5,950 research outputs found

    Model the System from Adversary Viewpoint: Threats Identification and Modeling

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    Security attacks are hard to understand, often expressed with unfriendly and limited details, making it difficult for security experts and for security analysts to create intelligible security specifications. For instance, to explain Why (attack objective), What (i.e., system assets, goals, etc.), and How (attack method), adversary achieved his attack goals. We introduce in this paper a security attack meta-model for our SysML-Sec framework, developed to improve the threat identification and modeling through the explicit representation of security concerns with knowledge representation techniques. Our proposed meta-model enables the specification of these concerns through ontological concepts which define the semantics of the security artifacts and introduced using SysML-Sec diagrams. This meta-model also enables representing the relationships that tie several such concepts together. This representation is then used for reasoning about the knowledge introduced by system designers as well as security experts through the graphical environment of the SysML-Sec framework.Comment: In Proceedings AIDP 2014, arXiv:1410.322

    A practical approach to goal modelling for time-constrained projects

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    Goal modelling is a well known rigorous method for analysing problem rationale and developing requirements. Under the pressures typical of time-constrained projects its benefits are not accessible. This is because of the effort and time needed to create the graph and because reading the results can be difficult owing to the effects of crosscutting concerns. Here we introduce an adaptation of KAOS to meet the needs of rapid turn around and clarity. The main aim is to help the stakeholders gain an insight into the larger issues that might be overlooked if they make a premature start into implementation. The method emphasises the use of obstacles, accepts under-refined goals and has new methods for managing crosscutting concerns and strategic decision making. It is expected to be of value to agile as well as traditional processes

    Modelling Requirements for Content Recommendation Systems

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    This paper addresses the modelling of requirements for a content Recommendation System (RS) for Online Social Networks (OSNs). On OSNs, a user switches roles constantly between content generator and content receiver. The goals and softgoals are different when the user is generating a post, as opposed as replying to a post. In other words, the user is generating instances of different entities, depending on the role she has: a generator generates instances of a "post", while the receiver generates instances of a "reply". Therefore, we believe that when addressing Requirements Engineering (RE) for RS, it is necessary to distinguish these roles clearly. We aim to model an essential dynamic on OSN, namely that when a user creates (posts) content, other users can ignore that content, or themselves start generating new content in reply, or react to the initial posting. This dynamic is key to designing OSNs, because it influences how active users are, and how attractive the OSN is for existing, and to new users. We apply a well-known Goal Oriented RE (GORE) technique, namely i-star, and show that this language fails to capture this dynamic, and thus cannot be used alone to model the problem domain. Hence, in order to represent this dynamic, its relationships to other OSNs' requirements, and to capture all relevant information, we suggest using another modelling language, namely Petri Nets, on top of i-star for the modelling of the problem domain. We use Petri Nets because it is a tool that is used to simulate the dynamic and concurrent activities of a system and can be used by both practitioners and theoreticians.Comment: 28 pages, 7 figure

    Requirements-Driven Adaptation of Choreographed Interactions

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    Electronic services are emerging as the de-facto enabler of interaction interoperability across organization boundaries. Cross-organizational interactions are often “choreographed”, i.e. specified by a messaging protocol from a global point of view independent of the local view of each interacting organization. Local requirements motivating an interaction as well as the global contextual requirements governing the interaction inevitably evolve over time, requiring adaptation of the corresponding interaction protocol. Adaptation of an interaction protocol must ensure the satisfaction of both sets of interaction requirements while maintaining consistency between the global view and the local views of an interaction specification. Such adaptation is not possible with the current state-of-the-art representations of choreographed interactions, as they capture only operational messaging specifications detached from both local organizational requirements as well as global contextual requirements. This thesis presents three novel contributions that tackle adaptation of choreographed interaction protocols: an automated technique for deriving an interaction protocol from requirements, a formalization of consistency between local and global views, and a framework for guiding the adaptation of a choreographed interaction. A choreographed interaction is specified using models of organizational requirements motivating the interaction. We employ the formal semantics embedded in requirements models to automatically derive an interaction protocol. We propose a framework for relating the global and local views of interaction specification and maintaining consistency between them. We develop a metamodel for interaction specification, from which we enumerate adaptation operations. We build a catalogue that provides guidance on performing each operation and propagating changes between the global and local views. These contributions are evaluated using examples from the literature as well as a real-world case study

    Automated completeness check in KAOS

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    KAOS is a popular and useful goal oriented requirements engineering (GORE) language, which can be used in business requirements modelling, specification, and analysis. Currently, KAOS is being used in areas such as business process modelling, and enterprise architecture (EA). But, an incomplete or malformed KAOS model can result to incomplete and erroneous requirements analysis, which in turn can lead to overall systems failure . Therefore, it is necessary to check that a requirements specification in KAOS language are complete and well formed. The contribution at hand is to provide an automated technique for checking the completeness and well-formed-ness of a requirements specification in KAOS language. Such a technique can be useful, especially to business or requirements analysts in industries and research, to check that requirements specification in KAOS language is well formed

