215 research outputs found

    Enhancing excel business tools with additional relational and recursive capabilities

    Get PDF
    This paper presents a new plug in that enriches spreadsheet capabilities mainly in what concerns its potential regarding relational queries and recursive computational processes. Currently some apparently trivial and useful queries can only be handled with the support of programming skills. Spreadsheet users with low computer science skills should have a natural and easy way to handle those queries within the spreadsheet, without relying on external programming (e.g., VBA). The tool we have developed can be used with Prolog technology, and provides those features to the most used professional spreadsheet: Microsoft Excel. Throughout the paper we explore the plug-in features with several business examples.info:eu-repo/semantics/acceptedVersio

    Real Time Fault Detection and Diagnostics Using FPGA-Based Architecture

    Get PDF
    Errors within circuits caused by radiation continue to be an important concern to developers. A new methodology of real time fault detection and diagnostics utilizing FPGA based architectures while under radiation were investigated in this research. The contributions of this research are focused on three areas; a full test platform to evaluate a circuit while under irradiation, an algorithm to detect and diagnose fault locations within a circuit, and finally to characterize Triple Design Triple Modular Redundancy (TDTMR), a new form of TMR. Five different test setups, injected fault test, gamma radiation test, thermal radiation test, optical laser test, and optical flash test, were used to assess the effectiveness of these three research goals. The testing platform was constructed with two FPGA boards, the Device Under Test (DUT) and the controller board, to generate and evaluate specific vector sets sent to the DUT. The testing platform combines a myriad of testing and measuring equipment and work hours onto one small reprogrammable and reusable FPGA. This device was able to be used in multiple test setups. The controlling logic can be interchanged to test multiple circuit designs under various forms of radiation. The detection and diagnostic algorithm was designed to determine fault locations in real time. The algorithm used for diagnosing the fault location uses inverse deductive elimination. By using test generation tools, fault lists were developed. The fault lists were used to narrow \ the possible fault locations within the circuit. The algorithm is able to detect single stuck at faults based on these lists. The algorithm can also detect multiple output errors but not able to diagnose multiple stuck at faults in real time

    Arguing Security: A Framework for Analyzing Security Requirements

    Get PDF
    When considering the security of a system, the analyst must simultaneously work with two types of properties: those that can be shown to be true, and those that must be argued as being true. The first consists of properties that can be demonstrated conclusively, such as the type of encryption in use or the existence of an authentication scheme. The second consists of things that cannot be so demonstrated but must be considered true for a system to be secure, such as the trustworthiness of a public key infrastructure or the willingness of people to keep their passwords secure. The choices represented by the second case are called trust assumptions, and the analyst should supply arguments explaining why the trust assumptions are valid. This thesis presents three novel contributions: a framework for security requirements elicitation and analysis, based upon the construction of a context for the system; an explicit place and role for trust assumptions in security requirements; and structured satisfaction arguments to validate that a system can satisfy the security requirements. The system context is described using a problem-centered notation, then is validated against the security requirements through construction of a satisfaction argument. The satisfaction argument is in two parts: a formal argument that the system can meet its security requirements, and structured informal arguments supporting the assumptions exposed during argument construction. If one cannot construct a convincing argument, designers are asked to provide design information to resolve the problems and another pass is made through the framework to verify that the proposed solution satisfies the requirements. Alternatively, stakeholders are asked to modify the goals for the system so that the problems can be resolved or avoided. The contributions are evaluated by using the framework to do a security requirements analysis within an air traffic control technology evaluation project

