546 research outputs found

    Two Hemisphere Model Driven Approach for Generation of UML Class Diagram in the Context of MDA

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    The Model Driven Architecture (MDA) separates the system business aspects from the system implementation aspects on a specific technology platform. MDA proposes a software development process in which the key notions are models and model transformation, where the input models are platform independent and the output models are platform specific and can be transformed into a format that is executable. In this paper principles of MDA and model transformations are applied for generation of UML class diagram from two hemisphere model, which is presented in the form of business process model related with concept model. Two hemisphere model is developed for the problem domain concerned with an application for driving school and UML class diagram is generated using the approach offered in the paper

    Model-driven Techniques for Data Model Synthesis

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    Anxiety reducing through a neurofeedback serious game with dynamic difficulty adjustment

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    Presently, society has to deal with a large number of mental issues. Anxiety disorder is a serious concern, affecting millions of people’s lives and, although methods to tackle the problem currently exist, these main treatments are being linked to some issues and improvements must be found. One of the alternatives is Neurofeedback, a biofeedback treatment, completely non-invasive and showing impressive results so far. It uses a neuroheadset equipment to read the neural activity of the brain, giving the user visual feedback about it. The purpose this, is to train the users’ brain in specific regions and frequencies, allowing the subjects to learn how to voluntarily control its neural activity, even outside of the session. Current applications using this method might be too simple, which can become tedious and disengaging. Serious games can help with these issues, since it can bring enjoyment and engagement while doing this type of treatment. The interest in games’ capabilities in education has been increasing over the past years, since it has been proved that games are an excellent tool for education and skill learning. Joining these concepts of game and neurofeedback, this project aims to create a serious game prototype, applying the current treatment knowledge. The development process of a new game with neuroheadset integration, capable of reading the neural activity of the user while playing and giving the appropriate feedback, will be described in the present document. Since studies proved that a good balance between challenge and skill increases the learning performance, a dynamic difficulty adjustment system is implemented within the game, allowing the game to adapt itself to each user’s skill individually, and keeping the user in a challenging, motivating zone. At the end of the document, the results of pilot test on a few subjects are shown.Na sociedade actual o número de problemas relacionados com perturbações mentais tem sido cada vez mais relevante, sendo esse o caso da ansiedade. O distúrbio de ansiedade é um problema que atinge milhões de pessoas e, embora existam métodos para combater este problema, estudos comprovam que estes têm algumas lacunas que podem trazer outros problemas associados, sendo portanto necessário procurar melhorias aos métodos actuais. Uma das alternativas tem apresentado excelentes resultados e denomina-se Neurofeedback. Este é um tratamento de biofeedback, nãoinvasivo e que utiliza um equipamento neuroheadset para capturar a actividade neuronal, apresentando indicações visuais sobre o comportamento do utilizador. Isto é feito com o objectivo de treinar o cérebro do utilizador, em regiões e frequências específicas, para que este seja capaz de controlar voluntariamente a sua actividade neuronal. As aplicações actualmente utilizadas com este intuito podem se tornar aborrecidas e monótonas devido à sua simplicidade. Um jogo sério pode ajudar com estes problemas, uma vez que é capaz de trazer divertimento e motivação para este tipo de tratamento. O crescente interesse nas capacidades educativas dos jogos sérios, tem identificado estes como excelentes ferramentas para a educação. Este projecto pretende portanto criar um protótipo de um jogo sério, aplicando os conceitos de neurofeedback. Neste documento, é apresentado o processo de desenvolvimento de um novo jogo com integração de um neuroheadset, capaz de identificar a actividade neuronal do jogador dando respostas adequadas. Uma vez que estudos comprovam que um bom balanço entre desafio apresentado e técnica do utilizador aumenta a capacidade de aprendizagem, foi implementado também um sistema de ajuste de dificuldade dinâmica, permitindo uma adaptação do jogo a cada indivíduo e mantendo este numa zona motivante de equilíbrio entre desafio e proficiência. No final serão apresentados os resultados de um teste piloto efectuado em alguns indivíduos

    Rosen's (M,R) system in Unified Modelling Language

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    Robert Rosen's (M,R) system is an abstract biological network architecture that is allegedly non-computable on a Turing machine. If (M,R) is truly non-computable, there are serious implications for the modelling of large biological networks in computer software. A body of work has now accumulated addressing Rosen's claim concerning (M,R) by attempting to instantiate it in various software systems. However, a conclusive refutation has remained elusive, principally since none of the attempts to date have unambiguously avoided the critique that they have altered the properties of (M,R) in the coding process, producing merely approximate simulations of (M,R) rather than true computational models. In this paper, we use the Unified Modelling Language (UML), a diagrammatic notation standard, to express (M,R) as a system of objects having attributes, functions and relations. We believe that this instantiates (M,R) in such a way than none of the original properties of the system are corrupted in the process. Crucially, we demonstrate that (M,R) as classically represented in the relational biology literature is implicitly a UML communication diagram. Furthermore, since UML is formally compatible with object-oriented computing languages, instantiation of (M,R) in UML strongly implies its computability in object-oriented coding languages

