34,686 research outputs found
Low-fi skin vision: A case study in rapid prototyping a sensory substitution system
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
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
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
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
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
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
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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