30,811 research outputs found

    The i* framework for goal-oriented modeling

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    The final publication is available at Springer via http://dx.doi.org/10.1007/978-3-319-39417-6i* is a widespread framework in the software engineering field that supports goal-oriented modeling of socio-technical systems and organizations. At its heart lies a language offering concepts such as actor, dependency, goal and decomposition. i* models resemble a network of interconnected, autonomous, collaborative and dependable strategic actors. Around this language, several analysis techniques have emerged, e.g. goal satisfaction analysis and metrics computation. In this work, we present a consolidated version of the i* language based on the most adopted versions of the language. We define the main constructs of the language and we articulate them in the form of a metamodel. Then, we implement this version and a concrete technique, goal satisfaction analys is based on goal propagation, using ADOxx. Throughout the chapter, we used an example based on open source software adoption to illustrate the concepts and test the implementation.Peer ReviewedPostprint (author's final draft

    Formalising responsibility modelling for automatic analysis

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    Modelling the structure of social-technical systems as a basis for informing software system design is a difficult compromise. Formal methods struggle to capture the scale and complexity of the heterogeneous organisations that use technical systems. Conversely, informal approaches lack the rigour needed to inform the software design and construction process or enable automated analysis. We revisit the concept of responsibility modelling, which models social technical systems as a collection of actors who discharge their responsibilities, whilst using and producing resources in the process. Responsibility modelling is formalised as a structured approach for socio-technical system requirements specification and modelling, with well-defined semantics and support for automated structure and validity analysis. The effectiveness of the approach is demonstrated by two case studies of software engineering methodologies

    The 1990 progress report and future plans

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    This document describes the progress and plans of the Artificial Intelligence Research Branch (RIA) at ARC in 1990. Activities span a range from basic scientific research to engineering development and to fielded NASA applications, particularly those applications that are enabled by basic research carried out at RIA. Work is conducted in-house and through collaborative partners in academia and industry. Our major focus is on a limited number of research themes with a dual commitment to technical excellence and proven applicability to NASA short, medium, and long-term problems. RIA acts as the Agency's lead organization for research aspects of artificial intelligence, working closely with a second research laboratory at JPL and AI applications groups at all NASA centers

    Search based software engineering: Trends, techniques and applications

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    © ACM, 2012. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version is available from the link below.In the past five years there has been a dramatic increase in work on Search-Based Software Engineering (SBSE), an approach to Software Engineering (SE) in which Search-Based Optimization (SBO) algorithms are used to address problems in SE. SBSE has been applied to problems throughout the SE lifecycle, from requirements and project planning to maintenance and reengineering. The approach is attractive because it offers a suite of adaptive automated and semiautomated solutions in situations typified by large complex problem spaces with multiple competing and conflicting objectives. This article provides a review and classification of literature on SBSE. The work identifies research trends and relationships between the techniques applied and the applications to which they have been applied and highlights gaps in the literature and avenues for further research.EPSRC and E

    Multi-Agent Spiral Software Engineering: A Lakatosian Approach

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    This paper presents an epistemological approach for the development and validation of an original agent oriented software development methodology (see [Wautelet05a, Wautelet05b]). Agent orientation has been widely presented as a new modeling, design and programming paradigm that could be adopted to build systems mark to the determinant advantages it offers. This will be exposed and put into perspective in the paper through the Lakatosian approach. Spiral development (see [Boehm00a]) has become popular, especially through object-oriented software project development since it allows efficient software project management, continuous organizational modeling and requirements acquisition, early implementation, continuous testing and modularity, etc. The iterative nature of this requirements engineering process will be studied here through Herbert Simon's bounded rationality principle and Popper's knowledge growth principle but nuanced by Lakatos falsification principle criticism

    Multi-agent evolutionary systems for the generation of complex virtual worlds

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    Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA) to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer's intent through interaction, and encourages playful discovery

    Agent Oriented Software Engineering (AOSE) Approach to Game Development Methodology

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    This thesis investigates existing game development methodologies, through the process of researching game and system development models. The results indicate that these methodologies are engineered to solve specific problems, and most are suitable only for specific game genres. Different approaches to building games have been proposed in recent years. However, most of these methodologies focus on the design and implementation phase. This research aims to enhance game development methodologies by proposing a novel game development methodology, with the ability to function in generic game genres, thereby guiding game developers and designers from the start of the game development phase to the end of the implementation and testing phase. On a positive note, aligning development practice with universal standards makes it far easier to incorporate extra team members at short notice. This increased the confidence when working in the same environment as super developers. In the gaming industry, most game development proceeds directly from game design to the implementation phase, and the researcher observes that this is the only industry in which this occurs. It is a consequence of the game industry’s failure to integrate with modern development techniques. The ultimate aim of this research to apply a new game development methodology using most game elements to enhance success. This development model will align with different game genres, and resolve the gap between industry and research area, so that game developers can focus on the important business of creating games. The primary aim of Agent Oriented Agile Base (AOAB) game development methodology is to present game development techniques in sequential steps to facilitate game creation and close the gap in the existing game development methodologies. Agent technology is used in complex domains such as e-commerce, health, manufacturing, games, etc. In this thesis we are interested in the game domain, which comprises a unique set of characteristics such as automata, collaboration etc. Our AOAB will be based on a predictive approach after adaptation of MaSE methodology, and an adaptive approach using Agile methodology. To ensure proof of concept, AOAB game development methodology will be evaluated against industry principles, providing an industry case study to create a driving test game, which was the problem motivating this research. Furthermore, we conducted two workshops to introduce our methodology to both academic and industry participants. Finally, we prepared an academic experiment to use AOAB in the academic sector. We have analyzed the feedbacks and comments and concluded the strengths and weakness of the AOAB methodology. The research achievements are summarized and proposals for future work outlined

    Situation-oriented requirements engineering

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    The establishment of smart environments, Internet of Things (IoT) and socio-technical systems has introduced many challenges to the software development process. One such main challenge is software requirements gathering which needs to address issues in a broader spectrum than traditional standalone software development. Consideration of bigger picture that includes software, its domain, the components of the domains and especially the interactions between the software and the surrounding domain components, including both human and other systems entities, is essential to gathering reliable requirements. However, most of the traditional Requirements Engineering approaches lack such comprehensive overlook of the overall view. The main objective of this work is to introduce a human-centered approach to Requirements Engineering in order to push the boundaries of traditional concepts to be more suitable for use in the development of modern socio-technical systems in smart environments. A major challenge of introducing a human-centered approach is to effectively identify the related human factors; especially, since each individual has unique desires, goals, behaviors. Our proposed solution is to use the observational data sets generated by smart environments as a resource to extract individual\u27s unique personalities and behaviors related to the software design. The concept of situations defined in our earlier study is used to represent the human and domain related aspects including human desires, goals, beliefs, interactions with the system and the constrained environment. In the first stage of this work, a computational model called situation-transition structure is developed to understand the discrete factors and behavior patterns of individuals through the observational data. During the second stage, the information mined from the situation transition structure is applied to propose new human-centered approaches to support main Requirements Engineering concepts: requirements elicitation, risk management, and prioritization. The pertinence of the proposed work is illustrated through some case studies. The conclusion asserts some of the future research direction
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