1,382 research outputs found

    Towards Highly Scalable Runtime Models with History

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    Advanced systems such as IoT comprise many heterogeneous, interconnected, and autonomous entities operating in often highly dynamic environments. Due to their large scale and complexity, large volumes of monitoring data are generated and need to be stored, retrieved, and mined in a time- and resource-efficient manner. Architectural self-adaptation automates the control, orchestration, and operation of such systems. This can only be achieved via sophisticated decision-making schemes supported by monitoring data that fully captures the system behavior and its history. Employing model-driven engineering techniques we propose a highly scalable, history-aware approach to store and retrieve monitoring data in form of enriched runtime models. We take advantage of rule-based adaptation where change events in the system trigger adaptation rules. We first present a scheme to incrementally check model queries in the form of temporal logic formulas which represent the conditions of adaptation rules against a runtime model with history. Then we enhance the model to retain only information that is temporally relevant to the queries, therefore reducing the accumulation of information to a required minimum. Finally, we demonstrate the feasibility and scalability of our approach via experiments on a simulated smart healthcare system employing a real-world medical guideline.Comment: 8 pages, 4 figures, 15th International Symposium on Software Engineering for Adaptive and Self-Managing Systems (SEAMS2020

    USABILITY TESTING OF THE M.A.E.G.U.S. SERIOUS GAME

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    Interpreting raw data in serious games and simulations can be a time consuming and uninteresting task without visualizations. This study proposes one possible solution for an interface that incorporates data visualizations for Whittinghill and Nataraja\u27s (2013) MAEGUS simulation, a serious game used to increase the retention of wind energy and solar energy concepts in students, while still being fun. After the interface was designed and developed, a think aloud usability test was conducted to answer the following research questions: how do students use a series of information visualizations to operate a multi-variate game-based simulation and what are some the usability issues the students face in the simulation? A thematic analysis was then conducted to document and organize the responses

    The Essence of Software Engineering

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    Software Engineering; Software Development; Software Processes; Software Architectures; Software Managemen

    A Web-Based Collaborative Multimedia Presentation Document System

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    With the distributed and rapidly increasing volume of data and expeditious development of modern web browsers, web browsers have become a possible legitimate vehicle for remote interactive multimedia presentation and collaboration, especially for geographically dispersed teams. To our knowledge, although there are a large number of applications developed for these purposes, there are some drawbacks in prior work including the lack of interactive controls of presentation flows, general-purpose collaboration support on multimedia, and efficient and precise replay of presentations. To fill the research gaps in prior work, in this dissertation, we propose a web-based multimedia collaborative presentation document system, which models a presentation as media resources together with a stream of media events, attached to associated media objects. It represents presentation flows and collaboration actions in events, implements temporal and spatial scheduling on multimedia objects, and supports real-time interactive control of the predefined schedules. As all events are represented by simple messages with an object-prioritized approach, our platform can also support fine-grained precise replay of presentations. Hundreds of kilobytes could be enough to store the events in a collaborative presentation session for accurate replays, compared with hundreds of megabytes in screen recording tools with a pixel-based replay mechanism
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