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Ecossistemas digitais de aprendizagem: autoria, colaboração, imersão e mobilidade. / Digital learning ecosystems: authoring, collaboration, immersion and mobility.Irene Karaguilla Ficheman 24 October 2008 (has links)
A rápida evolução e a ampla disseminação de tecnologias digitais estão mudando o contexto e o perfil dos aprendizes que hoje circulam naturalmente entre espaços físicos, espaços virtuais e espaços sociais diferentes, aprendendo em contextos formais e informais. Paradigmas educacionais atuais defendem a aprendizagem centrada no aprendiz que constrói seu conhecimento ao criar e desenvolver projetos, ao interagir com os objetos de estudo, com seus pares, com seus professores e mentores. A análise de requisitos etapa fundamental do desenvolvimento de uma ferramenta digital - concentra-se essencialmente em aspectos computacionais a partir da identificação de fluxos de entrada e saída e dos processos que a ferramenta deverá executar. Entretanto, a análise de requisitos é difícil de ser conduzida quando os conteúdos e inter-relações são complexos e dinâmicos. Recentemente, a abordagem de ecossistemas tem sido usada para entender ou modelar fenômenos que surgem da tecnologia e de seu uso. Propomos utilizar esta abordagem para conceber novas ferramentas digitais de aprendizagem ao analisar seus requisitos, ou para analisar ferramentas existentes. Assim, propomos neste trabalho uma definição e um modelo de Ecossistema Digital de Aprendizagem, que podem ser aplicados tanto na concepção de novas ferramentas educacionais quanto na análise para melhoria de ferramentas existentes. Um conjunto de artefatos, resultantes do detalhamento do modelo, é apresentado a fim de auxiliar na utilização do mesmo. A avaliação da aplicabilidade do modelo foi realizada por meio de sua utilização em estudos de caso de ferramentas educacionais desenvolvidas anteriormente. A aplicação do modelo evidenciou aspectos que não foram contemplados com abordagens tradicionais e permitiu levantar possíveis modificações e ampliações que podem levar a um estágio mais maduro do ecossistema. Os resultados obtidos com a aplicação do modelo na análise de ferramentas existentes apontam caminhos promissores para que esta estratégia seja usada na concepção de novas ferramentas educacionais de aprendizagem. / The rapid evolution and dissemination of digital technology are changing the learners context and profile. Learners move naturally between different physical spaces, different virtual spaces and different social spaces, engaging in learning activities in formal and informal contexts. Educational paradigms defend a learner centered approach, where learners construct their knowledge creating and developing projects, interacting with learning objects, with their peers, their teachers and mentors. Requirements analysis is a fundamental phase in the development of digital tools and concentrates essentially on computational aspects consisting on the identification of the tools input and output flows as well as processing. Nevertheless, requirements analysis is difficult to conduct when contents and relations are complex and dynamic. Recently, the ecosystem approach has been used to understand and to model phenomena that appear from the technology and its use. We propose to use this approach to conceive new digital learning tools, analyzing its requirements, or to use this approach to analyze existing tools. Therefore we propose in this research a Digital Learning Ecosystem definition and model that can be applied to the conception of new educational tools, as well as to analyze and improve existing tools. The detailed model includes a set of artifacts that can support its application. The model applicability evaluation was achieved by applying it on previously developed study cases. The model application showed some aspects that were not considered with traditional approaches and raised possible modifications and extensions that can lead to a mature stage of the ecosystem. The model application analysis of existing tools showed promising results and indicate that this approach can be used to conceive new educational learning tools.
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Proposta de método para análise técnica de rede para implantação de serviços IPTV. / Proposal of a method for network technical analysis of IPTV services deployment.Jorge Luiz Silva Barros 20 September 2011 (has links)
Discute-se neste trabalho a importância de um método para análise técnica de uma dada infraestrutura visto a necessidade atual pela busca do aproveitamento de estruturas já existentes. Cada vez mais empresas buscam agregar serviços multimídia (voz, vídeo e dados) à sua estrutura corporativa, integrando a empresa como um todo, reduzindo custos e aproveitando a infraestrutura de comunicação existente. Com essa perspectiva, o trabalho propõe um método para avaliação técnica que determine, se uma infraestrutura instalada suportaria os requisitos necessários para oferecer os serviços da tecnologia IPTV, baseando-se na avaliação dos requisitos dos parâmetros de QoS quando implementado estes serviços. / The importance of a method is discussed in this work for technical analysis of a given infrastructure when the current necessity was seen by the search of the use of already existent structures. More and more enterprises look for collect services multimedia (voice, video and data) to his corporative structure, integrating the enterprise as a whole, reducing costs and leveraging the infrastructure of existent communication. With this perspective, this paper proposes a method for technical evaluation that it determines, if a given installed infrastructure will support the necessary requisites to offer the services of the IPTV technology, being based on the evaluation of the requisites of the parameters of QoS when these services were implemented.