    Xprolog: desenvolvimento de uma folha de cálculo dedutiva

    Get PDF
    As folhas de cálculo tradicionais apresentam limitações quando se trata de informação simbólica, que não é facilmente captada, principalmente quando se trata de raciocínio dedutivo. A presente dissertação tem como objetivo estender as capacidades das folhas de cálculo tradicionais, tal como o Excel, por exemplo, e desenvolver uma folha de cálculo com capacidades de representação de conhecimento e de raciocínio. Desde a primeira folha de cálculo com capacidades dedutivas durante os anos 80 até ao presente foram surgindo várias ferramentas que visaram colmatar estas limitações, e no presente trabalho pretende-se dar continuidade a essa investigação e desenvolvimento de forma a dar mais um passo em busca de uma combinação cada vez mais perfeita entre as folhas tradicionais e a dedução lógica e representação de conhecimento. Nesta dissertação é apresentado o Xprolog, uma ferramenta desenvolvida para Excel e que interpreta a linguagem Prolog, funcionando como um suplemento (add-in) para Excel. O Xprolog foi desenvolvido dentro da temática de folhas de cálculo dedutivas e, não sendo um sistema que possa neste momento ser considerado como um produto final, tem por objetivo dar um novo alento e promover um tema que tem vindo a perder algum fulgor nos últimos anos.Traditional spreadsheets have limitations when it comes to symbolic information, which is not easily captured, especially when it comes to deductive reasoning. This thesis aims to extend the capabilities of traditional spreadsheets such as Excel, for example, and develop one kind of spreadsheet with representation capabilities of knowledge and reasoning. Since the first worksheet with deductive capabilities during the 80's up to the present, various tools have emerged that aimed to resolve these limitations, and in this work we intend to continue this research and development in order to take another search in step an increasingly perfect combination between traditional spreadsheets and logical deduction and knowledge representation. In this thesis we introduce Xprolog, a tool developed for Excel that interprets the Prolog language, working as an add-in for Excel. The Xprolog was developed within the theme of deductive spreadsheets and not being yet, a system that can be considered as a final product, it aims to give new impetus and promote a theme that has been losing some enthusiasm in recent years

    Factors shaping the evolution of electronic documentation systems

    Get PDF
    The main goal is to prepare the space station technical and managerial structure for likely changes in the creation, capture, transfer, and utilization of knowledge. By anticipating advances, the design of Space Station Project (SSP) information systems can be tailored to facilitate a progression of increasingly sophisticated strategies as the space station evolves. Future generations of advanced information systems will use increases in power to deliver environmentally meaningful, contextually targeted, interconnected data (knowledge). The concept of a Knowledge Base Management System is emerging when the problem is focused on how information systems can perform such a conversion of raw data. Such a system would include traditional management functions for large space databases. Added artificial intelligence features might encompass co-existing knowledge representation schemes; effective control structures for deductive, plausible, and inductive reasoning; means for knowledge acquisition, refinement, and validation; explanation facilities; and dynamic human intervention. The major areas covered include: alternative knowledge representation approaches; advanced user interface capabilities; computer-supported cooperative work; the evolution of information system hardware; standardization, compatibility, and connectivity; and organizational impacts of information intensive environments

    A plm implementation for aerospace systems engineering-conceptual rotorcraft design

    Get PDF
    The thesis will discuss the Systems Engineering phase of an original Conceptual Design Engineering Methodology for Aerospace Engineering-Vehicle Synthesis. This iterative phase is shown to benefit from digitization of Integrated Product&Process Design (IPPD) activities, through the application of Product Lifecycle Management (PLM) technologies. Requirements analysis through the use of Quality Function Deployment (QFD) and 7 MaP tools is explored as an illustration. A "Requirements Data Manager" (RDM) is used to show the ability to reduce the time and cost to design for both new and legacy/derivative designs. Here the COTS tool Teamcenter Systems Engineering (TCSE) is used as the RDM. The utility of the new methodology is explored through consideration of a legacy RFP based vehicle design proposal and associated aerospace engineering. The 2001 American Helicopter Society (AHS) 18th Student Design Competition RFP is considered as a starting point for the Systems Engineering phase. A Conceptual Design Engineering activity was conducted in 2000/2001 by Graduate students (including the author) in Rotorcraft Engineering at the Daniel Guggenheim School of Aerospace Engineering at the Georgia Institute of Technology, Atlanta GA. This resulted in the "Kingfisher" vehicle design, an advanced search and rescue rotorcraft capable of performing the "Perfect Storm" mission, from the movie of the same name. The associated requirements, architectures, and work breakdown structure data sets for the Kingfisher are used to relate the capabilities of the proposed Integrated Digital Environment (IDE). The IDE is discussed as a repository for legacy knowledge capture, management, and design template creation. A primary thesis theme is to promote the automation of the up-front conceptual definition of complex systems, specifically aerospace vehicles, while anticipating downstream preliminary and full spectrum lifecycle design activities. The thesis forms a basis for additional discussions of PLM tool integration across the engineering, manufacturing, MRO and EOL lifecycle phases to support business management processes.M.S.Committee Chair: Schrage, Daniel P.; Committee Member: Costello, Mark; Committee Member: Wilhite, Alan, W

