1,031 research outputs found

    Automated prototyping tool-kit (APT)

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    Automated prototyping tool-kit (APT) is an integrated set of software tools that generate source programs directly from real-time requirements. The APT system uses a fifth-generation prototyping language to model the communication structure, timing constraints, I/O control, and data buffering that comprise the requirements for an embedded software system. The language supports the specification of hard real-time systems with reusable components from domain specific component libraries. APT has been used successfully as a research tool in prototyping large war-fighter control systems (e.g. the command-and-control station, cruise missile flight control system, patriot missile defense systems) and demonstrated its capability to support the development of large complex embedded software. © 2002 Elsevier Science Inc. All rights reserved

    Assured Android Execution Environments

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    Current cybersecurity best practices, techniques, tactics and procedures are insufficient to ensure the protection of Android systems. Software tools leveraging formal methods use mathematical means to assure both a design and implementation for a system and these methods can be used to provide security assurances. The goal of this research is to determine methods of assuring isolation when executing Android software in a contained environment. Specifically, this research demonstrates security properties relevant to Android software containers can be formally captured and validated, and that an implementation can be formally verified to satisfy a corresponding specification. A three-stage methodology called The Formal Verification Cycle is presented. This cycle focuses on the iteration over a set of security properties to validate each within a specification and their verification within a software implementation. A security property can be validated when its functional language prototype (e.g. a Haskell coded version of the property) is converted and processed by a formal method (e.g. a theorem proof assistant). This validation of the property enables the definition of the property in a software specification, which can be implemented separately in an imperative programming language (e.g. the Go programming language). Once the implementation is complete another formal method can be used (e.g. symbolic execution) to verify the imperative implementation satisfies the validated specification. Successful completion of this cycle shows a given implementation is equivalent to a functional language prototype, and this cycle assures a specification for the original desired security properties was properly implemented. This research shows an application of this cycle to develop Assured Android Execution Environments

    Software metrics for monitoring software engineering projects

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    As part of the undergraduate course offered by Edith Cowan University, the Department of Computer Science has (as part of a year\u27s study) a software engineering group project. The structure of this project was divided into two units, Software Engineering l and Software Engineering 2. ln Software Engineering 1, students were given the group project where they had to complete and submit the Functional Requirement and Detail System Design documentation. In Software Engineering 2, students commenced with the implementation of the software, testing and documentation. The software was then submitted for assessment and presented to the client. To aid the students with the development of the software, the department had adopted EXECOM\u27s APT methodology as its standard guideline. Furthermore, the students were divided into groups of 4 to 5, each group working on the same problem. A staff adviser was assigned to each project group. The purpose of this research exercise was to fulfil two objectives. The first objective was to ascertain whether there is a need to improve the final year software engineering project for future students by enhancing any aspect that may be regarded as deficient. The second objective was to ascertain the factors that have the most impact on the quality of the delivered software. The quality of the delivered software was measured using a variety of software metrics. Measurement of software has mostly been ignored until recently or used without true understanding of its purpose. A subsidiary objective was to gain an understanding of the worth of software measurement in the student environment One of the conclusions derived from the study suggests that teams who spent more time on software design and testing, tended to produce better quality software with less defects. The study also showed that adherence to the APT methodology led to the project being on schedule and general team satisfaction with the project management. One of the recommendations made to the project co-ordinator was that staff advisers should have sufficient knowledge of the software engineering process

    Ten Quick Tips for Using a Raspberry Pi

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    Much of biology (and, indeed, all of science) is becoming increasingly computational. We tend to think of this in regards to algorithmic approaches and software tools, as well as increased computing power. There has also been a shift towards slicker, packaged solutions--which mirrors everyday life, from smart phones to smart homes. As a result, it's all too easy to be detached from the fundamental elements that power these changes, and to see solutions as "black boxes". The major goal of this piece is to use the example of the Raspberry Pi--a small, general-purpose computer--as the central component in a highly developed ecosystem that brings together elements like external hardware, sensors and controllers, state-of-the-art programming practices, and basic electronics and physics, all in an approachable and useful way. External devices and inputs are easily connected to the Pi, and it can, in turn, control attached devices very simply. So whether you want to use it to manage laboratory equipment, sample the environment, teach bioinformatics, control your home security or make a model lunar lander, it's all built from the same basic principles. To quote Richard Feynman, "What I cannot create, I do not understand".Comment: 12 pages, 2 figure

