458 research outputs found

    GPT Models in Construction Industry: Opportunities, Limitations, and a Use Case Validation

    Full text link
    Large Language Models(LLMs) trained on large data sets came into prominence in 2018 after Google introduced BERT. Subsequently, different LLMs such as GPT models from OpenAI have been released. These models perform well on diverse tasks and have been gaining widespread applications in fields such as business and education. However, little is known about the opportunities and challenges of using LLMs in the construction industry. Thus, this study aims to assess GPT models in the construction industry. A critical review, expert discussion and case study validation are employed to achieve the study objectives. The findings revealed opportunities for GPT models throughout the project lifecycle. The challenges of leveraging GPT models are highlighted and a use case prototype is developed for materials selection and optimization. The findings of the study would be of benefit to researchers, practitioners and stakeholders, as it presents research vistas for LLMs in the construction industry.Comment: 58 pages, 20 figure

    The cleanroom case study in the Software Engineering Laboratory: Project description and early analysis

    Get PDF
    This case study analyzes the application of the cleanroom software development methodology to the development of production software at the NASA/Goddard Space Flight Center. The cleanroom methodology emphasizes human discipline in program verification to produce reliable software products that are right the first time. Preliminary analysis of the cleanroom case study shows that the method can be applied successfully in the FDD environment and may increase staff productivity and product quality. Compared to typical Software Engineering Laboratory (SEL) activities, there is evidence of lower failure rates, a more complete and consistent set of inline code documentation, a different distribution of phase effort activity, and a different growth profile in terms of lines of code developed. The major goals of the study were to: (1) assess the process used in the SEL cleanroom model with respect to team structure, team activities, and effort distribution; (2) analyze the products of the SEL cleanroom model and determine the impact on measures of interest, including reliability, productivity, overall life-cycle cost, and software quality; and (3) analyze the residual products in the application of the SEL cleanroom model, such as fault distribution, error characteristics, system growth, and computer usage

    Co-operative coevolution for computational creativity: a case study In videogame design

    Get PDF
    The term procedural content generation (PCG) refers to writing software which can synthesise content for a game (or other media such as film) without further intervention from a designer. PCG has become a rich area of research in recent years, finding new ways to apply artificial intelligence to generate high-quality game content such as levels, weapons or puzzles for games. Such research is generally constrained to a single type of content, however, with the assumption that the remainder of the game's design will be fixed by an external designer. Generating many aspects of a game's design simultaneously, perhaps ultimately generating the entirety of a game's design, using PCG is not a well-explored idea. The notion of automated game design is not well-established, and is not seen as a task distinct from simply performing lots of PCG tasks at the same time. In particular, the high-level design tasks guiding the creative direction of a game are all but completely absent in PCG literature, because it is rare that a designer wishes to hand over such responsibility to a PCG system. We present here ANGELINA, an automated game designer that has developed games using a multi-faceted approach to content generation underpinned by a co-operative co-evolutionary approach which breaks down a game design into several distinct tasks, each of which controlled by an evolutionary subsystem within ANGELINA. We will show that this approach works well to automate game design, can be ported across many game engines and game genres, and can be enhanced and extended using novel computational creativity techniques to give the system a heightened sense of autonomy and independence.Open Acces

    Ship product modelling

    Get PDF
    This paper is a fundamental review of ship product modeling techniques with a focus on determining the state of the art, to identify any shortcomings and propose future directions. The review addresses ship product data representations, product modeling techniques and integration issues, and life phase issues. The most significant development has been the construction of the ship Standard for the Exchange of Product Data (STEP) application protocols. However, difficulty has been observed with respect to the general uptake of the standards, in particular with the application to legacy systems, often resulting in embellishments to the standards and limiting the ability to further exchange the product data. The EXPRESS modeling language is increasingly being superseded by the extensible mark-up language (XML) as a method to map the STEP data, due to its wider support throughout the information technology industry and its more obvious structure and hierarchy. The associated XML files are, however, larger than those produced using the EXPRESS language and make further demands on the already considerable storage required for the ship product model. Seamless integration between legacy applications appears to be difficult to achieve using the current technologies, which often rely on manual interaction for the translation of files. The paper concludes with a discussion of future directions that aim to either solve or alleviate these issues

    Data collection procedures for the Software Engineering Laboratory (SEL) database

    Get PDF
    This document is a guidebook to collecting software engineering data on software development and maintenance efforts, as practiced in the Software Engineering Laboratory (SEL). It supersedes the document entitled Data Collection Procedures for the Rehosted SEL Database, number SEL-87-008 in the SEL series, which was published in October 1987. It presents procedures to be followed on software development and maintenance projects in the Flight Dynamics Division (FDD) of Goddard Space Flight Center (GSFC) for collecting data in support of SEL software engineering research activities. These procedures include detailed instructions for the completion and submission of SEL data collection forms

    CrowdCE: A Collaboration Model for Crowdsourcing Software with Computing Elements

    Get PDF
    Today’s crowd computing models are mainly used for handling independent tasks with simplistic collaboration and coordination through business workflows. However, the software development processes are complex, intellectually and organizationally challenging business models. We present a model for software development that addresses key challenges. It is designed for the crowd in the development of a social application. Our model presents an approach to structurally decompose the overall computing element into atomic machine-based computing elements and human-based computing elements such that the elements can complement each other independently and socially by the crowd. We evaluate our approach by developing a business application through crowd work. We compare our model with the traditional software development models. The primary result was completed well for empowering the crowd

    A developmental model for the design and implementation of Web-based psychological interventions

    Get PDF
    D.Litt. et Phil.This study aims at constructing a developmental model which can serve as a guide for the design and development of Web-based psychological interventions. It should be kept in mind that this study is grounded methodologically in a developmental research design but also uses this developmental research design as a basis for intervention design. Psychology has already made use of the Internet in terms of different applications but no formalised structure exists for the development of Web-based interventions. Due to this gap in knowledge the model needs to be developed by utilising existing models for intervention design and integrating them with existing models for the design of instructional and Web-based training. Due to the unique, adaptive nature of Web-based psychological interventions, it is necessary to also move beyond these models and focus on user and environmental characteristics which can be addressed during the development and design phases. In order to develop and refine the proposed model, a Web-based career guidance intervention will be developed and implemented. Users‟ feedback from their experience of this intervention will provide indications of the feasibility of the model and also suggest any modifications that should be made

    Feasibility study of an Integrated Program for Aerospace-vehicle Design (IPAD) system. Volume 2: Characterization of the IPAD system, phase 1, task 1

    Get PDF
    The aircraft design process is discussed along with the degree of participation of the various engineering disciplines considered in this feasibility study
    • …
    corecore