    If it ain’t broke, don’t fix it : An Abductive and Contextual Exploration of Maintenance Deferral

    Get PDF
    Objective: To create academic insights into how organisations approach and manage the maintenance of vendor-supplied information systems software. Approach: Three iterations of the Peircean Abduction methodology lead to the identification, conceptualisation, and application of new knowledge in vendor-supplied Information Systems (IS) maintenance deferral by means of undertaking a qualitative multiple-case study. The research goals are achieved through the appropriation and application of theories from Peircean Abduction and Systemic Functional Linguistics. Research questions: The following abductive statement is created through the application of the Peircean Abduction methodology: The surprising observation, “some organisations, having invested in a vendor-supplied IS software solution, defer the implementation of vendor-supplied maintenance”, is made; However, if “the existence of deterrents to maintenance, requiring a trigger event before the implementation of maintenance” were true, then “maintenance deferral” would be a matter of course. Hence there is a reason to suspect that “the existence of both deterrents, and of triggers” is true. From this abductive statement, three research questions are deduced. The first research question investigates the existence, characteristics and influence of deterrents; the second question investigates the existence, characteristics and influence of triggers. As a consequence of this approach, the final question provides a general understanding of IS maintenance deferral. Methodology: Following the implementation of a systematic literature review methodology, six themes are identified: 1. an acknowledgement that problems exist when considering vendor-supplied software maintenance; 2. deterrents as a driver in behaviour; 3. the occurrence of tipping-points which require vendor-supplied maintenance to be undertaken; 4. the consequences of deferral; 5. the value of maintenance; and 6. the formalisation of a maintenance lifecycle. Taking the insights arising from the systematic literature review, a multiple-case study following the pragmatic framework is constructed from data collected interviewing twelve participants across a diverse set of ten organisations. An abductive approach to this research topic creates opportunities for a comprehensive, well-grounded exploratory contribution to a scarcely investigated research domain. Major findings: The translation of Peircean abduction to an interpretative context generates a rich and substantive contribution to theory and practice. The existence of both deterrents and triggers are strongly supported, leading to the conclusion that maintenance deferral is a matter of course. The development of a new abductive and Systemic Functional Linguistic model enhances the knowledge of maintenance deferral and allows refinement of historical IS maintenance models. Finally, the application of Systems Thinking situates insights from the application of their mode within their respective organisational environments

    Case Survey Studies in Software Engineering Research

    Full text link
    Background: Given the social aspects of Software Engineering (SE), in the last twenty years, researchers from the field started using research methods common in social sciences such as case study, ethnography, and grounded theory. More recently, case survey, another imported research method, has seen its increasing use in SE studies. It is based on existing case studies reported in the literature and intends to harness the generalizability of survey and the depth of case study. However, little is known on how case survey has been applied in SE research, let alone guidelines on how to employ it properly. Aims: This article aims to provide a better understanding of how case survey has been applied in Software Engineering research. Method: To address this knowledge gap, we performed a systematic mapping study and analyzed 12 Software Engineering studies that used the case survey method. Results: Our findings show that these studies presented a heterogeneous understanding of the approach ranging from secondary studies to primary inquiries focused on a large number of instances of a research phenomenon. They have not applied the case survey method consistently as defined in the seminal methodological papers. Conclusions: We conclude that a set of clearly defined guidelines are needed on how to use case survey in SE research, to ensure the quality of the studies employing this approach and to provide a set of clearly defined criteria to evaluate such work.Comment: Accepted for presentation at ACM / IEEE International Symposium on Empirical Software Engineering and Measurement (ESEM) (ESEM '20

