2,762 research outputs found

    An Object Oriented Paradigm for Requirements Specifications.

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    Software engineering defines a formalized five-step life-cycle for software development. These steps are: requirements specification, design, implementation, testing and maintenance. The requirements specification phase of the software development life-cycle is responsible for determining the functionality of the proposed system. In this work, a methodology is developed that enhances the generation of accurate requirements specifications, utilizing an object-oriented paradigm. This research realizes four objectives. First, the process of information transferral between the user and the specification team is enhanced. Second, a working base of knowledge containing the domain-specific information within the initial requirements document is established for use by the specification team. Third, techniques for evaluating the overall quality of the initial requirements document are addressed. Specifically, the problems associated with document ambiguity, completeness, consistency and structure are examined. Finally, a specification paradigm is defined utilizing this knowledge-based specification environment. The paradigm permits the automatic generation of an object-oriented specification model. This model may then be used as an input for the design phase. This paradigm defines a methodology for the establishment and evaluation of the knowledge-based specification environment. The environment permits the incorporation of an object-oriented development strategy into the specification process. In addition, the concept of information traceability throughout the specification process is enhanced

    Image Tagging and Gearing Resources applied to students’ graphic materials: Learning techniques in pursuit of Inclusiveness for Urban and Landscape Design

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    Inclusiveness can be considered a requirement for contemporary statements in urban and landscape design referring to age, condition, gender or nature. But how is inclusiveness influenced by spatial design? Can this relation be measured or proven? And more precisely, which interactions are considered across different generations or between human and non-human agents? This paper describes student’s work evaluation procedures through a methodology consisting of selecting picture-based content from initial reference materials provided by teaching staff, as well as graphic material designed and produced by the students, to further analyze these through data visualization techniques and the production of info-graphics. In a latter step, a gearing game – which is a type of sociogram used to understand agents and matters of interest – is utilized to drive a discussion about design statements for further stages of development concerning students’ design projects. The first stages of the methodology are strongly influenced by how the students perceive elements from reference materials and represent these in their own design productions. A literature review further investigates the dichotomy between representation and perception, and the generation of subjective images. As a final consideration, this work aims to create combined methodologies by incorporating participatory observation methods (e.g. photovoice and flow charts) from the social sciences into urban and landscape design, as they are understood through an accurate design of the learning experience. Similarly, non-representational design and dataviz diagrams from urban and landscape design could potentially be implemented in the teaching of social sciences

    Qua Re qui possum non esse popularis: The representation of Populares in the Late Roman Republic.

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    The terms popularis and optimate have been employed in both ancient and modern literature to interpret late Roman Republican politics. The purpose of this work is to express the diversity and change of the popularis label from 133 to 88 B.C. as a consequence of developing political practices. A chronological assessment of five key popularis tribunes in this period; Ti. Sempronius Gracchus, G. Sempronius Gracchus, L. Appuleius Saturninus, M. Livius Drusus and P. Sulpicius Rufus determines the variation in political methodologies exploited by these men in response to an optimate opposition. An assessment of Cicero’s works then considers how the discrepancies exhibited by these politicians could be manipulated for oratorical advantage. This subsequently reveals the perception of pre-Sullan populares in the time of Cicero, a generation later. This work ultimately aims to demonstrate the individualistic nature of late Republican politicians, the evolution of political practice in the period and the diverse employment of political labels in contemporary sources

    Reading list of selected PASM-related publications

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    Prepared for a chapter to be published in the forthcoming Encyclopedia of Parallel Computing by Springer Publishing Company. The Encyclopedia will contain a broad coverage of the field and will include entries on machine organization, programming, algorithms, and applications. The broad coverage, together with extensive pointers to the literature for in-depth study, is expected to make the Encyclopedia a useful reference tool in parallel computing

    Scientific Crossbreeding

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    Earth Observatory Satellite system definition study. Report no. 7: EOS system definition report. Appendixes A through D

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    An analysis of the systems involved in the operation and support of the Earth Observatory Satellite (EOS) is presented. Among the systems considered are the following: (1) the data management system, (2) observatory to primary ground station communications links, (3) local user system, (4) techniques for recognizing ground control points, (5) the central data processing-implementation concept, and (6) program effectiveness analysis

    Modelling toolkit for simulation of maglev devices

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    arXiv:1612.09266v1A stand-alone App has been developed, focused on obtaining information about relevant engineering properties of magnetic levitation systems. Our modelling toolkit provides real time simulations of 2D magneto-mechanical quantities for superconductor (SC)/permanent magnet structures. The source code is open and may be customised for a variety of configurations. Ultimately, it relies on the variational statement of the critical state model for the superconducting component and has been verified against experimental data for YBaCuO/NdFeB assemblies. On a quantitative basis, the values of the arising forces, induced superconducting currents, as well as a plot of the magnetic field lines are displayed upon selection of an arbitrary trajectory of the magnet in the vicinity of the SC. The stability issues related to the cooling process, as well as the maximum attainable forces for a given material and geometry are immediately observed. Due to the complexity of the problem, a strategy based on cluster computing, database compression, and real-time post-processing on the device has been implemented.Funding of this research by Spanish MINECO and FEDER programme (Project ENE2014-52105-R) and by Gobierno de Aragón (Research group T-12) is gratefully acknowledged. J Peña-Roche acknowledges a Research Grant by ICMA (PI2 programme 2015).Peer Reviewe

    Real-time rendering and simulation of trees and snow

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    Tree models created by an industry used package are exported and the structure extracted in order to procedurally regenerate the geometric mesh, addressing the limitations of the application's standard output. The structure, once extracted, is used to fully generate a high quality skeleton for the tree, individually representing each section in every branch to give the greatest achievable level of freedom of deformation and animation. Around the generated skeleton, a new geometric mesh is wrapped using a single, continuous surface resulting in the removal of intersection based render artefacts. Surface smoothing and enhanced detail is added to the model dynamically using the GPU enhanced tessellation engine. A real-time snow accumulation system is developed to generate snow cover on a dynamic, animated scene. Occlusion techniques are used to project snow accumulating faces and map exposed areas to applied accumulation maps in the form of dynamic textures. Accumulation maps are xed to applied surfaces, allowing moving objects to maintain accumulated snow cover. Mesh generation is performed dynamically during the rendering pass using surface o�setting and tessellation to enhance required detail
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