34,686 research outputs found

    Low-fi skin vision: A case study in rapid prototyping a sensory substitution system

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    We describe the design process we have used to develop a minimal, twenty vibration motor Tactile Vision Sensory Substitution (TVSS) system which enables blind-folded subjects to successfully track and bat a rolling ball and thereby experience 'skin vision'. We have employed a low-fi rapid prototyping approach to build this system and argue that this methodology is particularly effective for building embedded interactive systems. We support this argument in two ways. First, by drawing on theoretical insights from robotics, a discipline that also has to deal with the challenge of building complex embedded systems that interact with their environments; second, by using the development of our TVSS as a case study: describing the series of prototypes that led to our successful design and highlighting what we learnt at each stage

    Virtual Prototyping through Co-simulation of a Cartesian Plotter

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    This paper shows a model-based design trajectory for the development of real-time embedded control software using virtual prototyping. As a test case, a Cartesian plotter is designed. Functional correctness of the plotter software has been ensured by means of co-simulation using a virtual prototype before deploying it on target. Except for the interface implementation, the software that is used in the co-simulation is identical to the software that is compiled to run on the target computing platform. Virtual prototyping is especially important if the real target can damage itself if it is operated outside its safe operation zone or when prototypes are not yet available for testing. The co-simulation of the software against a virtual prototype resulted in a first-time-right deployment on the real target

    An Adaptive Design Methodology for Reduction of Product Development Risk

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    Embedded systems interaction with environment inherently complicates understanding of requirements and their correct implementation. However, product uncertainty is highest during early stages of development. Design verification is an essential step in the development of any system, especially for Embedded System. This paper introduces a novel adaptive design methodology, which incorporates step-wise prototyping and verification. With each adaptive step product-realization level is enhanced while decreasing the level of product uncertainty, thereby reducing the overall costs. The back-bone of this frame-work is the development of Domain Specific Operational (DOP) Model and the associated Verification Instrumentation for Test and Evaluation, developed based on the DOP model. Together they generate functionally valid test-sequence for carrying out prototype evaluation. With the help of a case study 'Multimode Detection Subsystem' the application of this method is sketched. The design methodologies can be compared by defining and computing a generic performance criterion like Average design-cycle Risk. For the case study, by computing Average design-cycle Risk, it is shown that the adaptive method reduces the product development risk for a small increase in the total design cycle time.Comment: 21 pages, 9 figure

    Adaptive development and maintenance of user-centric software systems

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    A software system cannot be developed without considering the various facets of its environment. Stakeholders – including the users that play a central role – have their needs, expectations, and perceptions of a system. Organisational and technical aspects of the environment are constantly changing. The ability to adapt a software system and its requirements to its environment throughout its full lifecycle is of paramount importance in a constantly changing environment. The continuous involvement of users is as important as the constant evaluation of the system and the observation of evolving environments. We present a methodology for adaptive software systems development and maintenance. We draw upon a diverse range of accepted methods including participatory design, software architecture, and evolutionary design. Our focus is on user-centred software systems

    Industry-driven innovative system development for the construction industry: The DIVERCITY project

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    Collaborative working has become possible using the innovative integrated systems in construction as many activities are performed globally with stakeholders situated in various locations. The Integrated VR based information systems can bind the fragmentation and provide communication and collaboration between the distributed stakeholders n various locations. The development of these technologies is vital for the uptake of these systems by the construction industry. This paper starts by emphasising the importance of construction IT research and reviews some future research directions in this area. In particular, the paper explores how virtual prototyping can improve the productivity and effectiveness of construction projects, and presents DIVERCITY, which is th as a case study of the research in virtual prototyping. Besides, the paper explores the requirements engineering of the DIVERCITY project. DIVERCITY has large and evolving requirements, which considered the perspectives of multiple stakeholders, such as clients, architects and contractors. However, practitioners are often unsure of the detail of how virtual environments would support the construction process, and how to overcome some barriers to the introduction of new technologies. This complicates the requirements engineering process

    An Exploratory Study of Forces and Frictions affecting Large-Scale Model-Driven Development

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    In this paper, we investigate model-driven engineering, reporting on an exploratory case-study conducted at a large automotive company. The study consisted of interviews with 20 engineers and managers working in different roles. We found that, in the context of a large organization, contextual forces dominate the cognitive issues of using model-driven technology. The four forces we identified that are likely independent of the particular abstractions chosen as the basis of software development are the need for diffing in software product lines, the needs for problem-specific languages and types, the need for live modeling in exploratory activities, and the need for point-to-point traceability between artifacts. We also identified triggers of accidental complexity, which we refer to as points of friction introduced by languages and tools. Examples of the friction points identified are insufficient support for model diffing, point-to-point traceability, and model changes at runtime.Comment: To appear in proceedings of MODELS 2012, LNCS Springe

    TURTLE: Four Weddings and a Tutorial

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    The paper discusses an educational case study of protocol modelling in TURTLE, a real-time UML profile supported by the open source toolkit TTool. The method associated with TURTLE is step by step illustrated with the connection set up and handover procedures defined for the Future Air navigation Systems. The paper covers the following methodological stages: requirement modeling, use-case driven and scenario based analysis, object-oriented design and rapid prototyping in Java. Emphasis is laid on the formal verification of analysis and design diagrams
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