18 research outputs found

    Animation of Z Specifications By Translation to Prolog

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    Yazılım geliştirebilmenin formal metodları o yazılım tanımlamasının geçerliliğine bağlıdır. Böyle bir tanımlama genelde 'Z' gibi bir formal dilde ifade edilir. Ancak, geçerli olması için, 'Z' tanımlaması test edilmeli, bunu yapabilmek için de animasyon yapılabilecek ve icra edilebilecek bir forma transfer edilebilmelidir. 'Z' tanımlamalarının animasyonları için kullanılan dillerden birisi Prolog'dur. Bu makalede 'Z' şemalarını Prolog'a çeviren teknikler açıklanmaktadır.Aym zamanda bu tür bir çevirmenin eksikleri ve belirsizlikleri üzerinde durulacaktır.Formal methods of software development rely on the validation of the specification of the software. Such specification is normally expressed in a formal language such as Z. However, in order to be validated the Z specification must be tested, and to achieve this it has to be transformed into a form that can be executed or animated. Prolog was one of the languages used for animation of Z specifications. This paper explains the techniques used for translating Z schemas into Prolog predicates. It also examines some of this translation shortcomings and unreliable features

    Animation of Z Specifications By Translation to Prolog

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    Yazılım geliştirebilmenin formal metodları o yazılım tanımlamasının geçerliliğine bağlıdır. Böyle bir tanımlama genelde 'Z' gibi bir formal dilde ifade edilir. Ancak, geçerli olması için, 'Z' tanımlaması test edilmeli, bunu yapabilmek için de animasyon yapılabilecek ve icra edilebilecek bir forma transfer edilebilmelidir. 'Z' tanımlamalarının animasyonları için kullanılan dillerden birisi Prolog'dur. Bu makalede 'Z' şemalarını Prolog'a çeviren teknikler açıklanmaktadır.Aym zamanda bu tür bir çevirmenin eksikleri ve belirsizlikleri üzerinde durulacaktır.Formal methods of software development rely on the validation of the specification of the software. Such specification is normally expressed in a formal language such as Z. However, in order to be validated the Z specification must be tested, and to achieve this it has to be transformed into a form that can be executed or animated. Prolog was one of the languages used for animation of Z specifications. This paper explains the techniques used for translating Z schemas into Prolog predicates. It also examines some of this translation shortcomings and unreliable features

    Automated Visualization of Input / Output for Processes in SOFL Formal Specifications

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    While formal specification is regarded as an effective means to capture accurate requirements and design, validation of the specifications remains a challenge. Specification animation has been proposed to tackle the challenge, but lacking an effective representation of the input / output data in the animation can considerably limit the understanding of the animation by clients. In this paper, we put forward a tool supported technique for visualization of the input / output data of processes in SOFL formal specifications. After discussing the motives of our work, we describe how data of each kind of data type available in the SOFL language can be visualized to facilitate the representation and understanding of input / output data. We also present a supporting tool for the technique and a case study to demonstrate the usability and effectiveness of our proposed technique

    Invariant-driven specifications in Maude

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    AbstractThis work presents a general mechanism for executing specifications that comply with given invariants, which may be expressed in different formalisms and logics. We exploit Maude’s reflective capabilities and its properties as a general semantic framework to provide a generic strategy that allows us to execute Maude specifications taking into account user-defined invariants. The strategy is parameterized by the invariants and by the logic in which such invariants are expressed. We experiment with different logics, providing examples for propositional logic, (finite future time) linear temporal logic and metric temporal logic

