14 research outputs found

    Lenguajes de Patrones de Arquitectura de Software: Una Aproximación Al Estado del Arte

    Get PDF
    El propósito principal del presente trabajo es  mostrar el estado del arte en investigación del área de la Arquitectura de Software conocida como “Lenguajes de Patrones”. Partiendo de sus orígenes, llegando hasta los avances actuales y analizando su aplicación en la construcción de arquitecturas de software para diversos sistemas de información en dominios específicos. Este último aspecto es de gran importancia, ya que como se verá más adelante en este artículo, la extensibilidad y aplicabilidad de los Lenguajes de Patrones, se convierte en una herramienta importante para diseñadores e implementadores  de todo tipo de sistemas de informació

    Lenguajes de Patrones de Arquitectura de Software: Una Aproximación Al Estado del Arte

    Get PDF
    El propósito principal del presente trabajo es  mostrar el estado del arte en investigación del área de la Arquitectura de Software conocida como “Lenguajes de Patrones”. Partiendo de sus orígenes, llegando hasta los avances actuales y analizando su aplicación en la construcción de arquitecturas de software para diversos sistemas de información en dominios específicos. Este último aspecto es de gran importancia, ya que como se verá más adelante en este artículo, la extensibilidad y aplicabilidad de los Lenguajes de Patrones, se convierte en una herramienta importante para diseñadores e implementadores  de todo tipo de sistemas de informació

    Lenguajes de Patrones de Arquitectura de Software: Una Aproximación Al Estado del Arte

    Get PDF
    El propósito principal del presente trabajo es  mostrar el estado del arte en investigación del área de la Arquitectura de Software conocida como “Lenguajes de Patrones”. Partiendo de sus orígenes, llegando hasta los avances actuales y analizando su aplicación en la construcción de arquitecturas de software para diversos sistemas de información en dominios específicos. Este último aspecto es de gran importancia, ya que como se verá más adelante en este artículo, la extensibilidad y aplicabilidad de los Lenguajes de Patrones, se convierte en una herramienta importante para diseñadores e implementadores  de todo tipo de sistemas de informació

    Engineering Innovation (TRIZ based Computer Aided Innovation)

    Get PDF
    This thesis describes the approach and results of the research to create a TRIZ based computer aided innovation tools (AEGIS and Design for Wow). This research has mainly been based around two tools created under this research: called AEGIS (Accelerated Evolutionary Graphics Interface System), and Design for Wow. Both of these tools are discussed in this thesis in detail, along with the test data, design methodology, test cases, and research. Design for Wow (http://www.designforwow.com) is an attempt to summarize the successful inventions/ designs from all over the world on a web portal which has multiple capabilities. These designs/innovations are then linked to the TRIZ Principles in order to determine whether innovative aspects of these successful innovations are fully covered by the forty TRIZ principles. In Design for Wow, a framework is created which is implemented through a review tool. The Design for Wow website includes this tool which has been used by researcher and the users of the site and reviewers to analyse the uploaded data in terms of strength of TRIZ Principles linked to them. AEGIS (Accelerated Evolutionary Graphics Interface System) is a software tool developed under this research aimed to help the graphic designers to make innovative graphic designs. Again it uses the forty TRIZ Principles as a set of guiding rules in the software. AEGIS creates graphic design prototypes according to the user input and uses TRIZ Principles framework as a guide to generate innovative graphic design samples. The AEGIS tool created is based on TRIZ Principles discussed in Chapter 3 (a subset of them). In AEGIS, the TRIZ Principles are used to create innovative graphic design effects. The literature review on innovative graphic design (in chapter 3) has been analysed for links with TRIZ Principles and then the DNA of AEGIS has been built on the basis of this study. Results from various surveys/ questionnaires indicated were used to collect the innovative graphic design samples and then TRIZ was mapped to it (see section 3.2). The TRIZ effects were mapped to the basic graphic design elements and the anatomy of the graphic design letters was studied to analyse the TRIZ effects in the collected samples. This study was used to build the TRIZ based AEGIS tool. Hence, AEGIS tool applies the innovative effects using TRIZ to basic graphic design elements (as described in section 3.3). the working of AEGIS is designed based on Genetic Algorithms coded specifically to implement TRIZ Principles specialized for Graphic Design, chapter 4 discusses the process followed to apply TRIZ Principles to graphic design and coding them using Genetic Algorithms, hence resulting in AEGIS tool. Similarly, in Design for Wow, the content uploaded has been analysed for its link with TRIZ Principles (see section 3.1 for TRIZ Principles). The tool created in Design for Wow is based on the framework of analysing the TRIZ links in the uploaded content. The ‘Wow’ concept discussed in the section 5.1 and 5.2 is the basis of the concept of Design for Wow website, whereby the users upload the content they classify as ‘Wow’. This content then is further analysed for the ‘Wow factor’ and then mapped to TRIZ Principles as TRIZ tagging methodology is framed (section 5.5). From the results of the research, it appears that the TRIZ Principles are a comprehensive set of innovation basic building blocks. Some surveys suggest that amongst other tools, TRIZ Principles were the first choice and used most .They have thus the potential of being used in other innovation domains, to help in their analysis, understanding and potential development.Great Western Research and Systematic Innovation Ltd U

