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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.
1

Methods For Test Case Prioritization Based On Test Case Execution History

Ying, PuLe, Fan, LingZhi January 2017 (has links)
Motivation: Test case prioritization can prioritize test cases, optimize the test execution, save time and cost. There are many different methods for test case prioritization, test case prioritization method based on test case execution history is one kind of them. Based on the test case execution history, it’s easier to increase the rate of fault detection, hence we want to do a study about test case prioritization methods based on the test case execution history. Meanwhile, executing the feasible methods to compare the effectiveness of them. For the motivation of the thesis may be regarded as an example for experiencing approach for comparing test case prioritizations based on test case execution history, or as a study case for identifying the suitable methods to use and help improve the effectiveness of the testing process. Objectives: The aim of this thesis is to look for a suitable test case prioritization method that can support risk based testing, in which test case execution history is employed as the key criterion of evaluation. For this research, there are three main objectives. First, explore and summarize methods of test case prioritization based on test case history. Next, identify what are differences among the test case prioritization methods. Finally, execute the methods which we selected, and compare the effectiveness of methods. Methods: To achieve the first and the second study objectives, a systematic literature review has been conducted using Kitchenham guidelines. To achieve the third study objective, an experiment was conducted following Wohlin guidelines. Results: In our thesis: 1) We conducted a systematic literature review and selected 15 relevant literatures. We extracted data of the literatures and then we synthesized the data. We found that the methods have different kinds of inputs, test levels, maturity levels, validation and "automated testing or manual testing". 2) We selected two feasible methods from those 15 literatures, Method 1 is Adaptive test-case prioritization and Method 2 is Similarity-based test quality metric. We executed the methods within 17 test suites. Comparing the result of two methods and non-prioritization, the mean Average Percentage of Defects Found (APFD) of Adaptive test-case prioritization execution result (86.9%) is significantly higher than non-prioritization (51.5%) and Similarity-based test quality metric (47.5%), it means that the Adaptive test-case prioritization has higher effectiveness. Conclusion: In our thesis, existing test case prioritization methods based on test case execution history are extracted and listed out through systematic literature review. The summary of them and the description of differences can be available in the thesis. The 15 relevant literatures and the synthesized data may be as a guideline for relevant software researchers or testers. We did the statistical test for the experimental result, we can see two different test case prioritization methods have different effectiveness.
2

Digitalt är historien alltid närvarande : En litteraturstudie om digitala spel som läromedel i historieundervisningen / History is always present in the digital world : A literature study on digital games as teaching aids in history teaching

Lund, Marcus January 2023 (has links)
Research shows an increased interest in the use of both educational- and commercial games in the classroom. This increased interest in digital games and the potential of game-based learning may not come as a surprise due to the constant digitization in schools. The purpose of this literature study is to analyze scientific literature that covers the use of digital games for teaching purposes and from this identify opportunities and challenges with using digital games in history teaching, as well as to see how teachers integrate digital games in the classroom. For this purpose, data has been gathered and analyzed through systematic search on two different databases: Primo and ERIC (Education Resource Information Center). The study found that the use of digital games in history teaching may enable the development of student’s social skills, an increased understanding of concepts and theories, increased focus and commitment, an increased critical approach to history teaching and an increased interest in the subject. Several potential challenges with the use of digital games in history teaching were also found. The most distinctive challenges were structural limitations, teacher competence, society’s view of digital games, as well as a concern that students have difficulty applying what they learned outside the framework of the game. Furthermore, the study shows the importance of the digital game being integrated into the regular teaching, and not being used as the main knowledge facilitator in the classroom. It is also shown that it is not just one role that teachers need to take on when it comes to using digital games in their classrooms, but a wide range of roles to successfully integrate digital games into their teaching practice. Lastly, the study provides some guidance for teachers who are interested in working with digital games in their teaching practice but who do not know which games to use. It also discusses an alternative way forward for the field, by using streaming platforms as a means to experience game-based learning for students.
3

Efficient Scheduling In Distributed Computing On Grid

Kaya, Ozgur 01 December 2006 (has links) (PDF)
Today many computing resources distributed geographically are idle much of time. The aim of the grid computing is collecting these resources into a single system. It helps to solve problems that are too complex for a single PC. Scheduling plays a critical role in the efficient and effective management of resources to achieve high performance on grid computing environment. Due to the heterogeneity and highly dynamic nature of grid, developing scheduling algorithms for grid computing involves some challenges. In this work, we concentrate on efficient scheduling of distributed tasks on grid. We propose a novel scheduling heuristic for bag-of-tasks applications. The proposed algorithm primarily makes use of history based runtime estimation. The history stores information about the applications whose runtimes and other specific properties are recorded during the previous executions. Scheduling decisions are made according to similarity between the applications. Definition of similarity is an important aspect of this approach, apart from the best resource allocation. The aim of this scheduling algorithm (HISA-History Injected Scheduling Algorithm) is to define and find the similarity, and assign the job to the most suitable resource, making use of the similarity. In our evaluation, we use Grid simulation tool called GridSim. A number of intensive experiments with various simulation settings have been conducted. Based on the experimental results, the effectiveness of HISA scheduling heuristic is studied and compared to the other scheduling algorithms embedded in GridSim. The results show that history injection improves the performance of future job submissions on a grid.
4

Spel som läromedel : En historiedidaktisk undersökning om historiebaserade datorspel på högstadiet / Computer games as an aid in teaching : A history didactic investigation about history-based computer games and their use in classrooms