    Editorial

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    Proceedings of the 4th Workshop of the MPM4CPS COST Action

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    Proceedings of the 4th Workshop of the MPM4CPS COST Action with the presentations delivered during the workshop and papers with extended versions of some of them

    High-Powered Microwaves for Boost Phase Intercept

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    This work details an analysis of using directed high-powered microwave systems as a defense against intercontinental ballistic missiles. High-powered microwaves are well suited for this role by adjusting the criteria for adequate missile defense from that of missile destruction to that of missile disablement via electromagnetic upset. Conclusions, however, are highly dependent on key assumptions about a target\u27s electromagnetic vulnerability; further research is necessary to quantify a ballistic missile\u27s actual in-flight response to an applied high-powered microwave

    Nástroj pro vytváření myšlenkových map ve OneNote

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    The goal of this work is to develop a plugin for efficient work with mind maps in OneNote for the web. The tool will allow to create a mind map from the scratch or from the pre-selected models and shapes. The tool will also support different automatic alighment possibilities, save of the mind map to the note in source format and/or in the image form, etc.Cílem této práce je vyvinout plugin pro efektivní práci s myšlenkovými mapami ve OneNotu pro web. Nástroj vám umožní vytvořit myšlenkovou mapu od začátku nebo z předem vybraných modelů a tvarů. Nástroj bude také podporovat různé možnosti automatického zarovnání, ukládání myšlenkové mapy k poznámce ve zdrojovém formátu a/nebo v podobě obrázku atd.460 - Katedra informatikyvelmi dobř

    Knowledge Representation in Engineering 4.0

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    This dissertation was developed in the context of the BMBF and EU/ECSEL funded projects GENIAL! and Arrowhead Tools. In these projects the chair examines methods of specifications and cooperations in the automotive value chain from OEM-Tier1-Tier2. Goal of the projects is to improve communication and collaborative planning, especially in early development stages. Besides SysML, the use of agreed vocabularies and on- tologies for modeling requirements, overall context, variants, and many other items, is targeted. This thesis proposes a web database, where data from the collaborative requirements elicitation is combined with an ontology-based approach that uses reasoning capabilities. For this purpose, state-of-the-art ontologies have been investigated and integrated that entail domains like hardware/software, roadmapping, IoT, context, innovation and oth- ers. New ontologies have been designed like a HW / SW allocation ontology and a domain-specific "eFuse ontology" as well as some prototypes. The result is a modular ontology suite and the GENIAL! Basic Ontology that allows us to model automotive and microelectronic functions, components, properties and dependencies based on the ISO26262 standard among these elements. Furthermore, context knowledge that influences design decisions such as future trends in legislation, society, environment, etc. is included. These knowledge bases are integrated in a novel tool that allows for collabo- rative innovation planning and requirements communication along the automotive value chain. To start off the work of the project, an architecture and prototype tool was developed. Designing ontologies and knowing how to use them proved to be a non-trivial task, requiring a lot of context and background knowledge. Some of this background knowledge has been selected for presentation and was utilized either in designing models or for later immersion. Examples are basic foundations like design guidelines for ontologies, ontology categories and a continuum of expressiveness of languages and advanced content like multi-level theory, foundational ontologies and reasoning. Finally, at the end, we demonstrate the overall framework, and show the ontology with reasoning, database and APPEL/SysMD (AGILA ProPErty and Dependency Descrip- tion Language / System MarkDown) and constraints of the hardware / software knowledge base. There, by example, we explore and solve roadmap constraints that are coupled with a car model through a constraint solver.Diese Dissertation wurde im Kontext des von BMBF und EU / ECSEL gefördertem Projektes GENIAL! und Arrowhead Tools entwickelt. In diesen Projekten untersucht der Lehrstuhl Methoden zur Spezifikationen und Kooperation in der Automotive Wertschöp- fungskette, von OEM zu Tier1 und Tier2. Ziel der Arbeit ist es die Kommunikation und gemeinsame Planung, speziell in den frühen Entwicklungsphasen zu verbessern. Neben SysML ist die Benutzung von vereinbarten Vokabularen und Ontologien in der Modellierung von Requirements, des Gesamtkontextes, Varianten und vielen anderen Elementen angezielt. Ontologien sind dabei eine Möglichkeit, um das Vermeiden von Missverständnissen und Fehlplanungen zu unterstützen. Dieser Ansatz schlägt eine Web- datenbank vor, wobei Ontologien das Teilen von Wissen und das logische Schlussfolgern von implizitem Wissen und Regeln unterstützen. Diese Arbeit beschreibt Ontologien für die Domäne des Engineering 4.0, oder spezifischer, für die Domäne, die für das deutsche Projekt GENIAL! benötigt wurde. Dies betrifft Domänen, wie Hardware und Software, Roadmapping, Kontext, Innovation, IoT und andere. Neue Ontologien wurden entworfen, wie beispielsweise die Hardware-Software Allokations-Ontologie und eine domänen-spezifische "eFuse Ontologie". Das Ergebnis war eine modulare Ontologie-Bibliothek mit der GENIAL! Basic Ontology, die es erlaubt, automotive und mikroelektronische Komponenten, Funktionen, Eigenschaften und deren Abhängigkeiten basierend auf dem ISO26262 Standard zu entwerfen. Des weiteren ist Kontextwissen, welches Entwurfsentscheidungen beinflusst, inkludiert. Diese Wissensbasen sind in einem neuartigen Tool integriert, dass es ermöglicht, Roadmapwissen und Anforderungen durch die Automobil- Wertschöpfungskette hinweg auszutauschen. On tologien zu entwerfen und zu wissen, wie man diese benutzt, war dabei keine triviale Aufgabe und benötigte viel Hintergrund- und Kontextwissen. Ausgewählte Grundlagen hierfür sind Richtlinien, wie man Ontologien entwirft, Ontologiekategorien, sowie das Spektrum an Sprachen und Formen von Wissensrepresentationen. Des weiteren sind fort- geschrittene Methoden erläutert, z.B wie man mit Ontologien Schlußfolgerungen trifft. Am Schluss wird das Overall Framework demonstriert, und die Ontologie mit Reason- ing, Datenbank und APPEL/SysMD (AGILA ProPErty and Dependency Description Language / System MarkDown) und Constraints der Hardware / Software Wissensbasis gezeigt. Dabei werden exemplarisch Roadmap Constraints mit dem Automodell verbunden und durch den Constraint Solver gelöst und exploriert