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Vers de nouveaux outils pour l’anticipation des besoins utilisateurs : apports méthodologiques pour l'ergonomie prospective / Towards new tools to the anticipation of future needs : methodological contributions for prospective ergonomicsBarre, Jessy 10 December 2015 (has links)
L’analyse des besoins est la première étape du processus de conception. C'estaussi une source importante d’innovation en entreprise, notamment lorsqu'elle est partagée ausein de l’équipe de conception pluridisciplinaire. La prospection et l’anticipation des besoinsfuturs des utilisateurs porte ainsi des enjeux stratégiques majeurs pour développer des produitsnouveaux adaptés aux utilisateurs finaux. L'objectif de cette thèse est de contribuer à optimiserl’anticipation des besoins dans le but de favoriser l’innovation. Nos hypothèses portent sur desfacteurs méthodologiques et technologiques qui permettent d'améliorer la collaboration del'équipe pluridisciplinaire et la performance d'anticipation des besoins. Ces hypothèses sontopérationnalisées comme trois déclinaisons de la méthode des Personas et sont testées dansle cadre de trois projets industriels. Nous montrons qu'en proposant une méthode combinantplusieurs modes de raisonnements adaptés aux profils métiers de l'équipe pluridisciplinaire,l'anticipation des besoins est améliorée en quantité et en qualité (utilité perçue par lesutilisateurs). Nous montrons également que les technologies support jouent un rôle importantdans l'efficacité des méthodes : une technologie collaborative et ludique comme une tableinteractive peut augmenter le nombre d'items stratégiques pour l'entreprise (c'est-à-dire utiles etfaisables) ; une technologie immersive et ludique comme un monde virtuel permet d'orienterl'anticipation des besoins selon les objectifs du projet (techno-centrés ou centrés-utilisateurs).Ces résultats ouvrent de nombreuses perspectives pour l'évolution méthodologique ettechnologique de la phase d'anticipation des besoins dans les projets d'innovation. / Requirements analysis is the first step of the design process. It is also animportant source of innovation in companies, particularly when it is shared and fulfilled by themultidisciplinary design team. The prospection and anticipation of future needs are therefore animportant challenge for the development of new products adapted to their user. The goal of thisthesis is to optimize the anticipation of future needs in order to foster innovation. Ourassumptions include methodological and technological factors to improve the collaboration ofthe multidisciplinary team and the performance of requirements anticipation. Theseassumptions are operationalized through three different ways of running the Persona methodand tested in the context of three industrial projects. We show that a method combining severalreasoning modes adapted to the various professional backgrounds in the multidisciplinary team,the anticipation of needs is improved quantitatively and qualitatively (i.e. usefulness assessedby users). We also show that the technological support plays an important role in theeffectiveness of methods: a collaborative and playful technology such as an interactive tabletopcan increase the number of strategic ideas for the company (i.e. useful and technically feasible);an immersive and playful technology such as a virtual world can shape needs anticipation inaccordance with the project priorities (Techno-Centered or User-Centered). These results openmany opportunities for the methodological and technological evolution of front-end innovationphases towards the anticipation of future needs.
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Untersuchungen zur Erarbeitung eines Anforderungsprofiles für intermediäre TätigkeitenMüller, Holger 26 July 2010 (has links) (PDF)
In der vorliegenden Arbeit wird eine emirische Untersuchung vorgestellt, in der mittels eines multimethodalen Zuganges eine Anforderungsanalyse für intermediäre Tätigkeiten umgesetzt wurde. Genutzt wurden zur Anforderungsanalyse Experteniterviews, eine Anwendung der Grid-Technik, sowie die Critical-Incidence-Technique.
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Conceptualisation of an Environment for the Development of Simulators based on the Finite Element MethodLencastre Pinheiro de Menezes e Cruz, Maria January 2004 (has links)
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Previous issue date: 2004 / In this work we address the conceptualisation of a Simulation Environment for the
development of multi-physic simulators based on the Finite Element Method (FEM).
Simulators are economical means of understanding and evaluating the performance of
abstract and real-world systems. Our simulation perspective is the class of simulations
for phenomena represented by a set of functions distributed in space and possibly in time,
whose behaviour is based on the FEM. The importance of these simulators has to do with
the effectiveness of the FEM, a general-purpose numerical method, which can easily be
developed to analyse and solve various kinds of problems frequently found in human
daily life, and in its power to provide accuracy and reliability in the solution of partial
differential equations. FEM Simulations consider systems of possibly millions of
algebraic equations, numerical integrations, mesh generations, matrix and vector
manipulations, solutions of linear and non-linear systems, and so on. These features
undoubtly justify the development of a specific computational environment. This work
emphasizes the adaptation of software engineering practices and methodologies for
organizing and reusing the specific domain of simulators formulated using the FEM. The
work defines an environment and its architecture for the development of simulators. It
also proposes some specific patterns for solving relevant problems of our domain of
knowledge, and describes their application through a case study.