    The Impact of Petri Nets on System-of-Systems Engineering

    Get PDF
    The successful engineering of a large-scale system-of-systems project towards deterministic behaviour depends on integrating autonomous components using international communications standards in accordance with dynamic requirements. To-date, their engineering has been unsuccessful: no combination of top-down and bottom-up engineering perspectives is adopted, and information exchange protocol and interfaces between components are not being precisely specified. Various approaches such as modelling, and architecture frameworks make positive contributions to system-of-systems specification but their successful implementation is still a problem. One of the most popular modelling notations available for specifying systems, UML, is intuitive and graphical but also ambiguous and imprecise. Supplying a range of diagrams to represent a system under development, UML lacks simulation and exhaustive verification capability. This shortfall in UML has received little attention in the context of system-of-systems and there are two major research issues: 1. Where the dynamic, behavioural diagrams of UML can and cannot be used to model and analyse system-of-systems 2. Determining how Petri nets can be used to improve the specification and analysis of the dynamic model of a system-of-systems specified using UML This thesis presents the strengths and weaknesses of Petri nets in relation to the specification of system-of-systems and shows how Petri net models can be used instead of conventional UML Activity Diagrams. The model of the system-of-systems can then be analysed and verified using Petri net theory. The Petri net formalism of behaviour is demonstrated using two case studies from the military domain. The first case study uses Petri nets to specify and analyse a close air support mission. This case study concludes by indicating the strengths, weaknesses, and shortfalls of the proposed formalism in system-of-systems specification. The second case study considers specification of a military exchange network parameters problem and the results are compared with the strengths and weaknesses identified in the first case study. Finally, the results of the research are formulated in the form of a Petri net enhancement to UML (mapping existing activity diagram elements to Petri net elements) to meet the needs of system-of-systems specification, verification and validation

    Towards a pattern language for e-participation processes (PL4eP)

    Get PDF
    The role of ICTs in political life and civic participation is now widely accepted and further validated through the massive use of social media, which has led to an increasing expectation of involvement by citizens through what is often termed e-Participation: the use of ICT to enable citizens' participation in the process of central or local governmental decision making. Increased involvement has created the need to consider the design of participatory processes beyond a single event, such as voting, towards more complex situations which may involve a series of events conducted over a period of time. However, e-Participation is a challenging system to put into operation, as there are three major problems inherent to its application: 1) the process, in which the participation process is not a single activity but a series of activities of different types and formats, such as workshops, focus groups or voting, which become more complex as the level of citizen participation increases; 2) the complexity of designing the participation processes requires skills, experience and knowledge which would require governments to hire or train skilled consultants. This would be very expensive and constrained by the availability of the resources; and 3) the difficulty of choosing the appropriate technologies from the wide range available. Choosing appropriate tools, that are both effective and accessible to citizens, will be of crucial importance to any e-Participation scheme. This research seeks to develop a structured approach to designing public participation processes based upon the concept of the pattern language to overcome complexities in the public participation process field, by combining knowledge from pattern languages for e-Business, which concerns itself with mapping from real world problems to ICT solutions, with that of Collaboration Engineering, which concerns the design of collaboration processes.The approach to addressing the above problems is based on that of Design Science Research (DSR), which provides an iterative method of problem solving. In this research, four design cycles were followed to design a PL4eP through five proposed processes of DSR: awareness of problems, suggestion, development, evaluation and conclusion. The pattern language was evaluated by experts and practitioners in the field who found that the language provides a promising design approach that is a beneficial starting point for non-experienced designers to design public participation processes. Thus, the language enables the designers to think about their scope and objectives before engaging in the participation process and shows them the choices available against their objectives through its logical topology, presented in terms of the five steps. The contribution of this research is in recognising the potential complexity of participatory processes and in bringing together aspects of two bodies of work on patterns to propose a new pattern language for designing e-Participation processes, thePL4eP. From its two viewpoints, the conceptual views in terms of layers, and the users' view in terms of the five design steps delivered through a website, the PL4eP contributes to both theory and practice.EThOS - Electronic Theses Online ServiceUniversity of BahrainGBUnited Kingdo
    corecore