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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.
11

Uma ferramenta acessível de apoio à modelagem de software na Web / An accessible too to support software modelling on the web

Grillo, Filipe Del Nero 25 April 2014 (has links)
Com o aumento do uso das atividades de modelagem em processos de desenvolvimento de software, a participação de pessoas com deficiência visual em tais processos requer esforços dedicados para que os modelos sejam passíveis de entendimento, caso contrário essa participação fica comprometida. Os modelos são em sua maioria visuais e, portanto, seu processo de construção requer o posicionamento de elementos no espaço do documento por meio de um dispositivo de apontar, como o mouse, e sua leitura requer o uso da visão, uma vez que os diagramas são compostos não apenas por textos, mas também por elementos visuais como retângulos e arcos conectando-os. Neste contexto, o objetivo deste projeto foi desenvolver uma técnica textual para representação e interação com diagramas que possibilite que pessoas com deficiência visual sejam capazes de colaborar em projetos de software, tanto utilizando uma abordagem de desenvolvimento orientado a modelos, quanto em uma abordagem de desenvolvimento tradicional. Para atingir o objetivo proposto foi desenvolvido um protótipo de uma ferramenta Web, a AWMo (lê-se letra a letra: A-W-M-O), a partir da qual a edição de modelos pode ser realizada por meio de duas visões equivalentes: uma visão gráfica, na qual o engenheiro de software poderá inserir novos elementos no diagrama, posicioná-los e definir suas propriedades de modo visual; e uma visão textual, na qual o engenheiro de software pode inserir novos elementos, propriedades e relacioná-los utilizando uma gramática textual. Um estudo de caso foi conduzido para avaliar sua eficácia e os resultados mostraram que a linguagem textual desenvolvida não representa uma barreira para a utilização da abordagem proposta pela AWMo. Os resultados sugerem que a AWMo é uma opção viável para facilitar o acesso de deficientes visuais a modelos de software, ajudando a promover a colaboração e comunicação efetiva e de maneira independente entre usuários com e sem visão para atividades de modelagem de software / With the growth of modeling activities in software development processes, the participation of visually impaired users requires dedicated efforts so that the models are capable to be understood, otherwise this participation is compromised. The models are mostly visuals and, therefore, their construction process requires the positioning of elements in the document space with a pointing device, like the mouse, and their reading requires the use of vision, since the diagrams are composed not only by text, but also by visual elements such as rectangles and arcs connecting them. In this context, the goal of this project was to develop a textual technique to represent and interact with diagrams to allow visually disabled people to collaborate in software development projects, either using an model driven development approach or a tradicional development approach. To achieve the proposed goal, a prototype Web tool called AWMo was developed. The prototype allows the edition of models to be done in two distinct views: a graphical view, where the software engineer is able to insert new elements and define their position in a visual and traditional way; and a textual view, where the software engineer is able to insert new elements, their properties and relationships using a textual grammar. A case study was conducted to evaluate the efficacy of the approach and the results show that the textual language developed did not posed itself as a barrier to the use of the AWMo. The results suggest that AWMo is a viable option to allow the access of the visually impaired to software models, promoting collaboration and effective communication between sighted and blind users in software modeling activities, but most importantly, in an independent way
12

Ambiente de apoio ao ensino de modelagem de software com máquina de estados: uma extensão para o editor de programação Bluej