    Fachlich erweiterbare 3D-Stadtmodelle – Management, Visualisierung und Interaktion

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    Domain-extendable semantic 3D city models are complex mappings and inventories of the urban environment which can be utilized as an integrative information backbone to facilitate a range of application fields like urban planning, environmental simulations, disaster management, and energy assessment. Today, more and more countries and cities worldwide are creating their own 3D city models based on the CityGML specification which is an international standard issued by the Open Geospatial Consortium (OGC) to provide an open data model and XML-based format for describing the relevant urban objects with regards to their 3D geometry, topology, semantics, and appearance. It especially provides a flexible and systematic extension mechanism called “Application Domain Extension (ADE)” which allows third parties to dynamically extend the existing CityGML definitions with additional information models from different application domains for representing the extended or newly introduced geographic object types within a common framework. However, due to the consequent large size and high model complexity, the practical utilization of country-wide CityGML datasets has posed a tremendous challenge regarding the setup of an extensive application system to support the efficient data storage, analysis, management, interaction, and visualization. These requirements have been partly solved by the existing free 3D geo-database solution called ‘3D City Database (3DCityDB)’ which offers a rich set of functionalities for dealing with standard CityGML data models, but lacked the support for CityGML ADEs. The key motivation of this thesis is to develop a reliable approach for extending the existing database solution to support the efficient management, visualization, and interaction of large geospatial data elements of arbitrary CityGML ADEs. Emphasis is first placed on answering the question of how to dynamically extend the relational database schema by parsing and interpreting the XML schema files of the ADE and dynamically create new database tables accordingly. Based on a comprehensive survey of the related work, a new graph-based framework has been proposed which uses typed and attributed graphs for semantically representing the object-oriented data models of CityGML ADEs and utilizes graph transformation systems to automatically generate compact table structures extending the 3DCityDB. The transformation process is performed by applying a series of fine-grained graph transformation rules which allow users to declaratively describe the complex mapping rules including the optimization concepts that are employed in the development of the 3DCityDB database schema. The second major contribution of this thesis is the development of a new multi-level system which can serve as a complete and integrative platform for facilitating the various analysis, simulation, and modification operations on the complex-structured 3D city models based on CityGML and 3DCityDB. It introduces an additional application level based on a so-called ‘app-concept’ that allows for constructing a light-weight web application to reach a good balance between the high data model complexity and the specific application requirements of the end users. Each application can be easily built on top of a developed 3D web client whose functionalities go beyond the efficient 3D geo-visualization and interactive exploration, and also allows for performing collaborative modifications and analysis of 3D city models by taking advantage of the Cloud Computing technology. This multi-level system along with the extended 3DCityDB have been successfully utilized and evaluated by many practical projects.Fachlich erweiterbare semantische 3D-Stadtmodelle sind komplexe Abbildungen und Datenbestände der städtischen Umgebung, die als ein