    eLuna : A Co-Design Framework for Mixed Reality Narrative Game- Based Learning

    Get PDF
    De siste tiårs utvidede fokus på læring utenfor skolen har bidratt til økt anvendelse av vitensentre som læringsarena for barn i grunnskole og videregående utdanning. En læringsløype er en type integrert læringsmiljø der de lærende, fysiske installasjoner, og digitale hjelpemidler bidrar til å fremme læringsinnhold og mål. På vitensentre brukes læringsløyper som pedagogisk støtte innen et bredt spekter av pensumplaner og programmer, gjennom å kombinere forskjellige sett av installasjoner og ved å vektlegge forskjellige aspekter av installasjonenes innhold. Siden de er sammensatt av både fysiske installasjoner og digitale hjelpemidler, er læringsløyper blandet virkelighet systemer, der de lærende interagerer med elementer i både den fysiske og virtuelle virkeligheten. Forskning har vist at både narrativ og spillmekanikker er blant de mest effektive komponentene som kan ligge til grunn for at læringsløyper skal kunne oppnå økt fokus på læringsinnhold, og for å engasjere de lærende ved å sette dem i en tilstand av flyt (av engelsk flow). Forskningen som presenteres i denne avhandlingen har som hovedmål å forbedre læring på vitensentre, gjennom å bidra med et co-design-rammeverk for blandet virkelighet narrative spillbaserte læringsløyper som underbygger positive effekter på engasjement, motivasjon, og læring. Narrativ har vært brukt til læring og instruksjon siden forhistorisk tid, og spill for læring har vært teoretisert og anvendt i mennesker i århundrer, i enda større grad etter oppfinnelsen av datamaskiner, og mulighetene bragt på banen gjennom digitale spill. Selv om bade narrative og spill har vært vist å kunne ha positive effekter når anvendt for læring, har forskning på effekter fra narrative spillbasert læring vist variable og motstridende resultater. Mangelen av en felles modell for kategorisering av narrative spill medfører manglende kunnskap relatert til hvordan og under hvilke forutsetninger narrative spill har effekt på læring. På tross av at de fleste studier av narrativ spillbasert læring unnlater å nevne narratologiske modeller, og de som gjør det primært refererer til modeller lånt fra andre media som mangler de nødvendige egenskapene til å kategorisere hendelsesflyten som benyttes i mange spill, finnes det en ludo narrativ variabel modell (LNVM), som er en narratologisk modell som kategorisere alle spill som narrativ. Denne forskningen videreutvikler LNVM, og presenterer en felles modell for kategorisering av narrativ spillbasert læring; eLNVM (fra engelsk: The extended LNVM). Narrative spillbaserte læringsløyper består av interaktive installasjoner og digitale hjelpemidler som belyser læringsmål innenfor pensumprogrammer. Det er derfor nødvendig med deltakelse både fra pedagoger og utviklere når slike læringsløyper skal designes og presenteres til lærende. Forskning viser at det er mangel av modeller, metoder, og rammeverk som myndiggjør pedagoger og utvikleres felles design av spillbasert læring, noe som enten resulterer i tapt fokus på læringsinnhold til fordel for engasjerende spillmekanikk, eller i at underholdningspotensialet i spill blir underordnet læringsmålene. Slike rammeverk må videre kunne skille mellom fysiske og virtuelle elementer for å være anvendbare i blandet virkelighet omgivelser. Forskningen presentert i denne avhandlingen benytter et rammeverk for informasjonssystemer som vitenskapelig metode til å utvikle eLuna co-design-rammeverket for blandet virkelighet narrative spillbaserte læringsløyper som underbygger positive effekter på engasjement, motivasjon, og læring. En systematisk litteraturstudie identifiserte 15 studier som rapporterte effekter fra digitale spillbaserte læringssystemer på engasjement, motivasjon, og læring. Disse systemene ble kategorisert med bruk av eLNVM og sortert basert på deres rapportering for å identifisere karakteristikker av narrative digital spillbasert læring som har positive effekter på engasjement, motivasjon, og læring. Denne forskningen benytter en iterativ design-basert forskningsprosess der karakteristikkene assosiert med de positive effektene legges til grunn for et co-design-rammeverk bestående av en metode og et visuelt språk. Co-design-rammeverket blir deretter utvidet med kapasitet til å separere mellom fysiske og virtuelle elementer i blandet virkelighet omgivelser. Rammeverket blir gjennom prosessen testet i deltakende co-design workshops og evaluert med bruk av varierte metoder, inkludert fokus grupper, intervjuer, spørreskjemaer, tematisk analyse, og heuristisk evaluering. Forskningen som blir presentert i denne doktoravhandlingen resulterer i eLuna co-design-rammeverket for narrative spillbasert læring, som kan bli brukt av pedagoger og utviklere til å lage både narrative digitale spillbaserte læringssystemer, og blandet virkelighet narrative spillbaserte