Gaspar, Luciano 10 May 2012 (has links)
Made available in DSpace on 2016-04-29T14:23:06Z (GMT). No. of bitstreams: 1 Luciano Gaspar.pdf: 1342989 bytes, checksum: 2adb8081f31a71914dc0e2627497482b (MD5) Previous issue date: 2012-05-10 / The aspects that affect the complexity in the development of systems are, also, barriers to the teaching and learning process of software modeling. Many techniques, tools and processes are adopted in this specific kind of teaching, although, one of the greatest issues found in this task is to create conditions in order to make the student experiment such a complexity in the classroom. The adoption of criteria for software quality analysis is an option that, into the architectural prospect, can reveal that, even the algorithm with few code lines are fragile and, along their life cycle, may present problems of scalability, maintenance and reuse. In this aspect, the purpose of this research is to evaluate if the codes produced by the student, supported by the concepts and techniques of the State Model, will express the initial characteristics of a modularized structure. A tool which extends the functions of the BlueJ teaching environment was developed and it is presented in this paper. That tool, associated with the BlueJ native resources and the State Machines learning make it possible for the student to accomplish software model descriptions according to the structural and environmental code prospects / Os aspectos que afetam a complexidade no desenvolvimento de sistemas também são barreiras para o processo de ensino-aprendizagem de modelagem de software. Muitas técnicas, ferramentas e processos são adotados nesse tipo específico de ensino, porém, uma das dificuldades encontradas é criar condições para que o aluno vivencie tal complexidade em sala de aula. Como alternativa, a adoção de critérios de análise da qualidade de software, sob a perspectiva arquitetural, pode revelar que mesmo os algorítmos com poucas linhas de código são frágeis e ao longo do seu ciclo de vida apresentam problemas de escalabilidade, manutenção e reuso. Nesse sentido, o propósito desta pesquisa é avaliar se o código produzido pelo aluno, apoiado nos conceitos e técnicas do Modelo de Estados, manifestará características iniciais de uma estrutura modularizada. Uma ferramenta que estende as funcionalidades do ambiente de ensino BlueJ foi desenvolvida e é apresentada neste trabalho. Esta ferramenta, associada aos recursos nativos do BlueJ e aos conhecimentos de Máquina de Estados, permite que o aluno elabore descrições de modelos de software dentro das perspectivas estrutural e comportamental do código
13

Representing Design Patterns As Super Components In Component Oriented Software Engineering

Avkarogullari, Okan 01 February 2004 (has links) (PDF)
It is widely believed and empirically shown that component reuse improves both the quality and productivity of software development. This brings the necessity of a graphical editor to model the projects by using components. A graphical editor was implemented for the development of Component Oriented software development. The editor facilitates modeling efforts through application of the graphical modeling language COSEML. Both design patterns and software components have come to play important roles in software development. The correlation between software components and design patterns is apparent. In the design phase of the projects design patterns are used widely both in component and object oriented projects. Design patterns can be used as super components in component-based development . Software reuse, software components, design patterns, use of design patterns in component-based development, and component architectures are studied in details to address the need for the approach. COSE modeling activity starts with the decomposition of the target system into building blocks in a top-down order. Next, interfaces between these blocks are defined. If required design patterns can be added to model as super components.
14

Using Collaboration Diagrams In Component Oriented Modeling

Tuncel, Mehmet Burhan 01 January 2006 (has links) (PDF)
Component Oriented Software Engineering (COSE) seems to be the future of software engineering. Currently, COSEML is the only modeling language that completely supports the COSE approach. Abstract decomposition of the system and their representing components are shown in a hierarchy diagram to support the COSE process model. In COSEML, only static modeling is supported through this single diagram. However, software is about behavior and static modeling is not sufficient to describe the system. The aim of this thesis is providing the benefits of dynamic modeling to COSEML by adopting collaboration diagrams. For this purpose, first, specification of modified collaboration diagrams is made for COSEML. Then software is developed for supporting collaboration diagrams in COSECASE. Also, an e-store application is modeled with COSEML using the collaboration diagrams. With this work, modeling the dynamic behavior of the system in both abstract and component levels is made possible. Furthermore, use case realization is enabled in the COSE modeling. More important, modeling the sequential interactions among components is made possible. Consequently, a suitable environment is provided for automated testing and application generation from the model.
15

Uma ferramenta acessível de apoio à modelagem de software na Web / An accessible too to support software modelling on the web