    Formal specification-based monitoring, regression testing and aspects

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    Ph.DDOCTOR OF PHILOSOPH

    Comparison of Z and UML: Two Case Studies

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    Specification languages usually can provide simple abstract descriptions of complex behaviors of software systems. A large number of specification languages have been introduced for software development. One categorization of specification languages is formal vs. informal. Z and UML are the well-known formal and informal objectoriented specification languages, respectively. In this thesis, related work on Z and UML is reviewed. An overview of Z and UML is also provided. Z and UML are compared from the language aspects based on a set of criteria. In order to provide a practical basis, Z and UML are also compared, based on another set of criteria, using two classic case studies: the library database system and the elevator concurrent control system. The results of the comparison carried out in this thesis are listed. Z is a formal specification language. Specifications in Z are abstract and are based on mathematical definition. Z is mature and there are lots of tools to support it. UML is an informal objectoriented specification language. UML notations are icons, graphics, and English. Specifications in UML are easy to understand, but have the potential to be ambiguous. UML is getting more popular now and there are lots of tools to support UML. In addition to the theoretical comparison, Z and UML are compared using two classic case studies: the library database system and the elevator concurrent control system. The practical experience revealed that UML provided a good approach to modeling the main concepts using use case diagrams, collaboration diagrams, and state diagrams, while Z provided a precise model for specification of the problem. Z and UML appear to be complementary. Combining Z and UML in different phases and aspects is the recommended approach

    Augmented Reality Advertisement on Android as A New Marketing Strategy (ReADroid)

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    Augmented Reality Advertisement on Android as A New Marketing Stategy is a project to study the effectiveness of using augmented reality technology in marketing strategy based on the prototype being developed called Augmented Reality Advertisement on Android (ReADroid). ReADroid is an Android application for chocolate based advertisement which animate when ttre smartphone camera is pointed to the chocolate wrapper by using augmented reality (AR) approach. In the conventional physical advertising method which mostly dull and static, viewer has high tendency to ignore without gving any bodily responses towards the advertisement. This problem leads to viewer difficulties to remember the advertisement well. By creating and developing an interactive and engaging AR advertising application, ReADroid ensure that half of the advertisement viewers remember about the advertisement. As a little number of researches has been done to investigate the effectiveness of AR advertisement, this project is contributing to the evaluation on the usability and receptivity of users towards the AR advertisement. Men and women between 15 to 35 years old are the main target goup that will b€ using ReADroid on their Android smartphone to see the AR chocolate based advertisement on the chocolate wrapper. [n order to facilitate the requirement changes, ReADroid development is based on the modified version of Waterfdl Methodology Model called Sashimi Methodology Model. Based on the data gathering and analysis, by using Qualcomm Augmented Reality (QCAR) as the AR framework, together with unity 3D Pro, Blender and Android softrrare Development Kit (SDK), ReADroid satisfy more than 50 respondents' needs by allowing us€r to criticize or praise the advertised products directly at the advertisement, play the garnes provided, view the promotion or visiting the advertiser website. As conclusion, this interactive application will solve the ineffestiveness in conventional physical advertisement, thus creating bigger plaform for business to acquire more profit

    FLAME: a Formal Framework for the Automated Analysis of Software Product Lines Validated by Automated Specification Testing

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    Artículo publicado on-line el 14/12/2015.In a literature review on the last 20 years of automated analysis of feature models, the formalization of analysis operations was identified as the most relevant challenge in the field. This formalization could provide very valuable assets for tool developers such as a precise definition of the analysis operations and, what is more, a reference implementation, i.e. a trustworthy, not necessarily efficient implementation to compare different tools outputs. In this article, we present the FLAME framework as the result of facing this challenge. FLAME is a formal framework that can be used to formally specify not only feature models, but other variability modeling languages (VMLs) as well. This reusability is achieved by its two-layered architecture. The abstract foundation layer is the bottom layer in which all VML-independent analysis operations and concepts are specified. On top of the foundation layer, a family of characteristic model layers-one for each VML to be formally specified-can be developed by redefining some abstract types and relations. The verification and validation of FLAME has followed a process in which formal verification has been performed traditionally by manual theorem proving, but validation has been performed by integrating our experience on metamorphic testing of variability analysis tools, something that has shown to be much more effective than manually-designed test cases. To follow this automated, test-based validation approach, the specification of FLAME, written in Z, was translated into Prolog and 20,000 random tests were automatically generated and executed. Tests results helped to discover some inconsistencies not only in the formal specification, but also in the previous informal definitions of the analysis operations and in current analysis tools. After this process, the Prolog implementation of FLAME is being used as a reference implementation for some tool developers, some analysis operations have been formally specified for the first time with more generic semantics, and more VMLs are being formally specified using FLAME.Junta de Andalucía P12-TIC-1867Ministerio de Economía y Competitividad TIN2012-32273Junta de Andalucía TIC-5906Ministerio de Economía y Competitividad IPT-2012-0890-