integratives Informationsrückgrat genutzt werden können, um eine Reihe von Anwendungsfeldern wie z. B. Stadtplanung, Umweltsimulationen, Katastrophenmanagement und Energiebewertung zu ermöglichen. Heute schaffen immer mehr Länder und Städte weltweit ihre eigenen 3D-Stadtmodelle auf Basis des internationalen Standards CityGML des Open Geospatial Consortium (OGC), um ein offenes Datenmodell und ein XML-basiertes Format zur Beschreibung der relevanten Stadtobjekte in Bezug auf ihre 3D-Geometrien, Topologien, Semantik und Erscheinungen zur Verfügung zu stellen. Es bietet insbesondere einen flexiblen und systematischen Erweiterungsmechanismus namens „Application Domain Extension“ (ADE), der es Dritten ermöglicht, die bestehenden CityGML-Definitionen mit zusätzlichen Informationsmodellen aus verschiedenen Anwendungsdomänen dynamisch zu erweitern, um die erweiterten oder neu eingeführten Stadtobjekt-Typen innerhalb eines gemeinsamen Framework zu repräsentieren. Aufgrund der konsequent großen Datenmenge und hohen Modellkomplexität bei der praktischen Nutzung der landesweiten CityGML-Datensätze wurden jedoch enorme Anforderungen an den Aufbau eines umfangreichen Anwendungssystems zur Unterstützung der effizienten Speicherung, Analyse, Verwaltung, Interaktion und Visualisierung der Daten gestellt. Die bestehende kostenlose 3D-Geodatenbank-Lösung „3D City Database“ (3DCityDB) entsprach bereits teilweise diesen Anforderungen, indem sie zwar eine umfangreiche Funktionalität für den Umgang mit den Standard-CityGML-Datenmodellen, jedoch keine Unterstützung für CityGML-ADEs bietet. Die Schlüsselmotivation für diese Arbeit ist es, einen zuverlässigen Ansatz zur Erweiterung der bestehenden Datenbanklösung zu entwickeln, um das effiziente Management, die Visualisierung und Interaktion großer Datensätze beliebiger CityGML-ADEs zu unterstützen. Der Schwerpunkt liegt zunächst auf der Beantwortung der Schlüsselfrage, wie man das relationale Datenbankschema dynamisch erweitern kann, indem die XML-Schemadateien der ADE analysiert und interpretiert und anschließend dem entsprechende neue Datenbanktabellen erzeugt werden. Auf Grundlage einer umfassenden Studie verwandter Arbeiten wurde ein neues graphbasiertes Framework entwickelt, das die typisierten und attributierten Graphen zur semantischen Darstellung der objektorientierten Datenmodelle von CityGML-ADEs verwendet und anschließend Graphersetzungssysteme nutzt, um eine kompakte Tabellenstruktur zur Erweiterung der 3DCityDB zu generieren. Der Transformationsprozess wird durch die Anwendung einer Reihe feingranularer Graphersetzungsregeln durchgeführt, die es Benutzern ermöglicht, die komplexen Mapping-Regeln einschließlich der Optimierungskonzepte aus der Entwicklung des 3DCityDB-Datenbankschemas deklarativ zu formalisieren. Der zweite wesentliche Beitrag dieser Arbeit ist die Entwicklung eines neuen mehrstufigen Systemkonzepts, das auf CityGML und 3DCityDB basiert und gleichzeitig als eine komplette und integrative Plattform zur Erleichterung der Analyse, Simulationen und Modifikationen der komplex strukturierten 3D-Stadtmodelle dienen kann. Das Systemkonzept enthält eine zusätzliche Anwendungsebene, die auf einem sogenannten „App-Konzept“ basiert, das es ermöglicht, eine leichtgewichtige Applikation bereitzustellen, die eine gute Balance zwischen der hohen Modellkomplexität und den spezifischen Anwendungsanforderungen der Endbenutzer erreicht. Jede Applikation lässt sich ganz einfach mittels eines bereits entwickelten 3D-Webclients aufbauen, dessen Funktionalitäten über die effiziente 3D-Geo-Visualisierung und interaktive Exploration hinausgehen und auch die Durchführung kollaborativer Modifikationen und Analysen von 3D-Stadtmodellen mit Hilfe von der Cloud-Computing-Technologie ermöglichen. Dieses mehrstufige System zusammen mit dem erweiterten 3DCityDB wurde erfolgreich in vielen praktischen Projekten genutzt und bewertet
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