Filipe Del Nero Grillo 25 April 2014 (has links)
Com o aumento do uso das atividades de modelagem em processos de desenvolvimento de software, a participação de pessoas com deficiência visual em tais processos requer esforços dedicados para que os modelos sejam passíveis de entendimento, caso contrário essa participação fica comprometida. Os modelos são em sua maioria visuais e, portanto, seu processo de construção requer o posicionamento de elementos no espaço do documento por meio de um dispositivo de apontar, como o mouse, e sua leitura requer o uso da visão, uma vez que os diagramas são compostos não apenas por textos, mas também por elementos visuais como retângulos e arcos conectando-os. Neste contexto, o objetivo deste projeto foi desenvolver uma técnica textual para representação e interação com diagramas que possibilite que pessoas com deficiência visual sejam capazes de colaborar em projetos de software, tanto utilizando uma abordagem de desenvolvimento orientado a modelos, quanto em uma abordagem de desenvolvimento tradicional. Para atingir o objetivo proposto foi desenvolvido um protótipo de uma ferramenta Web, a AWMo (lê-se letra a letra: A-W-M-O), a partir da qual a edição de modelos pode ser realizada por meio de duas visões equivalentes: uma visão gráfica, na qual o engenheiro de software poderá inserir novos elementos no diagrama, posicioná-los e definir suas propriedades de modo visual; e uma visão textual, na qual o engenheiro de software pode inserir novos elementos, propriedades e relacioná-los utilizando uma gramática textual. Um estudo de caso foi conduzido para avaliar sua eficácia e os resultados mostraram que a linguagem textual desenvolvida não representa uma barreira para a utilização da abordagem proposta pela AWMo. Os resultados sugerem que a AWMo é uma opção viável para facilitar o acesso de deficientes visuais a modelos de software, ajudando a promover a colaboração e comunicação efetiva e de maneira independente entre usuários com e sem visão para atividades de modelagem de software / With the growth of modeling activities in software development processes, the participation of visually impaired users requires dedicated efforts so that the models are capable to be understood, otherwise this participation is compromised. The models are mostly visuals and, therefore, their construction process requires the positioning of elements in the document space with a pointing device, like the mouse, and their reading requires the use of vision, since the diagrams are composed not only by text, but also by visual elements such as rectangles and arcs connecting them. In this context, the goal of this project was to develop a textual technique to represent and interact with diagrams to allow visually disabled people to collaborate in software development projects, either using an model driven development approach or a tradicional development approach. To achieve the proposed goal, a prototype Web tool called AWMo was developed. The prototype allows the edition of models to be done in two distinct views: a graphical view, where the software engineer is able to insert new elements and define their position in a visual and traditional way; and a textual view, where the software engineer is able to insert new elements, their properties and relationships using a textual grammar. A case study was conducted to evaluate the efficacy of the approach and the results show that the textual language developed did not posed itself as a barrier to the use of the AWMo. The results suggest that AWMo is a viable option to allow the access of the visually impaired to software models, promoting collaboration and effective communication between sighted and blind users in software modeling activities, but most importantly, in an independent way
16

[en] DESIGN AND IMPLEMENTATION OF ADAPTIVE NORMATIVE SOFTWARE AGENTS / [pt] DESIGN E IMPLEMENTAÇÃO DE AGENTES DE SOFTWARE ADAPTATIVOS NORMATIVOS

12 November 2021 (has links)
[pt] Sistemas multiagentes foram introduzidos como um novo paradigma para a conceituação, concepção e implementação de sistemas de software que estão se tornando cada vez mais complexos, abertos, distribuídos, dinâmicos, autônomos e altamente interativos. No entanto, a engenharia de software orientada a agentes não tem sido amplamente adotada, principalmente devido à falta de linguagens de modelagem que não conseguem ser expressivas e abrangentes o suficiente para representar abstrações relacionadas aos agentes de software e apoiar o refinamento dos modelos de projeto em código. A maioria das linguagens de modelagem não define como essas abstrações devem interagir em tempo de execução, mas muitas aplicações de software precisam adaptar o seu comportamento, reagir à mudanças em seus ambientes de forma dinâmica, e alinhar-se com algum tipo de comportamento individual ou coletivo de aplicações normativas (por exemplo, obrigações, proibições e permissões). Neste trabalho, foi proposta uma abordagem de metamodelo e uma arquitetura para o desenvolvimento de agentes adaptativos normativos. Acredita-se que a abordagem proposta vai avançar o estado da arte em sistemas de agentes de modo que tecnologias de software para aplicações dinâmicas, adaptáveis e baseadas em normas possam ser projetadas e implementadas. / [en] Multi-agent systems have been introduced as a new paradigm for conceptualizing, designing and implementing software systems that are becoming increasingly complex, open, distributed, dynamic, autonomous and highly interactive. However, agent-oriented software engineering has not been widely adopted, mainly due to lack of modeling languages that are expressive and comprehensive enough to represent relevant agent-related abstractions and support the refinement of design models into code. Most modeling languages do not define how these abstractions interact at runtime, but many software applications need to adapt their behavior, react to changes in their environments dynamically, and align with some form of individual or collective normative application behavior (e.g., obligations, prohibitions and permissions). In this paper, we propose a metamodel and an architecture approach to developing adaptive normative agents. We believe the proposed approach will advance the state of the art in agent systems so that software technologies for dynamic, adaptive, norm-based applications can be designed and implemented.
17

Collaborative Software Modeling in Virtual Reality

Meyer, Keith Masluk 26 July 2022 (has links)
No description available.
18

Modelagem de um sistema de informação para rastreabilidade na indústria vinícola baseado em uma arquitetura orientada a serviços. / Modeling of an information system for wine traceability based on a service oriented architecture.

