46,042 research outputs found
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Remote Access to a Prototyping Laboratory
There is a growing global demand for continuing adult higher education particularly in science and engineering subjects. New technologies are emerging which would enable the development of a Remote Access Laboratory for rapid prototyping of Artificial Intelligence, as a learning environment for mechatronic engineering, in which high precision electromechanical devices are designed to exhibit autonomous behaviour.
Secondary research investigated the learning theories for a Remote Access Laboratory, and the current practices for distance learning, involving groupware in shared activity 'collaboratories'. Having determined that the laboratory would need a multi-user interactive environment architecture, with the requirement for adaptability to rapid developments,a distributed software architecture was selected. The laboratory design was subsequently argued to be best served by Intelligent Agents in a Multi-Agent system.
The aims of the research were to establish the viability of a Remote Access Laboratory for mechatronic experimentation, and to evaluate the technologies required to implement such a laboratory environment for rapid prototyping. These were achieved by developing a novel user interface, based on a multi-functional screen layout, and a graphical specification facility to provide robotic navigation that is intuitive to use and does not require text-based programming.
The research investigated the prototyping of robotic behaviour, which used Programming by Demonstration as an innovative technique to prototype robot navigation. The method of designing behaviours met an anticipated need to allow the robot to interact with an environment, to achieve goals under conditions of uncertainty, while requiring a level of abstraction in the behaviour design. The interface structured a composite of the designed behaviours into prototype Artificial Intelligence using a hierarchical behaviour architecture, which complied with the principles of Object Orientated programming. This was subsequently a new and original programming method to facilitate rapid prototyping of Artificial Intelligence design and structuring.
Experimentation involved 20 participants attempting to accomplish a series of tasks which involved using the prototyped interface and an existing text-based robot programming system. The participants were profiled by their formal qualifications, knowledge and experience. The experimental data obtained were used to establish a comparative measure of the prototype interface success compared with an existing distance-learning, home experiment kit, in the form of a small controllable model vehicle. The data obtained provided strong evidence to support the hypothesis that a Programming by Demonstration based system for rapid prototyping is more flexible and easier to use than a previously existing distance learning text-based system. The Programming by Demonstration system showed great promise, being quicker for prototyping, and more intuitive. The learning interface design pioneered new techniques and technologies for rapid prototyping of Artificial Intelligence in a Mechatronics Remote Access Laboratory
Adaptive development and maintenance of user-centric software systems
A software system cannot be developed without considering the various facets of its environment. Stakeholders â including the users that play a central role â have their needs, expectations, and perceptions of a system. Organisational and technical aspects of the environment are constantly changing. The ability to adapt a software system and its requirements to its environment throughout its
full lifecycle is of paramount importance in a constantly changing environment. The continuous involvement of users is as important as the constant evaluation of the system and the observation of evolving environments. We present a methodology for adaptive software systems development and
maintenance. We draw upon a diverse range of accepted methods including participatory design, software architecture, and evolutionary design. Our focus is on user-centred software systems
A requirements engineering framework for integrated systems development for the construction industry
Computer Integrated Construction (CIC) systems are computer environments through which
collaborative working can be undertaken. Although many CIC systems have been developed to demonstrate the
communication and collaboration within the construction projects, the uptake of CICs by the industry is still
inadequate. This is mainly due to the fact that research methodologies of the CIC development projects are
incomplete to bridge the technology transfer gap. Therefore, defining comprehensive methodologies for the
development of these systems and their effective implementation on real construction projects is vital.
Requirements Engineering (RE) can contribute to the effective uptake of these systems because it drives the
systems development for the targeted audience. This paper proposes a requirements engineering approach for
industry driven CIC systems development. While some CIC systems are investigated to build a broad and deep
contextual knowledge in the area, the EU funded research project, DIVERCITY (Distributed Virtual Workspace
for Enhancing Communication within the Construction Industry), is analysed as the main case study project
because its requirements engineering approach has the potential to determine a framework for the adaptation of
requirements engineering in order to contribute towards the uptake of CIC systems
Lessons Learned from a Decade of Providing Interactive, On-Demand High Performance Computing to Scientists and Engineers
For decades, the use of HPC systems was limited to those in the physical
sciences who had mastered their domain in conjunction with a deep understanding
of HPC architectures and algorithms. During these same decades, consumer
computing device advances produced tablets and smartphones that allow millions
of children to interactively develop and share code projects across the globe.