    Teaching Construction in the Virtual University: the WINDS project

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    This paper introduces some of the Information Technology solutions adopted in Web based INtelligent Design Support (WINDS) to support education in A/E/C design. The WINDS project WINDS is an EC-funded project in the 5th Framework, Information Society Technologies programme, Flexible University key action. WINDS is divided into two actions: ·The research technology action is going to implement a learning environment integrating an intelligent tutoring system, a computer instruction management system and a set of co-operative supporting tools. ·The development action is going to build a large knowledge base supporting Architecture and Civil Engineering Design Courses and to experiment a comprehensive Virtual School of Architecture and Engineering Design. During the third year of the project, more than 400 students all over Europe will attend the Virtual School. During the next three years the WINDS project will span a total effort of about 150 man-years from 28 partners of 10 European countries. The missions of the WINDS project are: Advanced Methodologies in Design Education. WINDS drives a breakdown with conventional models in design education, i.e. classroom or distance education. WINDS implements a problem oriented knowledge transfer methodology following Roger Schank's Goal Based Scenario (GBS) pedagogical methodology. GBS encourages the learning of both skills and cases, and fosters creative problem solving. Multidisciplinary Design Education. Design requires creative synthesis and open-end problem definition at the intersection of several disciplines. WINDS experiments a valuable integration of multidisciplinary design knowledge and expertise to produce a high level standard of education. Innovative Representation, Delivery and Access to Construction Education. WINDS delivers individual education customisation by allowing the learner access through the Internet to a wide range of on-line courses and structured learning objects by means of personally tailored learning strategies. WINDS promotes the 3W paradigm: learn What you need, Where you want, When you require. Construction Practice. Construction industry is a repository of ""best practices"" and knowledge that the WINDS will profit. WINDS system benefits the ISO10303 and IFC standards to acquire knowledge of the construction process directly in digital format. On the other hand, WINDS reengineers the knowledge in up-to-date courses, educational services, which the industries can use to provide just-in-time rather than in-advance learning. WINDS IT Solutions The missions of the WINDS project state many challenging requirements both in knowledge and system architecture. Many of the solutions adopted in these fields are innovative; others are evolution of existing technologies. This paper focuses on the integration of this set of state-of-the-art technologies in an advanced and functionally sound Computer Aided Instruction system for A/E/C Design. In particular the paper deals with the following aspects: Standard Learning Technology Architecture The WINDS system relies on the in progress IEEE 1484.1 Learning Technology Standard Architecture. According to this standard the system consists of two data stores, the Knowledge Library and the Record Database, and four process: System Coach, Delivery, Evaluation and the Learner. WINDS implements the Knowledge Library into a three-tier architecture: 1.Learning Objects: ·Learning Units are collections of text and multimedia data. ·Models are represented in either IFC or STEP formats. ·Cases are sets of Learning Units and Models. Cases are noteworthy stories, which describes solutions, integrate technical detail, contain relevant design failures etc. 2.Indexes refer to the process in which the identification of relevant topics in design cases and learning units takes place. Indexing process creates structures of Learning Objects for course management, profile planning procedures and reasoning processes. 3.Courses are taxonomies of either Learning Units or a design task and Course Units. Knowledge Representation WINDS demonstrates that it is possible and valuable to integrate a widespread design expertise so that it can be effectively used to produce a high level standard of education. To this aim WINDS gathers area knowledge, design skills and expertise under the umbrellas of common knowledge representation structures and unambiguous semantics. Cases are one of the most valuable means for the representation of design expertise. A Case is a set of Learning Units and Product Models. Cases are noteworthy stories, which describe solutions, integrate technical details, contain relevant design failures, etc. Knowledge Integration Indexes are a medium among different kind of knowledge: they implement networks for navigation and access to disparate documents: HTML, video, images, CAD and product models (STEP or IFC). Concept indexes link learning topics to learning objects and group them into competencies. Index relationships are the base of the WINDS reasoning processes, and provide the foundation for system coaching functions, which proactively suggest strategies, solutions, examples and avoids students' design deadlock. Knowledge Distribution To support the data stores and the process among the partners in 10 countries efficiently, WINDS implements an object oriented client/server as COM objects. Behind the DCOM components there is the Dynamic Kernel, which dynamically embodies and maintains data stores and process. Components of the Knowledge Library can reside on several servers across the Internet. This provides for distributed transactions, e.g. a change in one Learning Object affects the Knowledge Library spread across several servers in different countries. Learning objects implemented as COM objects can wrap ownership data. Clear and univocal definition of ownerships rights enables Universities, in collaboration with telecommunication and publisher companies, to act as "education brokers". Brokerage in education and training is an innovative paradigm to provide just-in-time and personally customised value added learning knowledg

    Gamification solutions for software acceptance: a comparative study of requirements engineering and organizational behavior techniques.

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    Gamificationis a powerful paradigm and a set of best practices used to motivate people carrying out a variety of ICT–mediated tasks. Designing gamification solutions and applying them to a given ICT system is a complex and expensive process (in time, competences and money) as software engineers have to cope with heterogeneous stakeholder requirements on one hand, and Acceptance Requirements on the other, that together ensure effective user participation and a high level of system utilization. As such, gamification solutions require significant analysis and design as well as suitable supporting tools and techniques. In this work, we compare concepts, tools and techniques for gamification design drawn from Software Engineering and Human and Organizational Behaviors. We conduct a comparison by applying both techniques to the specific Meeting Scheduling exemplar used extensively in the Requirements Engineering literature

    A Context-Oriented Extension of F#

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    Context-Oriented programming languages provide us with primitive constructs to adapt program behaviour depending on the evolution of their operational environment, namely the context. In previous work we proposed ML_CoDa, a context-oriented language with two-components: a declarative constituent for programming the context and a functional one for computing. This paper describes the implementation of ML_CoDa as an extension of F#.Comment: In Proceedings FOCLASA 2015, arXiv:1512.0694
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