32 research outputs found

    Constraint-based validation of e-learning courseware

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    Model-Driven Development of Interactive Multimedia Applications

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    The development of highly interactive multimedia applications is still a challenging and complex task. In addition to the application logic, multimedia applications typically provide a sophisticated user interface with integrated media objects. As a consequence, the development process involves different experts for software design, user interface design, and media design. There is still a lack of concepts for a systematic development which integrates these aspects. This thesis provides a model-driven development approach addressing this problem. Therefore it introduces the Multimedia Modeling Language (MML), a visual modeling language supporting a design phase in multimedia application development. The language is oriented on well-established software engineering concepts, like UML 2, and integrates concepts from the areas of multimedia development and model-based user interface development. MML allows the generation of code skeletons from the models. Thereby, the core idea is to generate code skeletons which can be directly processed in multimedia authoring tools. In this way, the strengths of both are combined: Authoring tools are used to perform the creative development tasks while models are used to design the overall application structure and to enable a well-coordinated development process. This is demonstrated using the professional authoring tool Adobe Flash. MML is supported by modeling and code generation tools which have been used to validate the approach over several years in various student projects and teaching courses. Additional prototypes have been developed to demonstrate, e.g., the ability to generate code for different target platforms. Finally, it is discussed how models can contribute in general to a better integration of well-structured software development and creative visual design

    Integration of accessibility requirements in the design of multimedia user agents interfaces

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    Mención Internacional en el título de doctorThe continuous increase of multimedia content in the Web, especially video content, is not accompanied by a similar increase of accessibility; there is a lack of synchronized alternatives for the content such as captions, audio description, etc. that allow anyone with or without disability to access such content. This lack of accessibility in video content access is not only due to the lack of alternatives, but also because of the fact that user agents which deliver this content do not provide the necessary means to present them. This fact leads to the noncompliance of the current regulations and legislation in terms of accessibility. This noncompliance could be due to the lack of knowledge, or because of the fact that applying these regulations from an engineering point of view is not trivial. There is a lack of authoring tools and methodological approaches which assist in the development of an accessible product in the Engineering scope as it is the case of the development of a quality user agent which includes accessibility requirements. All these facts, multimedia content’s progressive increase on the Web, accessibility barriers both in the content and in the user agent together with current regulations and legislation regarding accessibility is what has motivated the accomplishment of this Doctoral Thesis. With this Doctoral Thesis, a set of accessibility requirements that a user agent which delivers multimedia content must fulfil is provided. Besides, a workspace is provided following a methodological approach which assists in the design and development of the interface of an accessible user agent which delivers accessible multimedia content. This workspace is composed of an architecture and models following a Model-Based User Interface Development (MBUID) approach and is oriented to be used by designers with knowledge in modeling. Finally, as a support to any professional regardless of their knowledge in modeling and in accessibility, an authoring tool based on models is offered in order to create user agents with accessibility requirements.El continuo incremento del contenido multimedia en la Web, especialmente del contenido vídeo, no va acompañado de un incremento similar de accesibilidad, hay una falta de alternativas sincronizadas al contenido como subtitulado, audiodescripción, etc., que permitan acceder a cualquier persona con y sin discapacidad a dicho contenido. Esta falta de accesibilidad en el acceso al contenido vídeo no solo se debe a la ausencia de alternativas, también es debido a que los agentes de usuario que entregan dicho contenido no proporcionan los medios necesarios para presentarlas. Este hecho da lugar a que no se cumpla la normativa y la legislación vigente en materia de accesibilidad. Dicho incumplimiento, puede ser debido al desconocimiento, o a que aplicar esa normativa desde el punto de vista de la ingeniería no es trivial. Hay una falta de herramientas de autor y de enfoques metodológicos que asistan en el desarrollo de un producto accesible en el ámbito de la Ingeniería, como es el caso del desarrollo de un agente de usuario con calidad que incluya requisitos de accesibilidad. Todos estos hechos, el incremento progresivo del contenido multimedia en la Web, las barreras de accesibilidad tanto en el contenido como en el agente de usuario junto con la normativa y legislación vigente en materia de accesibilidad es lo que ha motivado la realización de esta Tesis Doctoral. Con esta Tesis Doctoral se proporciona el conjunto de requisitos de accesibilidad que debe cumplir un agente de usuario que sirva contenido multimedia accesible. Además se proporciona un espacio de trabajo siguiendo un enfoque metodológico que asista en el diseño y desarrollo de la interfaz de un agente de usuario accesible que sirve contenido multimedia accesible. Este espacio de trabajo está compuesto de una arquitectura y modelos siguiendo el enfoque de Model-Based User Interface Development (MBUID) y está orientado a ser utilizado por diseñadores con conocimientos en modelado. Por último, como recurso de ayuda a cualquier profesional, independientemente de sus conocimientos en modelado y accesibilidad, se ofrece una herramienta de autor basada en modelos para crear agentes de usuario con requisitos de accesibilidad.Programa Oficial de Doctorado en Ciencia y Tecnología InformáticaPresidente: José Antonio Macías Iglesias.- Vocal: Hugo Alexandre Paredes Guede

