11,627 research outputs found

    Prototype of Fault Adaptive Embedded Software for Large-Scale Real-Time Systems

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    This paper describes a comprehensive prototype of large-scale fault adaptive embedded software developed for the proposed Fermilab BTeV high energy physics experiment. Lightweight self-optimizing agents embedded within Level 1 of the prototype are responsible for proactive and reactive monitoring and mitigation based on specified layers of competence. The agents are self-protecting, detecting cascading failures using a distributed approach. Adaptive, reconfigurable, and mobile objects for reliablility are designed to be self-configuring to adapt automatically to dynamically changing environments. These objects provide a self-healing layer with the ability to discover, diagnose, and react to discontinuities in real-time processing. A generic modeling environment was developed to facilitate design and implementation of hardware resource specifications, application data flow, and failure mitigation strategies. Level 1 of the planned BTeV trigger system alone will consist of 2500 DSPs, so the number of components and intractable fault scenarios involved make it impossible to design an `expert system' that applies traditional centralized mitigative strategies based on rules capturing every possible system state. Instead, a distributed reactive approach is implemented using the tools and methodologies developed by the Real-Time Embedded Systems group.Comment: 2nd Workshop on Engineering of Autonomic Systems (EASe), in the 12th Annual IEEE International Conference and Workshop on the Engineering of Computer Based Systems (ECBS), Washington, DC, April, 200

    Boundary Objects and their Use in Agile Systems Engineering

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    Agile methods are increasingly introduced in automotive companies in the attempt to become more efficient and flexible in the system development. The adoption of agile practices influences communication between stakeholders, but also makes companies rethink the management of artifacts and documentation like requirements, safety compliance documents, and architecture models. Practitioners aim to reduce irrelevant documentation, but face a lack of guidance to determine what artifacts are needed and how they should be managed. This paper presents artifacts, challenges, guidelines, and practices for the continuous management of systems engineering artifacts in automotive based on a theoretical and empirical understanding of the topic. In collaboration with 53 practitioners from six automotive companies, we conducted a design-science study involving interviews, a questionnaire, focus groups, and practical data analysis of a systems engineering tool. The guidelines suggest the distinction between artifacts that are shared among different actors in a company (boundary objects) and those that are used within a team (locally relevant artifacts). We propose an analysis approach to identify boundary objects and three practices to manage systems engineering artifacts in industry

    Is agile project management applicable to construction?

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    This paper briefly summarises the evolution of Agile Project Management (APM) and differentiates it from lean and agile production and ‘leagile’ construction. The significant benefits being realized through employment of APM within the information systems industry are stated. The characteristics of APM are explored, including: philosophy, organizational attitudes and practices, planning, execution and control and learning. Finally, APM is subjectively assessed as to its potential contribution to the pre-design, design and construction phases. In conclusion, it is assessed that APM offers considerable potential for application in predesign and design but that there are significant hurdles to its adoption in the actual construction phase. Should these be overcome, APM offers benefits well beyond any individual project

    Team project work for distance learners in engineering – challenges and benefits

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    Team Engineering (first presented in autumn 2006) was the first course (module) at the Open University (OU) to use wikis and video-conferencing in combination to support the work of project teams. Teams of five students, working remotely from one another, tackle an engineering project over 32 weeks. The teams schedule regular meetings throughout the project and these are conducted using FlashMeeting, a lightweight video-conferencing system being developed by the OU's Knowledge Media Institute, KMi (http://flashmeeting.open.ac.uk). Unlike other systems, FlashMeeting requires no software installation. In addition, it not only archives the meetings but also provides detailed analysis of the proceedings. The teams are encouraged to use the wiki facility in the OU's virtual learning environment (VLE) for their collaborative report-writing. The collective work of the team is assessed through these reports. The performance of the individual is assessed through their reflective account of the project. The archiving facility in FlashMeeting has been of huge help in developing this. For the next presentation of the course a learning journal is to be added to the existing means of support. Feedback from tutors and students alike has been extremely positive, whilst recognising the limitations of the technologies in their current implementations. This paper gives an account of the students' achievements and offers an assessment of the pedagogic potential of using these media together

    Features for Killer Apps from a Semantic Web Perspective

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    There are certain features that that distinguish killer apps from other ordinary applications. This chapter examines those features in the context of the semantic web, in the hope that a better understanding of the characteristics of killer apps might encourage their consideration when developing semantic web applications. Killer apps are highly tranformative technologies that create new e-commerce venues and widespread patterns of behaviour. Information technology, generally, and the Web, in particular, have benefited from killer apps to create new networks of users and increase its value. The semantic web community on the other hand is still awaiting a killer app that proves the superiority of its technologies. The authors hope that this chapter will help to highlight some of the common ingredients of killer apps in e-commerce, and discuss how such applications might emerge in the semantic web
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