2,061 research outputs found
Comparative analysis of interaction flow modeling language tools
Modeling approaches based on standards are of paramount importance in the field of front-end design for web and mobile applications. Problems are often encountered during the selection of tools for designing applications for developers and researchers, particularly applications that are related to time and cost in the market and academia. The Interaction Flow Modeling Language (IFML) is a recently standardized modeling language designed for managing the content expression, user interaction and behavior control of front-end applications. IFML brings several benefits to the development process of web and mobile front-end applications. Thus, several tools have been developed for the exploitation of technical artifacts offered by current specifications. In this study, we discuss the tools proposed for modeling IFML to provide a comparative analysis while considering various criteria. The result can be used as a basis of tool selection for specific aspects
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Formal specification based prototyping
Rapid prototyping is an approach to software development which attempts to remedy some of the shortcomings of the linear life cycle model, e.g. its inability to cope with fuzzy requirements and system evolution. This thesis first presents a broad survey of rapid software prototyping. It describes the rationale behind the process, the applications of prototyping, and specific techniques which may be used to achieve them.
We then describe a system, called EPROS, together with its methodology, which supports a number of prototyping techniques in a coherent framework. The system is comprehensive in its approach and covers the prototyping and development of both functional and human-computer interface aspects of software systems. The former is based on the execution of VDM-based formal specification notation META-IV; the latter is based on a textual representation of state transition diagrams. Dialogue development is further supported by a rich set of abstractions which allow interaction concepts to be specified and directly executed rather than implemented.
EPROS is based on a wide spectrum language which supports the main phases of a software development process, namely specification, design, and implementation. Included in this notation is a meta abstraction facility which facilitates its extension by the programmer.
The primary application of EPROS is for evolutionary prototyping, where a system is developed iteratively and gradually from the abstract to the detailed, while it undergoes use and while its capabilities evolve. EPROS copes with all the requirements of evolutionary prototyping, namely rapid development, intermediate deliveries and gradual evolution of the system towards the final product.
The thesis also describes a number of case studies where the presented ideas are put in practice, and which provide data in support of the effectiveness of the described system
Remote Collaborative 3D Printing - Process Investigation
The Remote Collaborative 3D Printing project is a collaboration between Strategic System Programs (SSP), the Naval Postgraduate School (NPS), NAVFAC Headquarters Asset Management - Facilities Integrated Product Support (IPS) Program, and the NAVFAC Engineering and Expeditionary Warfare Center (EXWC). The intent of the project was to investigate the end-to-end process of transferring, receiving, manipulating, and printing a digital 3D model into an additively manufactured component. Several digital models were exchanged, and the steps, barriers, workarounds, and results have been documented.Strategic System Programs, Naval Postgraduate SchoolNAVFAC Headquarters Asset Managemen
Workflow Engineering in Materials Design within the BATTERY 2030+ Project
In recent years, modeling and simulation of materials have become indispensable to complement experiments in materials design. High-throughput simulations increasingly aid researchers in selecting the most promising materials for experimental studies or by providing insights inaccessible by experiment. However, this often requires multiple simulation tools to meet the modeling goal. As a result, methods and tools are needed to enable extensive-scale simulations with streamlined execution of all tasks within a complex simulation protocol, including the transfer and adaptation of data between calculations. These methods should allow rapid prototyping of new protocols and proper documentation of the process. Here an overview of the benefits and challenges of workflow engineering in virtual material design is presented. Furthermore, a selection of prominent scientific workflow frameworks used for the research in the BATTERY 2030+ project is presented. Their strengths and weaknesses as well as a selection of use cases in which workflow frameworks significantly contributed to the respective studies are discussed
Co-designing virtual reality products : case study at Digia Finland Oy
This thesis validates the use of co-design as a part of virtual reality product development projects. The research focuses on co-designing and prototyping in an organizational setting and the research was carried out as an action design research.
The problem was that the case company had no prior commercial experience from virtual reality market and the competitors had already entered the industry. We introduced the basic virtual reality application possibilities for the employees and formed a robust method for iterating through the different application ideas which arose from the participants.
Product prototypes were implemented with Unity software framework and tested with Oculus Go goggles. The prototype applications were designed for two internal departments: e-commerce and IT service center.
Involving the employees in the co-design process turned out to be a fruitful and positive experience. Prototypes received a good reception and may cause further ventures.
This research does not take a stance on whether research company should or should not enter virtual reality industry but provides experience and a solid basis for further dialogue. Also based on this research it is safe to assume that there is internal interest for both virtual- and augmented reality applications.
Both co-design and prototyping also worked well as parts of virtual reality product development projects. These methods helped the participants to visualize their thoughts and concretize their goals.
âWhen you are used to look at the world through flat screens it can take a while to be able to understand what you can achieve with the flat screen content when it is released from the restrains of physical borders.â -Interviewee.