    The 5th Conference of PhD Students in Computer Science

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    Development of a pattern library and a decision support system for building applications in the domain of scientific workflows for e-Science

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    Karastoyanova et al. created eScienceSWaT (eScience SoftWare Engineering Technique), that targets at providing a user-friendly and systematic approach for creating applications for scientific experiments in the domain of e-Science. Even though eScienceSWaT is used, still many choices about the scientific experiment model, IT experiment model and infrastructure have to be made. Therefore, a collection of best practices for building scientific experiments is required. Additionally, these best practice need to be connected and organized. Finally, a Decision Support System (DSS) that is based on the best practices and enables decisions about the various choices for e-Science solutions, needs to be developed. Hence, various e-Science applications are examined in this thesis. Best practices are recognised by abstracting from the identified problem-solution pairs in the e-Science applications. Knowledge and best practices from natural science, computer science and software engineering are stored in patterns. Furthermore, relationship types among patterns are worked out. Afterwards, relationships among the patterns are defined and the patterns are organized in a pattern library. In addition, the concept for a DSS that provisions the patterns and its prototypical implementation are presented

    A requirements engineering approach for the development of web applications

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    Uno de los problemas más importantes que se propuso solucionar cuando apareció la Ingeniería Web fue la carencia de técnicas para la especificación de requisitos de aplicaciones Web. Aunque se han presentado diversas propuestas que proporcionan soporte metodológico al desarrollo de aplicaciones Web, la mayoría de ellas se centran básicamente en definir modelos conceptuales que permiten representar de forma abstracta una aplicación Web; las actividades relacionadas con la especificación de requisitos son vagamente tratadas por estas propuestas. Además, las técnicas tradicionales para la especificación de requisitos no proporcionan un soporte adecuado para considerar características propias de las aplicaciones Web como la Navegación. En esta tesis, se presenta una aproximación de Ingeniería de Requisitos para especificar los requisitos de las aplicaciones Web. Esta aproximación incluye mecanismos basados en la metáfora de tarea para especificar no sólo los requisitos relacionados con aspectos estructurales y de comportamiento de una aplicación Web sino también los requisitos relacionados con aspectos navegacionales. Sin embargo, una especificación de requisitos es poco útil si no somos capaces de transformarla en los artefactos software adecuados. Este es un problema clásico que la comunidad de Ingeniería del Software ha tratado de resolver desde sus inicios: cómo pasar del espacio del problema (requisitos de usuario) al espacio de la solución (diseño e implementación) siguiendo una guía metodológica clara y precisa. En esta tesis, se presenta una estrategia que, basándose en transformaciones de grafos, y estando soportada por un conjunto de herramientas, nos permite realizar de forma automática transformaciones entre especificaciones de requisitos basadas en tareas y esquemas conceptuales Web. Además, esta estrategia se ha integrado con un método de Ingeniería Web con capacidades de generación automática de código. Esta integración nos permite proporcionar un mecanisValderas Aranda, PJ. (2008). A requirements engineering approach for the development of web applications [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/1997Palanci

