuoso aos idosos. O projeto escolhido com esta finalidade é a criação de um Manual ergonômico, que ensina o velho a usar sozinho o aplicativo de filmes NETFLIX. Investiga-se neste trabalho se há um ganho na qualidade do Manual produzido e no aprendizado de Ergonomia, ao incluir, na didática de ensino, um olhar mais humano da velhice, baseado em grande parte na filosofia de encontro de Martin Buber e em vivências de empatia com o envelhecimento. O objetivo geral da pesquisa é elaborar a proposta de uma metodologia de ensino fundada nos princípios da ciência da Ergonomia, do design inclusivo, aliada a uma análise teórica da empatia, orientando o aluno de design para uma postura de respeito com o usuário-idoso, de busca por soluções de maior afeto e usabilidade. O método de avaliação empregado consistiu em relatórios elaborados pelos alunos após o teste do manual com os idosos, bem como em questionários respondidos por eles em classe sobre suas impressões dos trabalhos e das vivências. O resultado das experiências mostra, na finalização deste trabalho, que - embora não se tenha conseguido uma mudança mais duradoura de olhar na relação jovem-velho, quando o primeiro veria o segundo como um ser produtivo e desejoso de realizações -, foi possível atestar que ocorreram momentos verdadeiramente empáticos durante o teste final do manual. Concluímos, com apoio em pensadores humanistas como Buber, que é preciso continuar a luta contra os preconceitos arraigados no ser humano e que é muito grande a responsabilidade social que deve ter hoje o educador em propiciar, no ambiente de ensino, atividades práticas, que gerem um olhar mais humano, mais afetuoso e inclusivo à diversidade humana
96

Controle do cursor tridimensional via Wii Remote em ambiente de realidade virtual para o ensino de Física / Three-dimensional cursor controlled by Wii Remote for virtual reality environment to Physics teaching

Scalco, Roberto, 1979- 26 August 2018 (has links)
Orientador: Wu Shin-Ting / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Elétrica e de Computação / Made available in DSpace on 2018-08-26T21:35:45Z (GMT). No. of bitstreams: 1 Scalco_Roberto_M.pdf: 7707814 bytes, checksum: a463ebd37fc0af878080cf31478cf54c (MD5) Previous issue date: 2015 / Resumo: Como complemento aos laboratórios de Física do curso de graduação de Engenharia, este trabalho propôs-se ao desenvolvimento de um ambiente contextualizado que simula um laboratório virtual de Mecânica Clássica com uma interface tridimensional interativa similar ao usado em videogames. O controle Wii Remote foi escolhido como manipulador dos objetos desse ambiente por ser relativamente barato, além de possuir recursos que permitem obter a movimentação da mão do seu usuário no espaço. O Wii Remote se mostrou válido como controlador de um cursor 3D perante os testes de usabilidade realizados por um grupo de 27 alunos. O ambiente virtual desenvolvido representa um objeto de aprendizagem para auxiliar aos alunos com dificuldade em Física, mas sem perder o caráter lúdico do uso do controle de videogame. O professor pode criar cenas que reproduzam os experimentos realizados presencialmente no laboratório, mas introduzir variações em alguns parâmetros para que os alunos possam interagir com mais situações. Para realizar as simulações físicas foi utilizada a engine ODE, enquanto a renderização das cenas foi executada pela OpenGL. Questionários que foram aplicados aos alunos antes e depois de utilizarem o ambiente virtual contextualizado para o ensino de Física e seus resultados mostraram que o ambiente pode ser utilizado de maneira complementar, à aula tradicional, principalmente nas situações em que a aprendizagem acontece por repetição de tarefas / Abstract: As a complement to Physics laboratories in Engineering course, this work aimed to developping a environment that simulates a Classical Mechanics virtual laboratory using an interactive three-dimensional interface, similar to video games. The virtual environment helps students with difficult in Physics by using video game control. For the techaer, the possibility to create scenes that reproduce the experiments conducted in the laboratory, varying some parameters so that students can interact with most situations, could bring good oportunities to improve the classes. For the physical simulation was used the ODE engine and the OpenGL to scenes rendering and for interface to motion tracking object was Wii Remote control chosen, due to be relatively cheap and it allow to get the user hand movement in space.Tests with 27 students proved that Wii Remote is a valid 3D cursor controller and the environment can be used in a complementary way, the traditional classroom, especially in situations where learning happens by repeating tasks / Mestrado / Engenharia de Computação / Mestre em Engenharia Elétrica
97