As the HPC community faces the challenges associated with guiding researchers
from disciplines using high productivity interactive tools to effective use of
HPC systems, it seems appropriate to revisit the assumptions surrounding the
necessary skills required for access to large computational systems. For over a
decade, MIT Lincoln Laboratory has been supporting interactive, on-demand high
performance computing by seamlessly integrating familiar high productivity
tools to provide users with an increased number of design turns, rapid
prototyping capability, and faster time to insight. In this paper, we discuss
the lessons learned while supporting interactive, on-demand high performance
computing from the perspectives of the users and the team supporting the users
and the system. Building on these lessons, we present an overview of current
needs and the technical solutions we are building to lower the barrier to entry
for new users from the humanities, social, and biological sciences.Comment: 15 pages, 3 figures, First Workshop on Interactive High Performance
Computing (WIHPC) 2018 held in conjunction with ISC High Performance 2018 in
Frankfurt, German
A method to Formalise the Rapid Prototyping Process
Facing the increasing complexity of the product design area, (reduction of cycle times, introduction of simultaneous engineering, introduction of digital mock-up, ... ) a research department which wants to define a rapid prototyping process is confronted to the problem of the toolsâ choice. Therefore, we will propose in this article, a method allowing to conceive such a process. In a first chapter, we present the rapid prototyping area in the product design environment, in a second chapter we will propose our method illustrated by an industrial case
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Prototyping a process-centered environment
This paper describes an experimental system developed and used as a vehicle for prototyping the Arcadia-1 software development environment. Prototyping is viewed as a knowledge acquisition process and is used to reduce risks in software development by gaining rapid feedback about the suitability of a production system before the system is completed. Prototyping a software development environment is particularly important due to the lack of experience with them. There is an acute need to acquire knowledge about user interaction requirements for software environments. These needs are especially important for the Arcadia project, as it is one of the first attempts to construct a process-centered environment. Our prototyping effort addresses questions about effective interaction with a process-centered environment by simulating how Arcadia-1 would interact with users in a representative range of usage scenarios. We built a prototyping system, called PRODUCER, and used it to generate a variety of prototypes simulating user interactions with Arcadia-1 process programs.Experience with PRODUCER indicates that our approach is effective at risk reduction. The prototypes greatly improved communication with our customer. They confirmed some of our design decisions but also redirected our research efforts as a result of unexpected insight. We also found that prototyping usage scenarios provides conceptual guides and design information for process programmers. Most of the benefits of our prototyping effort derive from developing and interacting with usage scenarios, so our approach is generalizable to other prototyping systems. This paper reports on our prototyping approach and our experience in prototyping a process-centered environment
What influences the speed of prototyping? An empirical investigation of twenty software startups
It is essential for startups to quickly experiment business ideas by building
tangible prototypes and collecting user feedback on them. As prototyping is an
inevitable part of learning for early stage software startups, how fast
startups can learn depends on how fast they can prototype. Despite of the
importance, there is a lack of research about prototyping in software startups.
In this study, we aimed at understanding what are factors influencing different
types of prototyping activities. We conducted a multiple case study on twenty
European software startups. The results are two folds, firstly we propose a
prototype-centric learning model in early stage software startups. Secondly, we
identify factors occur as barriers but also facilitators for prototyping in
early stage software startups. The factors are grouped into (1) artifacts, (2)
team competence, (3) collaboration, (4) customer and (5) process dimensions. To
speed up a startups progress at the early stage, it is important to incorporate
the learning objective into a well-defined collaborative approach of
prototypingComment: This is the author's version of the work. Copyright owner's version
can be accessed at doi.org/10.1007/978-3-319-57633-6_2, XP2017, Cologne,
German
Requirements engineering for computer integrated environments in construction
A Computer Integrated Environment (CIE) is the type of innovative integrated information system that helps to reduce fragmentation and enables the stakeholders to collaborate together in business. Researchers have observed that the concept of CIE has been the subject of research for many years but the uptake of this technology has been very limited because of the development of the technology and its effective implementation. Although CIE is very much valued by both industrialists and academics, the answers to the question of how to develop and how to implement it are still not clear.
The industrialists and researchers conveyed that networking, collaboration, information sharing and communication will become popular and critical issues in the future, which can be managed through CIE systems. In order for successful development of the technology, successful delivery, and effective implementation of user and industry-oriented CIE systems, requirements engineering seems a key parameter. Therefore, through experiences and lessons learnt in various case studies of CIE systems developments, this book explains the development of a requirements engineering framework specific to the CIE system.
The requirements engineering process that has been developed in the research is targeted at computer integrated environments with a particular interest in the construction industry as the implementation field. The key features of the requirements engineering framework are the following: (1) ready-to-use, (2) simple, (3) domain specific, (4) adaptable and (5) systematic, (6) integrated with the legacy systems. The method has three key constructs: i) techniques for requirements development, which includes the requirement elicitation, requirements analysis/modelling and requirements validation, ii) requirements documentation and iii) facilitating the requirements management. It focuses on system development methodologies for the human driven ICT solutions that provide communication, collaboration, information sharing and exchange through computer integrated environments for professionals situated in discrete locations but working in a multidisciplinary and interdisciplinary environment. The overview for each chapter of the book is as follows;
Chapter 1 provides an overview by setting the scene and presents the issues involved in requirements engineering and CIE (Computer Integrated Environments). Furthermore, it makes an introduction to the necessity for requirements engineering for CIE system development, experiences and lessons learnt cumulatively from CIE systems developments that the authors have been involved in, and the process of the development of an ideal requirements engineering framework for CIE systems development, based on the experiences and lessons learnt from the multi-case studies.