    Augmented Reality Advertisement on Android as A New Marketing Strategy (ReADroid)

    Get PDF
    Augmented Reality Advertisement on Android as A New Marketing Stategy is a project to study the effectiveness of using augmented reality technology in marketing strategy based on the prototype being developed called Augmented Reality Advertisement on Android (ReADroid). ReADroid is an Android application for chocolate based advertisement which animate when ttre smartphone camera is pointed to the chocolate wrapper by using augmented reality (AR) approach. In the conventional physical advertising method which mostly dull and static, viewer has high tendency to ignore without gving any bodily responses towards the advertisement. This problem leads to viewer difficulties to remember the advertisement well. By creating and developing an interactive and engaging AR advertising application, ReADroid ensure that half of the advertisement viewers remember about the advertisement. As a little number of researches has been done to investigate the effectiveness of AR advertisement, this project is contributing to the evaluation on the usability and receptivity of users towards the AR advertisement. Men and women between 15 to 35 years old are the main target goup that will b€ using ReADroid on their Android smartphone to see the AR chocolate based advertisement on the chocolate wrapper. [n order to facilitate the requirement changes, ReADroid development is based on the modified version of Waterfdl Methodology Model called Sashimi Methodology Model. Based on the data gathering and analysis, by using Qualcomm Augmented Reality (QCAR) as the AR framework, together with unity 3D Pro, Blender and Android softrrare Development Kit (SDK), ReADroid satisfy more than 50 respondents' needs by allowing us€r to criticize or praise the advertised products directly at the advertisement, play the garnes provided, view the promotion or visiting the advertiser website. As conclusion, this interactive application will solve the ineffestiveness in conventional physical advertisement, thus creating bigger plaform for business to acquire more profit

    Contributions to an anthropological approach to the cultural adaptation of migrant agents

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    This thesis proposes the use of Cultural Anthropology as a source of inspiration for solutions to the problem of adaptation of autonomous, intelligent, computational agents that migrate to societies of agents with distinctive features from the ones of the society where those agents were originally conceived. This has implications for interoperation of disparate Multi-Agent Systems. In particular, the cognitive approach to anthropology is argued to be a suitable theoretical foun-dation for this topic. Fieldwork practice in social anthropology is also indicated as an useful source of ideas. A pragmatic theory of intensionality is incorporated in this anthropological approach, resulting in a mechanism that allows agents to ascribe intensional ontologies of terms to societies that use unfamiliar means of communication; also, taxonomical relations among the terms in such ontologies can be retrieved, by means of a process inspired by the counterpart activity of ethnographers. This is presented using the Z notation for formal specification of systems, and illustrated on a set of terms from the game of cricket. Subsequently, a simulation of a game of cricket is described where one of the players is unfamiliar with the game, and therefore needs to learn the game by observing the other players. A reasonable behaviour for such a player is obtained, and the simulation offers grounds for further anthropologically-based studies. Further, a study of theories of moral sentiments is presented, and the Iterated Prisoner's Dilemma is used in simulations based on those ideas. The results of the simulations show clearly the positive impact, on groups of agents, of altruistic behaviour; this can only be coherently obtained in autonomous agents by modelling emotions, which are relevant for this project as anthropologists recognise them as an essential cross-cultural link. Finally, the consequences of this project to conceptions of Distributed Artificial Intelligence are discussed
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