7,958 research outputs found

    Version control of pathway models using XML patches

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    <p>Background: Computational modelling has become an important tool in understanding biological systems such as signalling pathways. With an increase in size complexity of models comes a need for techniques to manage model versions and their relationship to one another. Model version control for pathway models shares some of the features of software version control but has a number of differences that warrant a specific solution.</p> <p>Results: We present a model version control method, along with a prototype implementation, based on XML patches. We show its application to the EGF/RAS/RAF pathway.</p> <p>Conclusion: Our method allows quick and convenient storage of a wide range of model variations and enables a thorough explanation of these variations. Trying to produce these results without such methods results in slow and cumbersome development that is prone to frustration and human error.</p&gt

    The RAGE Game Software Components Repository for Supporting Applied Game Development

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    This paper presents the architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technology components for applied game development. The RAGE project, which is the principal Horizon2020 research and innovation project on applied gaming, develops up to three dozens of software components (RAGE software assets) that are reusable across a wide diversity of game engines, game platforms and programming languages. The RAGE repository provides storage space for assets and their artefacts and is designed as an asset life-cycle management system for defining, publishing, updating, searching and packaging for distribution of these assets. It will be embedded in a social platform for asset developers and other users. A dedicated Asset Repository Manager provides the main functionality of the repository and its integration with other systems. Tools supporting the Asset Manager are presented and discussed. When the RAGE repository is in full operation, applied game developers will be able to easily enhance the quality of their games by including selected advanced game software assets. Making available the RAGE repository system and its variety of software assets aims to enhance the coherence and decisiveness of the applied game industry

    Towards Identifying and closing Gaps in Assurance of autonomous Road vehicleS - a collection of Technical Notes Part 1

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    This report provides an introduction and overview of the Technical Topic Notes (TTNs) produced in the Towards Identifying and closing Gaps in Assurance of autonomous Road vehicleS (Tigars) project. These notes aim to support the development and evaluation of autonomous vehicles. Part 1 addresses: Assurance-overview and issues, Resilience and Safety Requirements, Open Systems Perspective and Formal Verification and Static Analysis of ML Systems. Part 2: Simulation and Dynamic Testing, Defence in Depth and Diversity, Security-Informed Safety Analysis, Standards and Guidelines

    Simulator Development - Annual Report Year 2

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    In this paper the simulation environment for the CATNETS project is defined further. The chosen simulator is adopted in terms of new features an architecture changes in order to provide a valid simulation environment for Application Layer Network scenarios. Furthermore the requirements for a scenario generator and the needed configuration mechanisms for the actual simulation runs are introduced. --Grid Computing

    MIPv6 Experimental Evaluation using Overlay Networks

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    The commercial deployment of Mobile IPv6 has been hastened by the concepts of Integrated Wireless Networks and Overlay Networks, which are present in the notion of the forthcoming generation of wireless communications. Individual wireless access networks show limitations that can be overcome through the integration of different technologies into a single unified platform (i.e., 4G systems). This paper summarises practical experiments performed to evaluate the impact of inter-networking (i.e. vertical handovers) on the Network and Transport layers. Based on our observations, we propose and evaluate a number of inter-technology handover optimisation techniques, e.g., Router Advertisements frequency values, Binding Update simulcasting, Router Advertisement caching, and Soft Handovers. The paper concludes with the description of a policy-based mobility support middleware (PROTON) that hides 4G networking complexities from mobile users, provides informed handover-related decisions, and enables the application of different vertical handover methods and optimisations according to context.Publicad

    Architecture-based Qualitative Risk Analysis for Availability of IT Infrastructures

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    An IT risk assessment must deliver the best possible quality of results in a time-effective way. Organisations are used to customise the general-purpose standard risk assessment methods in a way that can satisfy their requirements. In this paper we present the QualTD Model and method, which is meant to be employed together with standard risk assessment methods for the qualitative assessment of availability risks of IT architectures, or parts of them. The QualTD Model is based on our previous quantitative model, but geared to industrial practice since it does not require quantitative data which is often too costly to acquire. We validate the model and method in a real-world case by performing a risk assessment on the authentication and authorisation system of a large multinational company and by evaluating the results w.r.t. the goals of the stakeholders of the system. We also perform a review of the most popular standard risk assessment methods and an analysis of which one can be actually integrated with our QualTD Model

    Collaborative Requirements Engineering Notation for Planning Globally Distributed Projects

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    Requirements engineering represents a critical phase of the software development lifecycle in which requirements describing the functional and non-functional behaviors of a system are elicited, modeled, analyzed, negotiated, agreed, and specified. In traditional software systems these tasks are typically performed in face-to-face meetings between requirements engineers and the project level stakeholders. However, in today’s global software development environment, it is becoming increasingly commonplace for stakeholders to be dispersed across multiple geographical locations and time zones. Under these circumstances, face-to-face meetings become expensive, and often impossible to facilitate, and as a result the success of the requirements process relies, at least partially, on tools and processes that support distributed communication and collaboration. To investigate the challenges and effective practices for performing requirements activities in distributed environments, we conducted a series of in-depth interviews with project managers and business analysts who have worked with non-co-located stakeholders. Since many project managers fail to plan and deploy the necessary infrastructures to support quality communication, and in practice requirements are often elicited and managed via email exchanges; we introduced a visual modeling notation to help project managers proactively plan the collaboration infrastructures needed to support requirements-related activities in globally distributed projects. An underlying meta-model defines the elements of the modeling language, including locations, stakeholder roles, communication flows, critical documents, and supporting tools and repositories. The interview findings were further analyzed to identify practices that led to success or created significant challenges for the projects; resulting in a set of patterns for globally distributed requirements engineering
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