127,174 research outputs found

    (MU-CTL-01-12) Towards Model Driven Game Engineering in SimSYS: Requirements for the Agile Software Development Process Game

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    Software Engineering (SE) and Systems Engineering (Sys) are knowledge intensive, specialized, rapidly changing disciplines; their educational infrastructure faces significant challenges including the need to rapidly, widely, and cost effectively introduce new or revised course material; encourage the broad participation of students; address changing student motivations and attitudes; support undergraduate, graduate and lifelong learning; and incorporate the skills needed by industry. Games have a reputation for being fun and engaging; more importantly immersive, requiring deep thinking and complex problem solving. We believe educational games are essential in the next generation of e-learning tools. An extensible, freely available, engaging, problem-based game platform that provides students with an interactive simulated experience closely resembling the activities performed in a (real) industry development project would transform the SE/Sys education infrastructure. Our goal is to extend the state-of-the-art research in SE/Sys education by investigating a game development platform (GDP) from an interdisciplinary perspective (education, game research, and software/systems engineering). A meta-model has been proposed to provide a rigourous foundation that integrates the three disciplines. The GDP is intended to support the semi-automated development of collections of scripted games and their execution, where each game embodies a specific set of learning objectives. The games are scripted using a template based approach. The templates integrate three approaches: use cases; storyboards; and state machines (timed, concurrent, hierarchical state machines). The specification templates capture the structure of the game (Game, Acts, Scenes, Screens, Challenges), storyline, characters (player, non-player, external), graphics, music/sound effects, rules, and so on. The instantiated templates are (manually) transformed into XML game scripts that can be loaded into the SimSYS Game Play Engine. As a game is played, the game play events are logged; they are analyzed to automatically assess a player’s accomplishments and automatically adapt the game play script. Currently, we are manually defining a collection of games. The games are being used to ensure the GDP is flexible and reliable (i.e., the prototype can load and correctly run a variety of game scripts), the ontology is comprehensive, and the templates assist in defining well-organized, modular game scripts. In this report, we present the initial part of an Agile Software Development Process game (Act I, Scenes 1 and 2) that embodies learning objectives related to SE fundamentals (requirements, architecture, testing, process); planning with Gantt charts; working with budgets; and selecting a team for an agile development project. A student player is rewarded in the game by getting hired, scoring points, or getting promoted to lead a project. The game has a variety of settings including a classroom, job fair, and a work environment with meeting rooms, cubicles, and a water cooler station. The main non-player characters include a teacher, boss, and an evil peer. In the future, semi-automated support for creating new game scripts will be explored using a wizard interface. The templates will be formally defined, supporting automated transformation into XML game scripts that can be loaded into the SimSYS Game Engine. We also plan to explore transforming the requirements into a notation that can be imported into a commercial tool that supports Statechart simulation

    A hyper-redundant manipulator

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    “Hyper-redundant” manipulators have a very large number of actuatable degrees of freedom. The benefits of hyper-redundant robots include the ability to avoid obstacles, increased robustness with respect to mechanical failure, and the ability to perform new forms of robot locomotion and grasping. The authors examine hyper-redundant manipulator design criteria and the physical implementation of one particular design: a variable geometry truss

    A MANAGED APPROACH OF INTERACTION BETWEEN AGILE SCRUM AND SOFTWARE CONFIGURATION MANAGEMENT SYSTEM

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    In current age the agile software development is one of the most popular software development methodology but due the mismanagement and lack of efficient handling of agile scrum and software configuration management system our software industry is facing a high rate of failed product, keeping this as my motivation, I have designed a efficient checklist which will help the industry to organized the interaction between agile scrum process and software configuration management system in a efficient and managed way and definitely that will increase the successful project in the software industry. Index-term : Agile Scrums, Software development, Software configuration management system, Checklist, Successful project

