152,569 research outputs found
Active learning based laboratory towards engineering education 4.0
Universities have a relevant and essential key role to ensure knowledge and development of competencies in the current fourth industrial revolution called Industry 4.0. The Industry 4.0 promotes a set of digital technologies to allow the convergence between the information technology and the operation technology towards smarter factories. Under such new framework, multiple initiatives are being carried out worldwide as response of such evolution, particularly, from the engineering education point of view. In this regard, this paper introduces the initiative that is being carried out at the Technical University of Catalonia, Spain, called Industry 4.0 Technologies Laboratory, I4Tech Lab. The I4Tech laboratory represents a technological environment for the academic, research and industrial promotion of related technologies. First, in this work, some of the main aspects considered in the definition of the so called engineering education 4.0 are discussed. Next, the proposed laboratory architecture, objectives as well as considered technologies are explained. Finally, the basis of the proposed academic method supported by an active learning approach is presented.Postprint (published version
Support for collaborative component-based software engineering
Collaborative system composition during design has been poorly supported by traditional CASE tools (which have usually concentrated on supporting individual projects) and almost exclusively focused on static composition. Little support for maintaining large distributed collections of heterogeneous software components across a number of projects has been developed. The CoDEEDS project addresses the collaborative determination, elaboration, and evolution of design spaces that describe both static and dynamic compositions of software components from sources such as component libraries, software service directories, and reuse repositories. The GENESIS project has focussed, in the development of OSCAR, on the creation and maintenance of large software artefact repositories. The most recent extensions are explicitly addressing the provision of cross-project global views of large software collections and historical views of individual artefacts within a collection. The long-term benefits of such support can only be realised if OSCAR and CoDEEDS are widely adopted and steps to facilitate this are described.
This book continues to provide a forum, which a recent book, Software Evolution with UML and XML, started, where expert insights are presented on the subject.
In that book, initial efforts were made to link together three current phenomena: software evolution, UML, and XML. In this book, focus will be on the practical side of linking them, that is, how UML and XML and their related methods/tools can assist software evolution in practice.
Considering that nowadays software starts evolving before it is delivered, an apparent feature for software evolution is that it happens over all stages and over all aspects.
Therefore, all possible techniques should be explored. This book explores techniques based on UML/XML and a combination of them with other techniques (i.e., over all techniques from theory to tools).
Software evolution happens at all stages. Chapters in this book describe that software evolution issues present at stages of software architecturing, modeling/specifying,
assessing, coding, validating, design recovering, program understanding, and reusing.
Software evolution happens in all aspects. Chapters in this book illustrate that software evolution issues are involved in Web application, embedded system, software repository, component-based development, object model, development environment, software metrics, UML use case diagram, system model, Legacy system, safety critical system, user interface, software reuse, evolution management, and variability modeling. Software evolution needs to be facilitated with all possible techniques. Chapters in this book demonstrate techniques, such as formal methods, program transformation,
empirical study, tool development, standardisation, visualisation, to control system changes to meet organisational and business objectives in a cost-effective way. On the journey of the grand challenge posed by software evolution, the journey that we have to make, the contributory authors of this book have already made further
advances
Environments to support collaborative software engineering
With increasing globalisation of software production, widespread use of
software components, and the need to maintain software systems over long
periods of time, there has been a recognition that better support
for collaborative working is needed by software engineers.
In this paper, two approaches to developing
improved system support for collaborative software engineering are
described: GENESIS and OPHELIA.
As both projects are moving towards industrial trials and eventual publicreleases of their systems, this exercise of comparing and
contrasting our approaches has provided the basis for future
collaboration between our projects particularly in carrying out
comparative studies of our approaches in practical use
Web-based support for managing large collections of software artefacts
There has been a long history of CASE tool development, with an underlying software repository at the heart of most systems. Usually such tools, even the more recently web-based systems, are focused on supporting individual projects within an enterprise or across a number of distributed sites. Little support for maintaining large heterogeneous collections of software artefacts across a number of projects has been developed. Within the GENESIS project, this has been a key consideration in the development of the Open Source Component Artefact Repository
(OSCAR). Its most recent extensions are explicitly addressing the provision of cross project global views of large software collections as well as historical views of individual artefacts within a collection. The long-term benefits of such support can only be realised if OSCAR is widely adopted and various steps to facilitate this are described
Two Case Studies of Subsystem Design for General-Purpose CSCW Software Architectures
This paper discusses subsystem design guidelines for the software architecture of general-purpose computer supported cooperative work systems, i.e., systems that are designed to be applicable in various application areas requiring explicit collaboration support. In our opinion, guidelines for subsystem level design are rarely given most guidelines currently given apply to the programming language level. We extract guidelines from a case study of the redesign and extension of an advanced commercial workflow management system and place them into the context of existing software engineering research. The guidelines are then validated against the design decisions made in the construction of a widely used web-based groupware system. Our approach is based on the well-known distinction between essential (logical) and physical architectures. We show how essential architecture design can be based on a direct mapping of abstract functional concepts as found in general-purpose systems to modules in the essential architecture. The essential architecture is next mapped to a physical architecture by applying software clustering and replication to achieve the required distribution and performance characteristics
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Enterprise application reuse: Semantic discovery of business grid services
Web services have emerged as a prominent paradigm for the development of distributed software systems as they provide the potential for software to be modularized in a way that functionality can be described, discovered and deployed in a platform independent manner over a network (e.g., intranets, extranets and the Internet). This paper examines an extension of this paradigm to encompass âGrid Servicesâ, which enables software capabilities to be recast with an operational focus and support a heterogeneous mix of business software and data, termed a Business Grid - "the grid of semantic services". The current industrial representation of services is predominantly syntactic however, lacking the fundamental semantic underpinnings required to fulfill the goals of any semantically-oriented Grid. Consequently, the use of semantic technology in support of business software heterogeneity is investigated as a likely tool to support a diverse and distributed software inventory and user. Service discovery architecture is therefore developed that is (a) distributed in form, (2) supports distributed service knowledge and (3) automatically extends service knowledge (as greater descriptive precision is inferred from the operating application system). This discovery engine is used to execute several real-word scenarios in order to develop and test a framework for engineering such grid service knowledge. The examples presented comprise software components taken from a group of Investment Banking systems. Resulting from the research is a framework for engineering servic
Software Defined Media: Virtualization of Audio-Visual Services
Internet-native audio-visual services are witnessing rapid development. Among
these services, object-based audio-visual services are gaining importance. In
2014, we established the Software Defined Media (SDM) consortium to target new
research areas and markets involving object-based digital media and
Internet-by-design audio-visual environments. In this paper, we introduce the
SDM architecture that virtualizes networked audio-visual services along with
the development of smart buildings and smart cities using Internet of Things
(IoT) devices and smart building facilities. Moreover, we design the SDM
architecture as a layered architecture to promote the development of innovative
applications on the basis of rapid advancements in software-defined networking
(SDN). Then, we implement a prototype system based on the architecture, present
the system at an exhibition, and provide it as an SDM API to application
developers at hackathons. Various types of applications are developed using the
API at these events. An evaluation of SDM API access shows that the prototype
SDM platform effectively provides 3D audio reproducibility and interactiveness
for SDM applications.Comment: IEEE International Conference on Communications (ICC2017), Paris,
France, 21-25 May 201
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