Andersson Leman, Filip January 2023 (has links)
The purpose of this study is to explore the popular computer game Europa Universalis IV and how the use of history looks inside the game and its potential use during lessons.There is also a second purpose to this study and it is to shine some light on how students between the ages of thirteen and fifteen think about history-based videogames and their use in a classroom situation. In order to get the some answers from the students I created a survey that was sent out to two schools in Sweden. The survey contained, among other things, questions about the students’ own experiences with history-based games and if they had learned anything by playing them. Another thing the surveyasked about was their opinion on games being used during class and what advantages and disadvantages they bring forth. The result of both studies was really interesting in their own way. For the first part EU4 is a complicated game which uses history to a great extent, somtimes in a good and educational way, but also in a way to make money. Secondly, the survey that was sent out to the schools gave some inspired answers. They showed that our studnets today are aware of the different ways history can be used, as well as what the games can teach us. Finally, this survey also showed that our young students have wise thoughts about the pros and cons with computer games during class.
5

Network Emulation, Pattern Based Traffic Shaping and KauNET Evaluation

Awan, Zafar Iqbal, Azim, Abdul January 2008 (has links)
Quality of Service is major factor for a successful business in modern and future network services. A minimum level of services is assured indulging quality of Experience for modern real time communication introducing user satisfaction with perceived service quality. Traffic engineering can be applied to provide better services to maintain or enhance user satisfaction through reactive and preventive traffic control mechanisms. Preventive traffic control can be more effective to manage the network resources through admission control, scheduling, policing and traffic shaping mechanisms maintaining a minimum level before it get worse and affect user perception. Accuracy, dynamicity, uniformity and reproducibility are objectives of vast research in network traffic. Real time tests, simulation and network emulation are applied to test uniformity, accuracy, reproducibility and dynamicity. Network Emulation is performed over experimental network to test real time application, protocol and traffic parameters. DummyNet is a network emulator and traffic shaper which allows nondeterministic placement of packet losses, delays and bandwidth changes. KauNet shaper is a network emulator which creates traffic patterns and applies these patterns for exact deterministic placement of bit-errors, packet losses, delay changes and bandwidth changes. An evaluation of KauNet with different patterns for packet losses, delay changes and bandwidth changes on emulated environment is part of this work. The main motivation for this work is to check the possibility to delay and drop the packets of a transfer/session in the same way as it has happened before (during the observation period). This goal is achieved to some extent using KauNet but some issues with pattern repetitions are still needed to be solved to get better results. The idea of history and trace-based traffic shaping using KauNet is given to make this possibility a reality.
6

[en] SUCCESS AND FAILURE IN THE AMERICAN AVIATION INDUSTRY: A COMPARATIVE STUDY OF DELTA AIRLINES AND EASTERN AIRLINES / [pt] SUCESSO E FRACASSO ORGANIZACIONAL NA INDÚSTRIA DE AVIAÇÃO COMERCIAL AMERICANA: ESTUDO COMPARATIVO DAS COMPANHIAS AÉREAS DELTA AIRLINES E EASTERN AIRLINES

BEATRIZ CASSURIAGA DIAS 10 December 2020 (has links)
[pt] Tendo em vista que decorridos quase cem anos do seu nascimento, após vários ciclos de crescimento e contração, a indústria aérea ainda se mostra frágil, apresentando vários casos de recuperação judicial e falências, pesquisa-se sobre o declínio organizacional, afim de identificar, quais fatores, elementos, aspectos organizacionais e ambientais, escolhas e ações gerenciais, stakeholders envolvidos, e seus respectivos graus de envolvimento, que possam influenciar na dinâmica de sucesso e fracasso organizacional. Para tanto é necessário identificar padrões longitudinais de comportamento organizacional, propor visualizações da informação que gerem insights inovadores sobre stakeholders do setor, e entender os desafios e pressões específicos da indústria. Utilizando uma perspectiva histórica, a presente pesquisa realiza um estudo de caso comparativo longitudinal sobre as companhias aéreas Delta Airlines e Eastern Airlines, duas empresas atuantes desde os primórdios da indústria aérea norte americana, que, no entanto, acabaram tendo diferentes destino nos anos 1990. Diante disso, verifica-se que apesar das características empreendedoras e suas iniciativas de expansão e crescimento, o grau de endividamento (alavancagem), a gestão de folga organizacional, a capacidade no gerenciamento de conflitos e a aptidão de adaptação em um ambiente dinâmico de negócios, podem ter sido as causas do declínio e posterior dissolução da Eastern e da sobrevivência continuada da Delta. / [en] In view of that almost a hundred years after its birth, after several cycles of growth and contraction, the airline industry is still fragile, presenting several cases of judicial recovery and bankruptcies, it is verified the importance of research on the organizational decline, in order to identify, which one s factors, elements, organizational and environmental aspects, managerial choices and actions, stakeholders involved, and their respective degrees of involvement, which could influence the dynamics of organizational success and failure. Therefore, it is necessary to identify longitudinal patterns of organizational behavior, propose visualizations of the information that generate innovative insights about stakeholders in the sector, and understand the specific challenges and pressures of the industry. Using a historical perspective, this research carries out a comparative longitudinal case study on the airlines Delta Airlines and Eastern Airlines, two companies operating since the beginning of the North American airline industry, which, however, ended up having different destinations in the 1990s. Therefore, it appears that despite the entrepreneurial characteristics and their expansion and growth initiatives, the degree of indebtedness (leverage), the management of organizational slack, the capacity in conflict management, and the ability to adapt in a dynamic business environment, may have been the causes of Eastern s decline and subsequent dissolution and Delta s continued survival.

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