    Automatisches Zeichnen von Graphen für modellgetriebene Softwareentwicklung

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    As shown previously by Fuhrmann, there are several concepts for increasing the productivity of MDE by improving the practical handling of models. The automatic layout of graph-based models is a key enabler in this context. However, there is a striking contrast between the abundance of research results in the field of graph layout methods and the current state of graphical modeling tools, where only a tiny fraction of these results are ever adopted. This thesis aims to bridge this gap on three separate levels: specialized layout algorithms, configuration management, and software infrastructure. Regarding layout algorithms, here we focus on the layer-based approach. We examine its extension to include ports and hyperedges, which are essential features of certain kinds of graphs, e.g. data flow models. The main contribution is the handling of constraints on the positioning of ports, which is done mainly in the crossing minimization and edge routing phases. Hyperedges are represented with normal edges, simplifying their handling but introducing inaccuracies for counting crossings. A final extension discussed here is a sketch-driven approach for simple integration of user interactivity. An abstract layout is the selection of a layout algorithm with a mapping of its parameters to specific values. We discuss a new meta model allowing to specify the structure of a graph as well as its abstract layout and its concrete layout, i.e. positioning data computed by the layout algorithm. This forms a basis for efficient management of layout configurations. Furthermore, we investigate an evolutionary algorithm for searching the solution space of abstract layouts, taking readability criteria into account for evaluating solutions. The software infrastructure developed here targets the connection of arbitrary diagram viewers (front-ends) with arbitrary graph layout algorithms (back-ends). The main challenge is to find suitable abstractions that allow such generality and at the same time keep the complexity as low as possible. We discuss a possible realization based on the Eclipse platform, which is used by several modeling tools, e.g. the Graphical Modeling Framework. A web-based survey has been conducted among users of the layout infrastructure in order to evaluate to what extent the stated goals have been met. The overall feedback collected from this survey is very positive.Wie bereits von Fuhrmann gezeigt, kann die Produktivität modellgetriebener Softwareentwicklung durch zahlreiche Konzepte zur Verbesserung der praktischen Handhabung von Modellen erhöht werden. Dabei ist das automatische Layout graphenbasierter Modelle ein zentraler Schlüssel. Allerdings gibt es einen bemerkenswerten Kontrast zwischen der Fülle an Forschungsergebnissen im Bereich des Graphen-Layout und dem aktuellen Stand graphischer Modellierungswerkzeuge, bei denen nur ein kleiner Teil dieser Ergebnisse übernommen wird. Das Ziel dieser Arbeit ist diese Lücke auf drei separaten Ebenen zu überbrücken: spezialisierte Layout-Algorithmen, Verwaltung von Konfigurationen und Software-Infrastruktur. Im Bezug auf Layout-Algorithmen liegt der Schwerpunkt auf dem Layer-basierten Ansatz. Wir untersuchen dessen Erweiterung zur Unterstützung von Ports und Hyperkanten, was wesentliche Bestandteile bestimmter Arten von Graphen sind, z.B. Datenflussmodelle. Der Hauptbeitrag ist die Einbeziehung von Bedingungen für die Positionierung von Ports, vor allem während der Kreuzungsminimierung und der Kantenführungsphase. Hyperkanten werden durch normale Kanten repräsentiert, was deren Verarbeitung vereinfacht aber Ungenauigkeiten beim Zählen von Kreuzungen verursacht. Als letzte Erweiterung betrachten wir einen Sketch-basierten Ansatz für die einfache Integration von Nutzerinteraktivität. Ein abstraktes Layout ist die Auswahl eines Layout-Algorithmus zusammen mit einer Abbildung seiner Parameter auf konkrete Werte, während ein konkretes Layout Positionsdaten beschreibt, die von einem Algorithmus berechnet wurden. Wir diskutieren ein neues Metamodell, mit dem sowohl die Struktur als auch das abstrakte sowie das konkrete Layout eines Graphen spezifiziert werden kann. Dies bildet eine Grundlage für die effiziente Verwaltung von Layout-Konfigurationen. Zudem untersuchen wir einen evolutionären Algorithmus für die Suche im Lösungsraum abstrakter Layouts, wobei zur Bewertung von Lösungen Ästhetikkriterien ausgewertet werden. Die in dieser Arbeit entwickelte Software-Infrastruktur hat als Ziel, beliebige Graphen-basierte Diagramme (front-ends) mit beliebigen Layout-Algorithmen (back-ends) zu verbinden. Die größte Herausforderung dabei ist das Finden geeigneter Abstraktionen, die eine solche Allgemeingültigkeit erlauben und gleichzeitig die Komplexität so niedrig wie möglich halten. Wir betrachten eine mögliche Realisierung, die auf Eclipse basiert, eine von vielen Modellierungswerkzeugen verwendete Plattform. Eine Web-basierte Umfrage wurde unter Nutzern der Layout-Infrastruktur durchgeführt, um zu untersuchen inwieweit die gesteckten Ziele erfüllt worden sind. Die allgemeine Resonanz zu dieser Umfrage ist sehr positiv

