4,044 research outputs found

    In Homage of Change

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    Changing Trains at Wigan: Digital Preservation and the Future of Scholarship

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    This paper examines the impact of the emerging digital landscape on long term access to material created in digital form and its use for research; it examines challenges, risks and expectations.

    Trusted product lines

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    This thesis describes research undertaken into the application of software product line approaches to the development of high-integrity, embedded real-time software systems that are subject to regulatory approval/certification. The motivation for the research arose from a real business need to reduce cost and lead time of aerospace software development projects. The thesis hypothesis can be summarised as follows: It is feasible to construct product line models that allow the specification of required behaviour within a reference architecture that can be transformed into an effective product implementation, whilst enabling suitable supporting evidence for certification to be produced. The research concentrates on the following four main areas: 1. Construction of an argument framework in which the application of product line techniques to high-integrity software development can be assessed and critically reviewed. 2. Definition of a product-line reference architecture that can host components containing variation. 3. Design of model transformations that can automatically instantiate products from a set of components hosted within the reference architecture. 4. Identification of verification approaches that may provide evidence that the transformations designed in step 3 above preserve properties of interest from the product line model into the product instantiations. Together, these areas form the basis of an approach we term ā€œTrusted Product Linesā€. The approach has been evaluated and validated by deployment on a real aerospace project; the approach has been used to produce DO-178B/ED-12B Level A applications of over 300 KSLOC in size. The effect of this approach on the software development process has been critically evaluated in this thesis, both quantitatively (in terms of cost and relative size of process phases) and qualitatively (in terms of software quality). The ā€œTrusted Product Linesā€ approach, as described within the thesis, shows how product line approaches can be applied to high-integrity software development, and how certification evidence created and arguments constructed for products instantiated from the product line. To the best of our knowledge, the development and effective application of product line techniques in a certification environment is novel and unique

    Colored model based testing for software product lines (CMBT-SWPL)

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    Over the last decade, the software product line domain has emerged as one of the mostpromising software development paradigms. The main beneļ¬ts of a software product lineapproach are improvements in productivity, time to market, product quality, and customersatisfaction.Therefore, one topic that needs greater emphasis is testing of software product lines toachieve the required software quality assurance. Our concern is how to test a softwareproduct line as early as possible in order to detect errors, because the cost of error detectedIn early phases is much less compared to the cost of errors when detected later.The method suggested in this thesis is a model-based, reuse-oriented test technique calledColored Model Based Testing for Software Product Lines (CMBT-SWPL). CMBT-SWPLis a requirements-based approach for eļ¬ƒciently generating tests for products in a soft-ware product line. This testing approach is used for validation and veriļ¬cation of productlines. It is a novel approach to test product lines using a Colored State Chart (CSC), whichconsiders variability early in the product line development process. More precisely, the vari-ability will be introduced in the main components of the CSC. Accordingly, the variabilityis preserved in test cases, as they are generated from colored test models automatically.During domain engineering, the CSC is derived from the feature model. By coloring theState Chart, the behavior of several product line variants can be modeled simultaneouslyin a single diagram and thus address product line variability early. The CSC representsthe test model, from which test cases using statistical testing are derived.During application engineering, these colored test models are customized for a speciļ¬capplication of the product line. At the end of this test process, the test cases are generatedagain using statistical testing, executed and the test results are ready for evaluation. Inxaddition, the CSC will be transformed to a Colored Petri Net (CPN) for veriļ¬cation andsimulation purposes.The main gains of applying the CMBT-SWPL method are early detection of defects inrequirements, such as ambiguities incompleteness and redundancy which is then reļ¬‚ectedin saving the test eļ¬€ort, time, development and maintenance costs

    Software Evolution for Industrial Automation Systems. Literature Overview

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    Barriers, Borders, Boundaries: Program and Abstracts of the 2001 Australian Archaeological Association Annual Conference

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    Program and abstracts of the 2001 Australian Archaeological Association Annual Conference, 6-8 December 2001, Kondari Resort, Hervey Bay, Queensland. Includes a list of delegates and index

    State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning

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    Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods. However, the adoption of such a seductive learning method engenders a range of technical, educational and pedagogical challenges, including: (i) how to enable domain experts - with little computer games development skills ā€“ to plan, develop and update their teaching material without going through endless and laborious iterative cycles of software and content development and/or adaptation; (ii) how to choose the right mix of entertainment and game playing to deliver the required educational and pedagogical lesson/teaching material; and (iii) how to reuse existing games software frameworks and associated editing environments for game-based learning. Much research is already underway at addressing the stated challenges; however, these approaches do not address the key challenge of facilitating the planning and development of teaching material with the right mix of pedagogical elements, educational components and fun. Thus, this study aims to investigate the use of model-driven software engineering approaches to facilitate non-technical domain experts (teachers) to plan, develop and maintain game-based learning resources regardless of the intricacies of the game engine/environment (platform) used. This article investigates the state-of-the-art in model-driven game development to provide a summary of developments in game design languages, game software modelling languages, game models, game software models, model-driven game frameworks, game software frameworks, model-driven engineering tools and assistive user interfaces. The findings from this survey will prove a useful guide for future development of high-level educational game creation tools for game-based learning

    Text genres in information organization

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    Introduction. Text genres used by so-called information organizers in the processes of information organization in information systems were explored in this research. Method. The research employed text genre socio-functional analysis. Five genre groups in information organization were distinguished. Every genre group used in information organization is described. Empirical evidence for genre group two was obtained through specific analysis of genres used by cataloguers cooperating within the Polish union catalogue. Analysis. A qualitative genre analysis concerning the choice and description of five groups of genres most important for information organization was carried out. Most attention was paid to the second group of text genres, consisting of vocabularies and rules used in cataloguing. Results. The text genre system used in information organization and showing the roles of any specified text genre group is described. The case of the Polish union catalogue database helped to present temporo-spatial dependencies appearing in the regulated genre system. Conclusions. Information organization involves the creation of representations of published texts with a variety of text tools. The creation of these texts and their use (reading) results in individual knowledge reorganization (modification) of all people involved in these processes, that is both writers (including authors of vocabularies, cataloguing rules and bibliographic records) and readers

    The perceptual importance of falling pitch for speakers from different dialects of Swedish

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    Falling pitch has long been argued to be a key feature in the distinction of Swedish pitch accents. In this paper, neurophysiological and behavioural evidence substantiating the perceptual importance of HL pitch contours at the word level is discussed. When presentedwith novel words, Swedes, regard-less of dialect,preattentively distinguished meaningfulwords with falling pitch.Falling pitch was also facilitative for tone mismatch detection.These responses tomeaningful HL contours in foreign words werelikely based on transfer from the native tongue, thus emphasisingthe importance of falling pitch in the discrimination of word accents in four Swedish dialectareas. However, while responses to falls were facilitated across dialects, additional dialect-dependent facilitation effects were found
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