The principal of this thesis is Digia Finland Oy, precisely Digia Digital -department
Executable formal specifications of complex distributed systems with CoreASM
Formal specifications play a crucial role in the design of reliable complex software systems. Executable formal specifications allow the designer to attain early validation and verification of design using static analysis techniques and accurate simulation of the runtime behavior of the system-to-be. With increasing complexity of software-intensive computer-based systems and the challenges of validation and verification of abstract software models prior to coding, the need for interactive software tools supporting executable formal specifications is even more evident. In this paper, we discuss how CoreASM, an environment for writing and running executable specifications according to the ASM method, provides flexibility and manages the complexity by using an innovative extensible language architecture
Head Up Games : on the design, creation and evaluation of interactive outdoor games for children
This thesis proposes a new genre of outdoor games for children, namely Head Up Games. The concept was inspired by the observation that existing pervasive outdoor games for children were mostly played head down, as the predominantly screen-based interaction of existing games required constant attention of the children. First, the vision of Head Up Games is described and illustrated with several design cases (Chapter 2). In contrast to the head down games, Head Up Games aim to encourage and support rich social interaction and physical activity, play behaviors that are similar to play behaviors seen in traditional outdoor games (such as tag and hide-and-seek). The design process of Head Up Games poses several challenges. In User Centered Design it is commonly accepted to start the development of a new product using low-fi mock-ups, e.g., paper prototypes, and evaluate these with end-users. In the case of Head Up Games this proved to be difficult, as the emerging game experience is significantly altered when using paper prototypes. Therefore, a study was carried out that used high-fi prototypes, i.e. working, interactive, prototypes, from a very early stage in the design process (Chapter 3). This way, the effect of interactions on the game experience can be addressed earlier and better in the design process. Furthemore, having access to technology early in the design process, allows designers to better explore the design space. However, designers often do not possess adequate skills to quickly prototype interactive products, particularly products that need to be evaluated in an outdoor context. Such a development is often costly and time-consuming. Therefore, the RaPIDO platform was developed (Chapter 4). The platform not only includes the appropriate hardware for creating outdoor games, but is also bundled with software libraries, to allow designers not specifically trained in software engineering to adopt the platform easily. RaPIDO was evaluated using a case study methodology with two Industrial Design master students. The evaluation not only focused on the usability of the platform, but, more importantly, how the use of the platform affected the design process. The main conclusion of the study was that the designers indeed were able to rapidly create mobile games, and that the hardware offered was suitable for creating outdoor games. Furthermore, issues were identified with regard to writing the game software, e.g., managing the complexity of the software. Finally, for evaluating Head Up Games with children two methods were applied: the Outdoor Play Observation Scheme (OPOS) was used to quantify the intended play behavior. Furthermore, GroupSorter was developed to provide a framework to interview a group of children simultaneously, resulting in qualitative comments. Both OPOS and GroupSorter were applied for evaluating three Head Up Games, which are described in Chapter 5
Analysis of Single Board Architectures Integrating Sensors Technologies
Development boards, Single-Board Computers (SBCs) and Single-Board Microcontrollers
(SBMs) integrating sensors and communication technologies have become a very popular and
interesting solution in the last decade. They are of interest for their simplicity, versatility, adaptability,
ease of use and prototyping, which allow them to serve as a starting point for projects and as reference
for all kinds of designs. In this sense, there are innumerable applications integrating sensors and
communication technologies where they are increasingly used, including robotics, domotics, testing
and measurement, Do-It-Yourself (DIY) projects, Internet of Things (IoT) devices in the home or
workplace and science, technology, engineering, educational and also academic world for STEAM
(Science, Technology, Engineering and Mathematics) skills. The interest in single-board architectures
and their applications have caused that all electronics manufacturers currently develop low-cost
single board platform solutions. In this paper we realized an analysis of the most important topics
related with single-board architectures integrating sensors. We analyze the most popular platforms
based on characteristics as: cost, processing capacity, integrated processing technology and opensource license, as well as power consumption (mA@V), reliability (%), programming flexibility,
support availability and electronics utilities. For evaluation, an experimental framework has been
designed and implemented with six sensors (temperature, humidity, CO2/TVOC, pressure, ambient
light and CO) and different data storage and monitoring options: locally on a ”SD (Micro Secure
Digital), on a Cloud Server, on a Web Server or on a Mobile ApplicationThis research was partially supported by the Centro CientĂfico TecnolĂłgico de Huelva
(CCTH), University of Huelv
Proceedings of the 1994 Monterey Workshop, Increasing the Practical Impact of Formal Methods for Computer-Aided Software Development: Evolution Control for Large Software Systems Techniques for Integrating Software Development Environments
Office of Naval Research, Advanced Research Projects Agency, Air Force Office of Scientific Research, Army Research Office, Naval Postgraduate School, National Science Foundatio
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