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Využití workshopů při analýze požadavků softwarového projektu / Use of workshops during requirements analysis for software projectsPacourek, Kryštof January 2013 (has links)
This thesis reacts to the still poorly mastered area of requirements analysis in the development of software, which shows that incorrectly defined requirements are one of the major causes of failure of software projects. The thesis deals with the techniques for gathering requirements, for example the use of requirements workshops as an approach, where a number of various stakeholders under the guidance of a facilitator create a defined output and collectively shape the requirements for SW. Organizing similar workshops is an intensive activity in which it is necessary to consider many aspects; these are discussed in the theoretical part of the thesis. The practical outcome of this work is a methodological framework purposed as a guideline for organizing a specific workshop focused on understanding the problem areas and solutions, identifying stakeholders and the scope of the project, where the problem is viewed from the perspective of the overall context and detachment, which is essential in the early stages of the software project. The workshop was designed and implemented during a university course Software Project and adapted the MMSP methodology, which is used in the course.
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Improving Software Quality through Syntax and Semantics Verification of Requirements ModelsGaither, Danielle 12 1900 (has links)
Software defects can frequently be traced to poorly-specified requirements. Many software teams manage their requirements using tools such as checklists and databases, which lack a formal semantic mapping to system behavior. Such a mapping can be especially helpful for safety-critical systems. Another limitation of many requirements analysis methods is that much of the analysis must still be done manually. We propose techniques that automate portions of the requirements analysis process, as well as clarify the syntax and semantics of requirements models using a variety of methods, including machine learning tools and our own tool, VeriCCM. The machine learning tools used help us identify potential model elements and verify their correctness. VeriCCM, a formalized extension of the causal component model (CCM), uses formal methods to ensure that requirements are well-formed, as well as providing the beginnings of a full formal semantics. We also explore the use of statecharts to identify potential abnormal behaviors from a given set of requirements. At each stage, we perform empirical studies to evaluate the effectiveness of our proposed approaches.
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The impact that the quality of requirements can have on the work and well-being of practitioners in software development. : An interview studyLind, Emil January 2022 (has links)
Requirements, key artifacts of requirements engineering, are a fundamental part of any software development, used by the different software development roles in their activities, such as designing the interface for a feature, its development, and the creation of test cases made by testers. This study aims to investigate the impact of misalignment in the use, understanding, and intent of requirements between the requirements engineers that create the requirements and other software roles that use them in their work activities and betweendevelopers and testers in their software development and testing activities. The impacted areas that this study focuses on are the work activities of the different roles involved with requirements in the development process, their workload, and their well-being and morale.The two research objectives are:i) How do software development practitioners define the quality of requirements?ii) How do the perceived quality of requirements impact the work of the different roles involved in the software development process?This study was performed as a descriptive interview study that follows the case study guidelines written by Runeson and Höst [14] at a sub-organization of a Nordic bank that developed their own web and apps. The data collection comprises interviewing 20 practitioners:requirements engineers, developers, testers, and newly employed developers, with fiveinterviewees from each group.The results of this study show that there are, in fact, different views across different roles of what makes a requirement good. There are also some similarities between the general characteristics described by the practitioners that they perceive make requirements good and the characteristics described in the ISO [21] and IREB [26] standards.The practitioners stated that, in general, they experienced negative feelings, more work,and overhead communication when they worked with requirements they perceived to be bad. The practitioners also described in general positive effects on their work and feelings when they worked with requirements that they perceived to be good.A conclusion that can be drawn from the study is that the quality of requirements and the requirements engineering process matter to software development and can have big impacts on the morale and effectiveness, and efficiency of the different roles that work with the requirements.
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On the Answer Status and Usage of Requirements Traceability QuestionsGupta, Arushi 24 October 2019 (has links)
No description available.
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A Literature Review on the Impact of Artificial Intelligence in Requirements Elicitation and AnalysisPapapanos, Konstantinos, Pfeifer, Julia January 2023 (has links)
This thesis was conducted by two students as part of their Strategic Information Systems Management degree program at Stockholm University. As presented in this study, the manual elicitation processes in Requirements Engineering are error-prone and time-consuming. Traditional approaches and techniques often produce requirements that are characterized by ambiguity, inadequacy, incompleteness, inconsistency, and obsolescence. The research problem is focused on the lack of clear understanding regarding AI's specific role in supporting the identification of precise and detailed requirements, and the need for summarizing findings of related work. The goal of this thesis is to investigate the impact of AI in Requirements Engineering, focusing primarily on Requirements Elicitation and Analysis. After presenting essential background knowledge of Requirements Engineering, traditional elicitation methods, and Artificial Intelligence, a systematic literature review was performed to unveil Artificial Intelligence methods, techniques, and tools used in Requirements Elicitation and Analysis. With the assistance of the PRISMA methodology, the key findings and results were summarized and presented. The majority of the online literature focused on various issues connected with traditional methods and presented how Artificial Intelligence Chatbots, Text Mining and Natural Language Processing techniques, Virtual Reality, Sentiment Analysis, Crowdsourcing, Deep Learning Techniques, Gamification, and Bayesian Networks are improving the quality and speed of Requirements Elicitation. One of the main challenges faced is that there is no extensive comparison with traditional methods and metrics on how Artificial Intelligence overall helps Requirements Elicitation – only metrics per case. Also, there is not explicit definition regarding which AI methodologies and tools are appropriate for each elicitation and analysis method.
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