88,166 research outputs found

    Model-based engineering of animated interactive systems for the interactive television environment

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    Les interfaces graphiques Ă©taient la plupart du temps statiques, et reprĂ©sentaient une succession d'Ă©tats logiciels les uns aprĂšs les autres. Cependant, les transitions animĂ©es entre ces Ă©tats statiques font partie intĂ©grante des interfaces utilisateurs modernes, et leurs processus de design et d'implĂ©mentations constituent un dĂ©fi pour les designers et les dĂ©veloppeurs. Cette thĂšse propose un processus de conception de systĂšmes interactifs centrĂ© sur les animations, ainsi qu'une architecture pour la dĂ©finition et l'implĂ©mentation d'animations au sein des interfaces graphiques. L'architecture met en avant une approche Ă  deux niveaux pour dĂ©finir une vue haut niveau d'une animation (avec un intĂ©rĂȘt particulier pour les objets animĂ©s, leurs propriĂ©tĂ©s Ă  ĂȘtre animĂ© et la composition d'animations) ainsi qu'une vue bas niveau traitant des aspects dĂ©taillĂ©s des animations tels que les timings et les optimisations. Concernant les spĂ©cifications formelles de ces deux niveaux, nous utilisons une approche qui facilite les rĂ©seaux de Petri orientĂ©s objets pour la conception, l'implĂ©mentation et la validation d'interfaces utilisateurs animĂ©es en fournissant une description complĂšte et non-ambiguĂ« de l'ensemble de l'interface utilisateur, y compris les animations. Enfin, nous dĂ©crivons la mise en pratique du processus prĂ©sentĂ©, illustrĂ© par un cas d'Ă©tude d'un prototype haute-fidĂ©litĂ© d'une interface utilisateur, pour le domaine de la tĂ©lĂ©vision interactive. Ce processus conduira Ă  une spĂ©cification formelle et dĂ©taillĂ©e du systĂšme interactif, et incluera des animations utilisant des rĂ©seaux de Petri orientĂ©s objet (conçus avec l'outil PetShop CASE).Graphical User Interfaces used to be mostly static, representing one software state after the other. However, animated transitions between these static states are an integral part in modern user interfaces and processes for both their design and implementation remain a challenge for designers and developers. This thesis proposes a process for designing interactive systems focusing on animations, along with an architecture for the definition and implementation of animation in user interfaces. The architecture proposes a two levels approach for defining a high-level view of an animation (focusing on animated objects, their properties to be animated and on the composition of animations) and a low-level one dealing with detailed aspects of animations such as timing and optimization. For the formal specification of these two levels, we are using an approach facilitating object-oriented Petri nets to support the design, implementation and validation of animated user interfaces by providing a complete and unambiguous description of the entire user interface including animations. Finally, we describe the application of the presented process exemplified by a case study for a high-fidelity prototype of a user interface for the interactive Television domain. This process will lead to a detailed formal specification of the interactive system, including animations using object-oriented Petri nets (designed with the PetShop CASE tool)

    Transformation of UML models for service-oriented software architectures

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    Comunicação apresentada ao IEEE International Conference and Workshop on the Engineering of Computer Based Systems (ECBS 2005), 12, Washington, 2005.The main aim of this paper is to present how to transform user requirements models into a software architecture for mobile applications. The technique (called "4SRS") is essentially based on the mapping of UML use case diagrams into UML object diagrams. UML sequence, activity, and state diagrams and other artifacts can also be considered within the transformation decisions. The applicability of this technique is illustrated by presenting some results from an e-government mobile application. The development of mobile applications typically follow a service-oriented approach. A service is a software entity running on one or more machines and providing a particular type of function to a priori unknown clients. These services must communicate with each other, whose combination makes up a service-oriented architecture. The communication can involve either simple data passing or it could involve two or more services coordinating some activity. Some means of connecting services to each other is needed, so workflow is a critical part of making services effective. When those services react to changes on user context, application are context-aware. For mobile applications, the definition of the underlying service-oriented software architecture must consider the services themselves as user requirements, as well as the mobile operators entry-points and the final clients interfaces, and use them to characterize the platform.USE-ME.GOV - IST-2002-002294 ; Fundação para a CiĂȘncia e a Tecnologia - METHODES (POSI/CHS/37334/2001), STACOS (POSI/CHS/48875/2002)

    Towards a re-engineering method for web services architectures

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    Recent developments in Web technologies – in particular through the Web services framework – have greatly enhanced the flexible and interoperable implementation of service-oriented software architectures. Many older Web-based and other distributed software systems will be re-engineered to a Web services-oriented platform. Using an advanced e-learning system as our case study, we investigate central aspects of a re-engineering approach for the Web services platform. Since our aim is to provide components of the legacy system also as services in the new platform, re-engineering to suit the new development paradigm is as important as re-engineering to suit the new architectural requirements

    Engineering telecommunication services with SDL

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    If formal techniques are to be more widely accepted then they should evolve as current software engineering approaches evolve. Current techniques in the development of distributed systems use interface definition languages (IDLs) as a basis for the underlying communication and also as an abstraction tool. Object-oriented technologies [6] and the idea of engineering software through frameworks [5] are also widely accepted approaches in developing software. In this paper we show how the formal specification language SDL and associated tool support have been applied in the TOSCA1 project to engineer telecommunication services using these current techniques

    The Stick-e Note Architecture: Extending the Interface Beyond the User

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    This paper proposes a redefinition of the human-computer interface, extending its boundaries to encompass interaction with the user's physical environment. This extension to the interface enables computers to become aware of their context of use and intelligently adapt their activities and interface to suit their current circumstances. Context-awareness promises to greatly enhance user interfaces, but the complexity of capturing, representing and processing contextual data, presents a major obstacle to its further development. The Stick-e Note Architecture is proposed as a solution to this problem, offering a universal means of providing context-awareness through an easily understood metaphor based on the Post-It note
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