    Information Technology Platforms: Definition and Research Directions

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    The concept of an information technology (IT) related platform is broad and covers phenomena ranging from the operating system Linux to the Internet. Such platforms are of increasing importance to innovation and value creation across many facets of industry and daily life. There is, however, a lack of common understanding in both research and industry about what is mean by the term platform when related to IT. This lack of consensus is detrimental to research and knowledge development. Thus, the aims of this study are to: (i) provide a sound definition of the IT-platform concept by identifying its distinguishing dimensions; and (ii) identify important current research directions for the IT-platform concept. To achieve these aims a systematic literature review was undertaken with 133 relevant articles taken from major information systems journals, conferences, and business publications. The study contributes by providing a sound base for future research into IT-platforms.Comment: Research-in-progress ISBN# 978-0-646-95337-3 Presented at the Australasian Conference on Information Systems 2015 (arXiv:1605.01032

    Expert systems and finite element structural analysis - a review

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    Finite element analysis of many engineering systems is practised more as an art than as a science . It involves high level expertise (analytical as well as heuristic) regarding problem modelling (e .g. problem specification,13; choosing the appropriate type of elements etc .), optical mesh design for achieving the specified accuracy (e .g . initial mesh selection, adaptive mesh refinement), selection of the appropriate type of analysis and solution13; routines and, finally, diagnosis of the finite element solutions . Very often such expertise is highly dispersed and is not available at a single place with a single expert. The design of an expert system, such that the necessary expertise is available to a novice to perform the same job even in the absence of trained experts, becomes an attractive proposition. 13; In this paper, the areas of finite element structural analysis which require experience and decision-making capabilities are explored . A simple expert system, with a feasible knowledge base for problem modelling, optimal mesh design, type of analysis and solution routines, and diagnosis, is outlined. Several efforts in these directions, reported in the open literature, are also reviewed in this paper

    Design of a Hybrid Modular Switch

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    Network Function Virtualization (NFV) shed new light for the design, deployment, and management of cloud networks. Many network functions such as firewalls, load balancers, and intrusion detection systems can be virtualized by servers. However, network operators often have to sacrifice programmability in order to achieve high throughput, especially at networks' edge where complex network functions are required. Here, we design, implement, and evaluate Hybrid Modular Switch (HyMoS). The hybrid hardware/software switch is designed to meet requirements for modern-day NFV applications in providing high-throughput, with a high degree of programmability. HyMoS utilizes P4-compatible Network Interface Cards (NICs), PCI Express interface and CPU to act as line cards, switch fabric, and fabric controller respectively. In our implementation of HyMos, PCI Express interface is turned into a non-blocking switch fabric with a throughput of hundreds of Gigabits per second. Compared to existing NFV infrastructure, HyMoS offers modularity in hardware and software as well as a higher degree of programmability by supporting a superset of P4 language

    Will SDN be part of 5G?

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    For many, this is no longer a valid question and the case is considered settled with SDN/NFV (Software Defined Networking/Network Function Virtualization) providing the inevitable innovation enablers solving many outstanding management issues regarding 5G. However, given the monumental task of softwarization of radio access network (RAN) while 5G is just around the corner and some companies have started unveiling their 5G equipment already, the concern is very realistic that we may only see some point solutions involving SDN technology instead of a fully SDN-enabled RAN. This survey paper identifies all important obstacles in the way and looks at the state of the art of the relevant solutions. This survey is different from the previous surveys on SDN-based RAN as it focuses on the salient problems and discusses solutions proposed within and outside SDN literature. Our main focus is on fronthaul, backward compatibility, supposedly disruptive nature of SDN deployment, business cases and monetization of SDN related upgrades, latency of general purpose processors (GPP), and additional security vulnerabilities, softwarization brings along to the RAN. We have also provided a summary of the architectural developments in SDN-based RAN landscape as not all work can be covered under the focused issues. This paper provides a comprehensive survey on the state of the art of SDN-based RAN and clearly points out the gaps in the technology.Comment: 33 pages, 10 figure
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