Gogliano Sobrinho, Osvaldo 25 April 2008 (has links)
O objetivo do presente trabalho é a modelagem de um sistema de informação destinado ao registro de dados de rastreabilidade aplicado à indústria do vinho, segundo os conceitos de uma arquitetura computacional orientada a serviços. A importância da pesquisa decorre do fato de ser obrigatória, desde 2005, a manutenção de tais registros por parte de todos os produtores que pretendem exportar seus produtos para países da Comunidade Européia. Além desta exigência legal, os consumidores finais, inclusive brasileiros, têm apresentado uma demanda crescente sobre informações acerca dos produtos alimentícios por eles consumidos. No software modelado, buscou-se uma solução que contemple a indústria coletivamente, através de consórcios ou associações de produtores, visando a diluição de custos e compartilhamento dos benefícios auferidos. A partir do levantamento bibliográfico realizado, efetuaram-se contatos com o setor produtivo vinícola brasileiro, na cidade de Bento Gonçalves, RS, e pesquisaram-se tópicos de tecnologia da informação ligados ao tema. O software foi modelado através da Unified Modeling Language, UML, a partir de modelo de caracterização do processo produtivo do vinho utilizado pelo autor. Criou-se um protótipo funcional. Através de sua utilização, constatou-se que o modelo adotado é viável para atender as necessidades da indústria vinícola, individual ou coletivamente. A continuidade do trabalho poderá transformar o protótipo construído em um produto para utilização comercial. Finalmente, observou-se que a mesma estrutura de modelagem poderá ser utilizada em outros domínios. / The purpose of this project is the modeling of an information system aimed at the maintenance of traceability data in the wine industry, according to the principles of a service oriented architecture. The importance of this issue is due to the fact that, since 2005, traceability data maintenance is mandatory for all food and feed producers intending to export their products to any European Union country. Besides that, final consumers, Brazilians included, have more and more been demanding for information about their food products consumed. In the project, a collective solution intended to be used by producer consortiums or associations, was attempted. The aim was sharing the costs and benefits of such a solution. Starting with an extensive bibliographic review, Brazilian wine industries at Bento Gonçalves, RS, Brazil, were visited and information technology issues related with the theme were researched. The software was modeled with the Unified Modeling Language, UML, through a representation of the wine production process used by the author. A functional prototype was built. Through its utilization, it was possible to perceive that the model adopted is able to fulfill the demands of wine producers considered both individually and collectively. Future development of this work, could transform the built prototype into a full featured product. As a final point, another interesting possibility to be considered is the use of this model in other domains.
19

Modelagem de um sistema de informação para rastreabilidade na indústria vinícola baseado em uma arquitetura orientada a serviços. / Modeling of an information system for wine traceability based on a service oriented architecture.

Osvaldo Gogliano Sobrinho 25 April 2008 (has links)
O objetivo do presente trabalho é a modelagem de um sistema de informação destinado ao registro de dados de rastreabilidade aplicado à indústria do vinho, segundo os conceitos de uma arquitetura computacional orientada a serviços. A importância da pesquisa decorre do fato de ser obrigatória, desde 2005, a manutenção de tais registros por parte de todos os produtores que pretendem exportar seus produtos para países da Comunidade Européia. Além desta exigência legal, os consumidores finais, inclusive brasileiros, têm apresentado uma demanda crescente sobre informações acerca dos produtos alimentícios por eles consumidos. No software modelado, buscou-se uma solução que contemple a indústria coletivamente, através de consórcios ou associações de produtores, visando a diluição de custos e compartilhamento dos benefícios auferidos. A partir do levantamento bibliográfico realizado, efetuaram-se contatos com o setor produtivo vinícola brasileiro, na cidade de Bento Gonçalves, RS, e pesquisaram-se tópicos de tecnologia da informação ligados ao tema. O software foi modelado através da Unified Modeling Language, UML, a partir de modelo de caracterização do processo produtivo do vinho utilizado pelo autor. Criou-se um protótipo funcional. Através de sua utilização, constatou-se que o modelo adotado é viável para atender as necessidades da indústria vinícola, individual ou coletivamente. A continuidade do trabalho poderá transformar o protótipo construído em um produto para utilização comercial. Finalmente, observou-se que a mesma estrutura de modelagem poderá ser utilizada em outros domínios. / The purpose of this project is the modeling of an information system aimed at the maintenance of traceability data in the wine industry, according to the principles of a service oriented architecture. The importance of this issue is due to the fact that, since 2005, traceability data maintenance is mandatory for all food and feed producers intending to export their products to any European Union country. Besides that, final consumers, Brazilians included, have more and more been demanding for information about their food products consumed. In the project, a collective solution intended to be used by producer consortiums or associations, was attempted. The aim was sharing the costs and benefits of such a solution. Starting with an extensive bibliographic review, Brazilian wine industries at Bento Gonçalves, RS, Brazil, were visited and information technology issues related with the theme were researched. The software was modeled with the Unified Modeling Language, UML, through a representation of the wine production process used by the author. A functional prototype was built. Through its utilization, it was possible to perceive that the model adopted is able to fulfill the demands of wine producers considered both individually and collectively. Future development of this work, could transform the built prototype into a full featured product. As a final point, another interesting possibility to be considered is the use of this model in other domains.
20