læringsløyper som optimaliserer potensiale for positive effekter på engasjement, motivasjon, og læring.Increased focus on out of school learning over the last decades has led to extended use of science centres as learning arenas for pupils in primary and secondary education. A learning trail is a form of embedded learning environment in which the learners themselves, physical exhibits, and digital companions are elements that promote learning content and goals. When used in science centres, learning trails can combine different sets of exhibits and emphasize various aspects of their content to support learning goals inside a broad range of curricular plans and programs. Being comprised of physical exhibits and digital companions, science centre learning trails are mixed reality systems in which learner interaction occurs in both the physical and virtual domains. Research has shown that narratives and game mechanics are among the most effective components for science centre learning trails to achieve increased focus on the learning content, and to induce flow and engagement in learners. With an aim to contribute to improving science centre learning, the main objective of this research is to develop a co-design framework for mixed reality narrative game-based learning trails that enforce positive effects on engagement, motivation, and learning. Narratives have been used in learning and instruction since prehistoric times, and games for learning have been theorized and applied in human culture for centuries, increasingly so with the advent of the computer, and opportunities provided by digital games. While both narratives and games are shown to have the ability to positively affect learning, research on the effects from narrative game-based learning has shown mixed and contradictory results. The lack of a common model to categorize narrative games has led to a knowledge gap regarding how and under which conditions narrative games have effects on learning. Whereas most studies of narrative game-based learning neglect mentioning a narratological model at all, the ones that do mainly refer to models adapted from different media that lack the capabilities to properly categorize the event flow of many digital games. An exception is the ludo narrative variable model (LNVM), a narratological model that can properly categorize all games as narratives. Building on the LNVM, this research fills this gap with the development of the extended LNVM (eLNVM), a common model to categorize and isolate narratives in digital game-based learning. Narrative game-based learning trails comprise interactive exhibits and digital companions and promote learning goals inside curricular programs. Therefore, they require participation from educator and developer stakeholders to be properly designed and brought to learners. Research has shown that there is a lack of models, methods, or frameworks that empower educators and developers to co-design game-based learning, something which results in either the learning content being lost in the engaging mechanics of the game, or the fun of the games becoming inferior to the learning goals. Furthermore, to be applicable in science centres, such a co-design framework must also distinguish between physical and digital elements in mixed reality environments. Applying an information system research framework as a design science methodology, the eLuna co-design framework for mixed reality narrative game-based learning trails that enforce positive effects on engagement, motivation, and learning was developed. A systematic literature review identified 15 studies that self-reported effects of digital game-based learning systems on engagement, motivation, and learning. These were categorized on the eLNVM and sorted by their self-reported effects to identify what characterizes narrative digital game-based learning systems that positively affect engagement, motivation, and learning. Using an iterative design-based research process these characteristics associated with positive effects were then applied in a co-design framework comprising a method and a visual language, which was later extended with the capabilities to distinguish between physical and virtual elements in mixed reality learning trails. Throughout the process the framework was tested in co-design workshops with stakeholders and evaluated through mixed methods, including focus groups, semi-structured interviews, questionnaires, thematic analysis, and heuristic usability inspection. The research presented in this PhD dissertation contributes the eLuna co-design framework for narrative game-based learning, which empowers educators and developers in the creation of both narrative digital game-based learning and mixed reality narrative game-based learning trails that optimize the potential to induce positive effects on engagement, motivation, and learning.Doktorgradsavhandlin

