48,355 research outputs found

    (MU-CTL-01-12) Towards Model Driven Game Engineering in SimSYS: Requirements for the Agile Software Development Process Game

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    Software Engineering (SE) and Systems Engineering (Sys) are knowledge intensive, specialized, rapidly changing disciplines; their educational infrastructure faces significant challenges including the need to rapidly, widely, and cost effectively introduce new or revised course material; encourage the broad participation of students; address changing student motivations and attitudes; support undergraduate, graduate and lifelong learning; and incorporate the skills needed by industry. Games have a reputation for being fun and engaging; more importantly immersive, requiring deep thinking and complex problem solving. We believe educational games are essential in the next generation of e-learning tools. An extensible, freely available, engaging, problem-based game platform that provides students with an interactive simulated experience closely resembling the activities performed in a (real) industry development project would transform the SE/Sys education infrastructure. Our goal is to extend the state-of-the-art research in SE/Sys education by investigating a game development platform (GDP) from an interdisciplinary perspective (education, game research, and software/systems engineering). A meta-model has been proposed to provide a rigourous foundation that integrates the three disciplines. The GDP is intended to support the semi-automated development of collections of scripted games and their execution, where each game embodies a specific set of learning objectives. The games are scripted using a template based approach. The templates integrate three approaches: use cases; storyboards; and state machines (timed, concurrent, hierarchical state machines). The specification templates capture the structure of the game (Game, Acts, Scenes, Screens, Challenges), storyline, characters (player, non-player, external), graphics, music/sound effects, rules, and so on. The instantiated templates are (manually) transformed into XML game scripts that can be loaded into the SimSYS Game Play Engine. As a game is played, the game play events are logged; they are analyzed to automatically assess a player’s accomplishments and automatically adapt the game play script. Currently, we are manually defining a collection of games. The games are being used to ensure the GDP is flexible and reliable (i.e., the prototype can load and correctly run a variety of game scripts), the ontology is comprehensive, and the templates assist in defining well-organized, modular game scripts. In this report, we present the initial part of an Agile Software Development Process game (Act I, Scenes 1 and 2) that embodies learning objectives related to SE fundamentals (requirements, architecture, testing, process); planning with Gantt charts; working with budgets; and selecting a team for an agile development project. A student player is rewarded in the game by getting hired, scoring points, or getting promoted to lead a project. The game has a variety of settings including a classroom, job fair, and a work environment with meeting rooms, cubicles, and a water cooler station. The main non-player characters include a teacher, boss, and an evil peer. In the future, semi-automated support for creating new game scripts will be explored using a wizard interface. The templates will be formally defined, supporting automated transformation into XML game scripts that can be loaded into the SimSYS Game Engine. We also plan to explore transforming the requirements into a notation that can be imported into a commercial tool that supports Statechart simulation

    Reusing Test-Cases on Different Levels of Abstraction in a Model Based Development Tool

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    Seamless model based development aims to use models during all phases of the development process of a system. During the development process in a component-based approach, components of a system are described at qualitatively differing abstraction levels: during requirements engineering component models are rather abstract high-level and underspecified, while during implementation the component models are rather concrete and fully specified in order to enable code generation. An important issue that arises is assuring that the concrete models correspond to abstract models. In this paper, we propose a method to assure that concrete models for system components refine more abstract models for the same components. In particular we advocate a framework for reusing testcases at different abstraction levels. Our approach, even if it cannot completely prove the refinement, can be used to ensure confidence in the development process. In particular we are targeting the refinement of requirements which are represented as very abstract models. Besides a formal model of our approach, we discuss our experiences with the development of an Adaptive Cruise Control (ACC) system in a model driven development process. This uses extensions which we implemented for our model-based development tool and which are briefly presented in this paper.Comment: In Proceedings MBT 2012, arXiv:1202.582

    Automation software for a materials testing laboratory

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    A comprehensive software system for automating much of the experimental process has recently been completed at the Lewis Research Center's high-temperature fatigue and structures laboratory. The system was designed to support experiment definition and conduct, results analysis and archiving, and report generation activities. This was accomplished through the design and construction of several software systems, as well as through the use of several commercially available software products, all operating on a local, distributed minicomputer system. Experimental capabilities currently supported in an automated fashion include both isothermal and thermomechanical fatigue and deformation testing capabilities. The future growth and expansion of this system will be directed toward providing multiaxial test control, enhanced thermomechanical test control, and higher test frequency (hundreds of hertz)

    Teaching Concurrent Software Design: A Case Study Using Android

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    In this article, we explore various parallel and distributed computing topics from a user-centric software engineering perspective. Specifically, in the context of mobile application development, we study the basic building blocks of interactive applications in the form of events, timers, and asynchronous activities, along with related software modeling, architecture, and design topics.Comment: Submitted to CDER NSF/IEEE-TCPP Curriculum Initiative on Parallel and Distributed Computing - Core Topics for Undergraduate

    Working Notes from the 1992 AAAI Workshop on Automating Software Design. Theme: Domain Specific Software Design

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    The goal of this workshop is to identify different architectural approaches to building domain-specific software design systems and to explore issues unique to domain-specific (vs. general-purpose) software design. Some general issues that cut across the particular software design domain include: (1) knowledge representation, acquisition, and maintenance; (2) specialized software design techniques; and (3) user interaction and user interface
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