    Information Outlook, July 2001

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    Volume 5, Issue 7https://scholarworks.sjsu.edu/sla_io_2001/1006/thumbnail.jp

    Community based mappings for the semantic web: MappingsTool

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    An extension of BioPortal, an open source ontology repository developed by the UNIVERSITY OF STANFORD, that facilitates the manipulation of mappings between ontologies. We provide a flexible web user interface that facilitate the workflow to create a mapping and the exploration of the relations between ontologies.Pera Mira, O. (2011). Community based mappings for the semantic web: MappingsTool. http://hdl.handle.net/10251/11159.Archivo delegad

    Digital fabrication of custom interactive objects with rich materials

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    As ubiquitous computing is becoming reality, people interact with an increasing number of computer interfaces embedded in physical objects. Today, interaction with those objects largely relies on integrated touchscreens. In contrast, humans are capable of rich interaction with physical objects and their materials through sensory feedback and dexterous manipulation skills. However, developing physical user interfaces that offer versatile interaction and leverage these capabilities is challenging. It requires novel technologies for prototyping interfaces with custom interactivity that support rich materials of everyday objects. Moreover, such technologies need to be accessible to empower a wide audience of researchers, makers, and users. This thesis investigates digital fabrication as a key technology to address these challenges. It contributes four novel design and fabrication approaches for interactive objects with rich materials. The contributions enable easy, accessible, and versatile design and fabrication of interactive objects with custom stretchability, input and output on complex geometries and diverse materials, tactile output on 3D-object geometries, and capabilities of changing their shape and material properties. Together, the contributions of this thesis advance the fields of digital fabrication, rapid prototyping, and ubiquitous computing towards the bigger goal of exploring interactive objects with rich materials as a new generation of physical interfaces.Computer werden zunehmend in Geräten integriert, mit welchen Menschen im Alltag interagieren. Heutzutage basiert diese Interaktion weitgehend auf Touchscreens. Im Kontrast dazu steht die reichhaltige Interaktion mit physischen Objekten und Materialien durch sensorisches Feedback und geschickte Manipulation. Interfaces zu entwerfen, die diese Fähigkeiten nutzen, ist allerdings problematisch. Hierfür sind Technologien zum Prototyping neuer Interfaces mit benutzerdefinierter Interaktivität und Kompatibilität mit vielfältigen Materialien erforderlich. Zudem sollten solche Technologien zugänglich sein, um ein breites Publikum zu erreichen. Diese Dissertation erforscht die digitale Fabrikation als Schlüsseltechnologie, um diese Probleme zu adressieren. Sie trägt vier neue Design- und Fabrikationsansätze für das Prototyping interaktiver Objekte mit reichhaltigen Materialien bei. Diese ermöglichen einfaches, zugängliches und vielseitiges Design und Fabrikation von interaktiven Objekten mit individueller Dehnbarkeit, Ein- und Ausgabe auf komplexen Geometrien und vielfältigen Materialien, taktiler Ausgabe auf 3D-Objektgeometrien und der Fähigkeit ihre Form und Materialeigenschaften zu ändern. Insgesamt trägt diese Dissertation zum Fortschritt der Bereiche der digitalen Fabrikation, des Rapid Prototyping und des Ubiquitous Computing in Richtung des größeren Ziels, der Exploration interaktiver Objekte mit reichhaltigen Materialien als eine neue Generation von physischen Interfaces, bei

    Visualization and Animation of a Missile/Target Encounter

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    Existing missile/target encounter modeling and simulation systems focus on improving probability of kill models. Little research has been done to visualize these encounters. These systems can be made more useful to the engineers by incorporating current computer graphics technology for visualizing and animating the encounter. Our research has been to develop a graphical simulation package for visualizing both endgame and full fly-out encounters. Endgame visualization includes showing the interaction of a missile, its fuze cone proximity sensors, and its target during the final fraction of a second of the missile/target encounter. Additionally, this system displays dynamic effects such as the warhead fragmentation pattern and the specific skewing of the fragment scattering due to missile yaw at the point of detonation. Fly-out visualization, on the other hand, involves full animation of a missile from launch to target. Animating the results of VisSim fly-out simulations provides the engineer a more efficient means of analyzing his data. This research also involves investigating fly-out animation via the World Wide Web
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