    From Safety Analysis to Experimental Validation by Fault Injection—Case of Automotive Embedded Systems

    Get PDF
    En raison de la complexité croissante des systèmes automobiles embarqués, la sûreté de fonctionnement est devenue un enjeu majeur de l’industrie automobile. Cet intérêt croissant s’est traduit par la sortie en 2011 de la norme ISO 26262 sur la sécurité fonctionnelle. Les défis auxquelles sont confrontés les acteurs du domaine sont donc les suivants : d’une part, la conception de systèmes sûrs, et d’autre part, la conformité aux exigences de la norme ISO 26262. Notre approche se base sur l’application systématique de l’injection de fautes pour la vérification et la validation des exigences de sécurité, tout au long du cycle de développement, des phases de conception jusqu’à l’implémentation. L’injection de fautes nous permet en particulier de vérifier que les mécanismes de tolérance aux fautes sont efficaces et que les exigences non-fonctionnelles sont respectées. L’injection de faute est une technique de vérification très ancienne. Cependant, son rôle lors de la phase de conception et ses complémentarités avec la validation expérimentale, méritent d’être étudiés. Notre approche s’appuie sur l’application du modèle FARM (Fautes, Activations, Relevés et Mesures) tout au long du processus de développement. Les analyses de sûreté sont le point de départ de notre approche, avec l'identification des mécanismes de tolérance aux fautes et des exigences non-fonctionnelles, et se terminent par la validation de ces mécanismes par les expériences classiques d'injection de fautes. Enfin, nous montrons que notre approche peut être intégrée dans le processus de développement des systèmes embarqués automobiles décrits dans la norme ISO 26262. Les contributions de la thèse sont illustrées sur l’étude de cas d’un système d’éclairage avant d’une automobile. ABSTRACT : Due to the rising complexity of automotive Electric/Electronic embedded systems, Functional Safety becomes a main issue in the automotive industry. This issue has been formalized by the introduction of the ISO 26262 standard for functional safety in 2011. The challenges are, on the one hand to design safe systems based on a systematic verification and validation approach, and on the other hand, the fulfilment of the requirements of the ISO 26262 standard. Following ISO 26262 recommendations, our approach, based on fault injection, aims at verifying fault tolerance mechanisms and non-functional requirements at all steps of the development cycle, from early design phases down to implementation. Fault injection is a verification technique that has been investigated for a long time. However, the role of fault injection during design phase and its complementarities with the experimental validation of the target have not been explored. In this work, we investigate a fault injection continuum, from system design validation to experiments on implemented targets. The proposed approach considers the safety analyses as a starting point, with the identification of safety mechanisms and safety requirements, and goes down to the validation of the implementation of safety mechanisms through fault injection experiments. The whole approach is based on a key fault injection framework, called FARM (Fault, Activation, Readouts and Measures). We show that this approach can be integrated in the development process of the automotive embedded systems described in the ISO 26262 standard. Our approach is illustrated on an automotive case study: a Front-Light system
    • …
    corecore