    A platform-independent domain-specific modeling language for multiagent systems

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    Associated with the increasing acceptance of agent-based computing as a novel software engineering paradigm, recently a lot of research addresses the development of suitable techniques to support the agent-oriented software development. The state-of-the-art in agent-based software development is to (i) design the agent systems basing on an agent-based methodology and (ii) take the resulting design artifact as a base to manually implement the agent system using existing agent-oriented programming languages or general purpose languages like Java. Apart from failures made when manually transform an abstract specification into a concrete implementation, the gap between design and implementation may also result in the divergence of design and implementation. The framework discussed in this dissertation presents a platform-independent domain-specific modeling language for MASs called Dsml4MAS that allows modeling agent systems in a platform-independent and graphical manner. Apart from the abstract design, Dsml4MAS also allows to automatically (i) check the generated design artifacts against a formal semantic specification to guarantee the well-formedness of the design and (ii) translate the abstract specification into a concrete implementation. Taking both together, Dsml4MAS ensures that for any well-formed design, an associated implementation will be generated closing the gap between design and code.Aufgrund wachsender Akzeptanz von Agentensystemen zur Behandlung komplexer Problemstellungen wird der Schwerpunkt auf dem Gebiet der agentenorientierten Softwareentwicklung vor allem auf die Erforschung von geeignetem Entwicklungswerkzeugen gesetzt. Stand der Forschung ist es dabei das Agentendesign mittels einer Agentenmethodologie zu spezifizieren und die resultierenden Artefakte als Grundlage zur manuellen Programmierung zu verwenden. Fehler, die bei dieser manuellen Überführung entstehen, machen insbesondere das abstrakte Design weniger nützlich in Hinsicht auf die Nachhaltigkeit der entwickelten Softwareapplikation. Das in dieser Dissertation diskutierte Rahmenwerk erörtert eine plattformunabhängige domänenspezifische Modellierungssprache für Multiagentensysteme namens Dsml4MAS. Dsml4MAS erlaubt es Agentensysteme auf eine plattformunabhängige und graphische Art und Weise darzustellen. Die Modellierungssprache umfasst (i) eine abstrakte Syntax, die das Vokabular der Sprache definiert, (ii) eine konkrete Syntax, die die graphische Darstellung spezifiziert sowie (iii) eine formale Semantik, die dem Vokabular eine präzise Bedeutung gibt. Dsml4MAS ist Bestandteil einer (semi-automatischen) Methodologie, die es (i) erlaubt die abstrakte Spezifikation schrittweise bis hin zur konkreten Implementierung zu konkretisieren und (ii) die Interoperabilität zu alternativen Softwareparadigmen wie z.B. Dienstorientierte Architekturen zu gewährleisten

    Languages of games and play: A systematic mapping study

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    Digital games are a powerful means for creating enticing, beautiful, educational, and often highly addictive interactive experiences that impact the lives of billions of players worldwide. We explore what informs the design and construction of good games to learn how to speed-up game development. In particular, we study to what extent languages, notations, patterns, and tools, can offer experts theoretical foundations, systematic techniques, and practical solutions they need to raise their productivity and improve the quality of games and play. Despite the growing number of publications on this topic there is currently no overview describing the state-of-the-art that relates research areas, goals, and applications. As a result, efforts and successes are often one-off, lessons learned go overlooked, language reuse remains minimal, and opportunities for collaboration and synergy are lost. We present a systematic map that identifies relevant publications and gives an overview of research areas and publication venues. In addition, we categorize research perspectives along common objectives, techniques, and approaches, illustrated by summaries of selected languages. Finally, we distill challenges and opportunities for future research and development
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