Unified modeling language class diagram translator for the online design pattern library system

Li, Kaiyan 01 January 2003 (has links)
The Unified Modeling Language (UML) is the successor to the wave of object-oriented analysis and design (OOA&D) methods that appeared in the late '80s and early '90s. The class diagram is one of the most useful diagrams in UML. The class diagram technique has become truly central within object-oriented methods.
98

DIPBench: An Independent Benchmark for Data-Intensive Integration Processes

Lehner, Wolfgang, Böhm, Matthias, Habich, Dirk, Wloka, Uwe 12 August 2022 (has links)
The integration of heterogeneous data sources is one of the main challenges within the area of data engineering. Due to the absence of an independent and universal benchmark for data-intensive integration processes, we propose a scalable benchmark, called DIPBench (Data intensive integration Process Benchmark), for evaluating the performance of integration systems. This benchmark could be used for subscription systems, like replication servers, distributed and federated DBMS or message-oriented middleware platforms like Enterprise Application Integration (EAI) servers and Extraction Transformation Loading (ETL) tools. In order to reach the mentioned universal view for integration processes, the benchmark is designed in a conceptual, process-driven way. The benchmark comprises 15 integration process types. We specify the source and target data schemas and provide a toolsuite for the initialization of the external systems, the execution of the benchmark and the monitoring of the integration system's performance. The core benchmark execution may be influenced by three scale factors. Finally, we discuss a metric unit used for evaluating the measured integration system's performance, and we illustrate our reference benchmark implementation for federated DBMS.
99

A comparison of geocoding baselayers for electronic medical record data analysis

Severns, Christopher Ray 16 January 2014 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / Identifying spatial and temporal patterns of disease occurrence by mapping the residential locations of affected people can provide information that informs response by public health practitioners and improves understanding in epidemiological research. A common method of locating patients at the individual level is geocoding residential addresses stored in electronic medical records (EMRs) using address matching procedures in a geographic information system (GIS). While the process of geocoding is becoming more common in public health studies, few researchers take the time to examine the effects of using different address databases on match rate and positional accuracy of the geocoded results. This research examined and compared accuracy and match rate resulting from four commonly-used geocoding databases applied to sample of 59,341 subjects residing in and around Marion County/ Indianapolis, IN. The results are intended to inform researchers on the benefits and downsides to their selection of a database to geocode patient addresses in EMRs.
100

Designing an intelligent home environment

Masvosve, Thomas 02 1900 (has links)
While a lot of efforts have been on outdoor intelligent systems, internal living environment system that suits the occupancy’s behaviour has not received much attention. The intelligent living environment designed in this study has three components; the physical world (environment), the database and the decision maker. The study sought to design a model that senses ever changing home conditions such as lights, doors and windows. Other variables that were looked at include, but not limited to the number of people in the room and inside thermodynamics and human activity. Global information such as temperature, gas or electricity usage and time of the day will also be received by the system through various sensing facilities. The information will be sent to a rules engine for a decision on an appropriate action to be taken. The action may include just turning off the lights, in the case of a mild abnormality or a high alert to an emergency response unit in a most severe case. The study proposes a context aware and proactive neural networks control system to control a living environment with a main focus on the aged citizens living alone. The proposed living environment was not developed to an actual or “mock” building containing a representation of subset of sensors, actuators and controllers as used in the actual systems due to lack of funding. However, the study will report on the modelling and simulation of the home system variables based on the chosen Artificial Intelligent technique using MATLAB/SIMULINK. These results indicate a possibility of implementing the designed living environment to increase the resident’s security. / Electrical and Mining Engineering / M. Tech. (Engineering: Electrical)

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