Chapter 2 aims at building up contextual knowledge to acquire a deeper understanding of the topic area. This includes a detailed definition of the requirements engineering discipline and the importance and principles of requirements engineering and its process. In addition, state of the art techniques and approaches, including contextual design approach, the use case modelling, and the agile requirements engineering processes, are explained to provide contextual knowledge and understanding about requirements engineering to the readers.
After building contextual knowledge and understanding about requirements engineering in chapter 2, chapter 3 attempts to identify a scope and contextual knowledge and understanding about computer integrated environments and Building Information Modelling (BIM). In doing so, previous experiences of the authors about systems developments for computer integrated environments are explained in detail as the CIE/BIM case studies.
In the light of contextual knowledge gained about requirements engineering in chapter 2, in order to realize the critical necessity of requirements engineering to combine technology, process and people issues in the right balance, chapter 4 will critically evaluate the requirements engineering activities of CIE systems developments that are explained in chapter 3. Furthermore, to support the necessity of requirements engineering for human centred CIE systems development, the findings from semi-structured interviews are shown in a concept map that is also explained in this chapter.
In chapter 5, requirements engineering is investigated from different angles to pick up the key issues from discrete research studies and practice such as traceability through process and product modelling, goal-oriented requirements engineering, the essential and incidental complexities in requirements models, the measurability of quality requirements, the fundamentals of requirements engineering, identifying and involving the stakeholders, reconciling software requirements and system architectures and barriers to the industrial uptake of requirements engineering. In addition, a comprehensive research study measuring the success of requirements engineering processes through a set of evaluation criteria is introduced. Finally, the key issues and the criteria are comparatively analyzed and evaluated in order to match each other and confirm the validity of the criteria for the evaluation and assessment of the requirements engineering implementation in the CIE case study projects in chapter 7 and the key issues will be used in chapter 9 to support the CMM (Capability Maturity Model) for acceptance and wider implications of the requirements engineering framework to be proposed in chapter 8.
Chapter 6 explains and particularly focuses on how the requirements engineering activities in the case study projects were handled by highlighting strengths and weaknesses. This will also include the experiences and lessons learnt from these system development practices. The findings from these developments will also be utilized to support the justification of the necessity of a requirements engineering framework for the CIE systems developments. In particular, the following are addressed.
âą common and shared understanding in requirements engineering efforts,
âą continuous improvement,
âą outputs of requirement engineering
âą reflections and the critical analysis of the requirements engineering approaches in these practices.
The premise of chapter 7 is to evaluate and assess the requirements engineering approaches in the CIE case study developments from multiple viewpoints in order to find out the strengths and the weaknesses in these requirements engineering processes. This evaluation will be mainly based on the set of criteria developed by the researchers and developers in the requirements engineering community in order to measure the success rate of the requirements engineering techniques after their implementation in the various system development projects. This set of criteria has already been introduced in chapter 5. This critical assessment includes conducting a questionnaire based survey and descriptive statistical analysis.
In chapter 8, the requirements engineering techniques tested in the CIE case study developments are composed and compiled into a requirements engineering process in the light of the strengths and the weaknesses identified in the previous chapter through benchmarking with a Capability Maturity Model (CMM) to ensure that it has the required level of maturity for implementation in the CIE systems developments. As a result of this chapter, a framework for a generic requirements engineering process for CIE systems development will be proposed.
In chapter 9, the authors will discuss the acceptance and the wider implications of the proposed framework of requirements engineering process using the CMM from chapter 8 and the key issues from chapter 5.
Chapter 10 is the concluding chapter and it summarizes the findings and brings the book to a close with recommendations for the implementation of the Proposed RE framework and also prescribes a guideline as a way forward for better implementation of requirements engineering for successful developments of the CIE systems in the future
Survey on Additive Manufacturing, Cloud 3D Printing and Services
Cloud Manufacturing (CM) is the concept of using manufacturing resources in a
service oriented way over the Internet. Recent developments in Additive
Manufacturing (AM) are making it possible to utilise resources ad-hoc as
replacement for traditional manufacturing resources in case of spontaneous
problems in the established manufacturing processes. In order to be of use in
these scenarios the AM resources must adhere to a strict principle of
transparency and service composition in adherence to the Cloud Computing (CC)
paradigm. With this review we provide an overview over CM, AM and relevant
domains as well as present the historical development of scientific research in
these fields, starting from 2002. Part of this work is also a meta-review on
the domain to further detail its development and structure
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