Characterizing Student Proficiency In Software Modeling In Terms of Functions, Structures, and Behaviors

Paul JoseKutty Thomas (10711266) 06 May 2021 (has links)
<p>Software modeling is an integral practice for software engineers especially as the complexity of software solutions increase. There is precedent in industry to model information systems in terms of functions, structures, and behaviors. While constructing these models, abstraction and systems thinking are employed to determine elements essential to the solution and how they are connected. However, both abstraction and systems thinking are difficult to put in practice and difficult to teach due to the, often, ill-structured nature of real-world IT problems. Unified Modeling Language (UML) is the industry standard for software modeling but unfortunately it is often used incorrectly and misunderstood by novices. This has also been observed in educational contexts where students encounter difficulty in employing the appropriate level of abstraction in modeling and programming contexts and not necessarily being able to view or treat software systems as being interconnected. </p> <p>The researcher detailed a multi-methods approach, through the lens of pragmatism, towards understanding patterns of student proficiency with abstraction and software modeling in terms capturing the functional, structural, and behavioral aspects of an information system, as given by the Structures-Behaviors-Function framework. The quantitative strand involved the development of rubrics to analyze functional, structural, and behavioral models given by UML activity diagrams, class diagrams, and sequence diagrams, respectively. The subjects of this study were students enrolled in a sophomore-level systems analysis and design class. Descriptive analysis revealed patterns of modeling proficiency. Students were generally proficient in modeling the system in terms of functions but there was an overall drop-off in proficiency when modeling the system in terms of structures and behaviors. The results of the clustering analysis revealed underlying profiles of students based on abstract thinking and systems thinking ability. Two distinct clusters – high performing students and moderate performing students – were revealed with statistically significant differences between the groups in terms of abstract thinking and systems thinking ability. Further correlational analysis was performed on each cluster. The results of the correlational analyses pointed to significant positive associations between software modeling proficiency and the constructs of abstract thinking and systems thinking. Logistic regression analysis was then performed, and it could be inferred from the regression model that abstract thinking in terms of behaviors and systems thinking in terms of aligning sequence diagrams with activity diagrams were the most important predictors of high performance. </p> The qualitative strand of this study involved a case study approach using the think-aloud protocol centered around exploring how students utilized abstract thinking and systems thinking while constructing software models. The participants of this study were students who had completed the sophomore-level systems analysis and design course. Thematic analysis was utilized to identify themes of abstract thinking and systems thinking within the epistemic games of structural, functional, and process analyses. Two different approaches towards modeling information systems were identified and chronological visualizations for each approach were presented. Overall, it could be inferred from the results and findings of the study that the learning design of the sophomore-level course was successful in equipping students with the skills to proficiently model information systems in terms of functions. However, the students were not as proficient in modeling information systems in terms of structures and behaviors. The theoretical contribution of this study was centered around the application of the SBF framework and epistemic forms and games in the context of information systems. The methodological contributions pertain to the rubrics that were developed which can be used to evaluate software modeling proficiency as well as abstract thinking and systems thinking. Abstract thinking and systems thinking were successfully characterized in the context of information systems modeling. The results of this study have implications in computing education. The suggested instructional approaches and scaffolds can be utilized to improve outcomes in terms of structural and behavioral modeling proficiency.

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