1,930 research outputs found

    EMBRACING CONCEPTUAL MODELLING TO ENABLE THE MEDIATION ROLE OF ENTERPRISE INFORMATION SYSTEMS

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    Nowadays, digital environments are getting a more important role than ever in shaping the way in which enterprise operations are conducted and enterprises are being developed. Traditional information systems (IS) used by enterprises need to evolve in order to accommodate the shift of their role from representation to mediation, role that has been recently conceptualized but not sufficiently researched to identify means that enable its operationalization across domains and purposes. This work identifies what are the key enablers and how should these be applied regardless of the domain of interest. For this, our paper showcases the development of a new enterprise system that serves as a proof-of concept artifact that operationalizes the before mentioned new role of the IS. Our proposal relies on Conceptual Modelling together with all the other related enablers like Digital Twins, metamodeling platforms or model-driven operation. In this way, we want to highlight the benefits of Conceptual Modelling in providing a new abstractization layer between the digital and the physical worlds, supporting roundtrip engineering capabilities. Our example concerns the modern organization that continuously aims to become more innovative and gain competitive advantage therefore, it employs smart devices like drones in different business operations

    Closing the Gap Between Designers and Developers in a Low-Code Ecosystem

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    Digital systems play an important role in the strategy of companies nowadays as they are crucial to achieve their business goals as well as gain a competitive advantage. This is particularly true for systems designed for the end-users market. Not only has the number of such systems been growing steadily but the requirements and expectations of users regarding usability and performance have also increased. Developing software systems is a complex process that comprises several stages and involves multiple professionals responsible for different tasks. Two stages of the process are the design and implementation of User Interfaces. UX and UI designers produce artifacts such as mockups and prototypes using design tools describing what should be the systems behavior, interactivity and look and feel. Next, Front-end and Back-end developers implement the system according to the specifications defined by designers. Designers and developers use different methodologies, languages, and tools. This introduces a communication gap between both groups, and hence collaboration between them is not always smooth. This ends up causing less efficient processes, rework and loss of information. Developers sometimes overlook the importance of User Experience and Front-end De velopment. The corresponding project stages suffer when collaboration between groups is not optimal. Problems are particularly striking during the transition from design arti facts to front-end code. The procedures for doing this are often manual, very error-prone, and time-consuming for developers that end-up completely re-doing the designers’ work in the target web technology. The aim of this dissertation is to improve the efficiency of collaboration between de signers and front-end developers in the OutSystems ecosystem. This was carried out by developing a tool that transforms UX/UI design artefacts into low-code web-technology using model transformation and meta-modelling techniques. The approach has been evaluated in practice by a team of professional designers and front-end developers. Re sults show savings between 20 and 75% according to the project complexity in the effort invested by development teams in the above mentioned process.Os sistemas digitais têm um papel muito importante hoje em dia na estratégia das empresas, uma vez que as ajudam a atingir os seus objetivos de negócios assim como a ganhar vantagem competitiva face às demais. Isto é particularmente verdade para os sistemas destinados ao mercado dos utilizadores finais. Não só aumentou significativamente o número de tais sistemas como aumentaram também os requisitos e expectativas dos seus utilizadores. O desenvolvimento de sistemas de software é um processo complexo que envolve um número alargado de profissionais com diferentes perfis. Duas das fases são o design de interfaces e a sua implementação. Os UI e UX designers produzem um conjunto de ficheiros utilizando ferramentas de design descrevendo o comportamento, interação e aparência do sistema. Os Front-end e Back-end developers implementam as funcionalidades do sistema com base nas especificações dos designers. Designers e developers trabalham utilizando diferentes metodologias, linguagens e ferramentas. Isto introduz uma lacuna entre os grupos e dificulta a sua colaboração, originando processos menos eficientes, trabalho refeito e perda de informação. Os engenheiros de software por vezes negligenciam disciplinas tais como a Experi ência do Utilizador e o Front-end. Estas fases dos projetos são prejudicadas quando a colaboração entre os grupos não é ótima. Os problemas são particularmente evidentes durante a transição entre design e Front-end. Os procedimentos são manuais, altamente propensos a erros e demorados para os developers, que acabam por refazer o trabalho dos designers na tecnologia web desejada. O objetivo desta dissertação é melhorar a eficiência da colaboração entre designers e front-end developers no ecossistema OutSystems. Isto foi levado a cabo desenvolvendo uma ferramenta capaz de transformar artefactos de UX/UI em low-code utilizando transformações de modelos e técnicas de meta-modeling. A abordagem foi avaliada em prática por uma equipa profissional de designers e front-end developers. Os resultados obtidos mostram poupanças entre os 20 e os 75% de acordo com a complexidade do projeto no esforço investido pelas equipas de desenvolvimento no processo mencionado acima

    From Machinery to Insights: A Comprehensive Data Acquisition Approach for Battery Cell Production

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    To ensure the widespread use of sustainably produced battery cells, further progress in research is needed. The transition to automated data acquisition is complicated by the technical complexity of industrial data acquisition. Existing software solutions also fall short in meeting usability, reproducibility, extensibility, and cost-effectiveness requirements for research-scale battery production lines. To address these gaps, this paper presents and evaluates a comprehensive data acquisition and collection solution for research-scale battery production lines. It offers a systematic overview of the industrial data acquisition process, focusing on gathering data from various existing machinery and utilizing the industry standard OPC UA protocol. Given the lack of existing solutions that meet the specified requirements, the paper introduces the "ProductionPilot" software as a solution. "ProductionPilot" is designed to provide an extensible platform with a user-friendly web interface. It enables users to select, structure, monitor, and export live production data delivered via OPC UA. The effectiveness of the proposed system is validated at the CELLFAB battery production research facility at eLab of RWTH Aachen university, demonstrating its capability for long-term data acquisition and the generation of digital shadows. By addressing the limitations of current data collection methods and providing a comprehensive solution, this research aims to facilitate the broader adoption of lithium-ion batteries in renewable energy applications

    A DISSERTATION ON THE TESTING APPROACHES OF AUTONOMOUS CYBER-PHYSICAL SYSTEMS

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    Abstract:Testing is among the most critical parts of the development of any system. As technology becomes more advanced, and we continue towards a world defined by integration of advanced features and capabilities (such as being able to think for themselves) in every object, the ability to test these objects becomes infinitely more complicated. This work addresses the testing of autonomous cyber-physical systems (TACPS) by examining current industry best practices as ascertained from interviews with professionals working in the field. Through the interview data provided this work seeks a better understanding of how these systems are tested, the integrated approaches used in testing these systems, and the direction of the industry in the near future. Of interest to readers is investigation of the role of simulation in these testing environments because this work shows how a mix of simulation approaches is combined to overcome development timeline limitations while also addressing a high threshold of safety concerns in a vacuum of clearly defined standards. The results of this work include a series of best practices for professionals performing TACPS and seeks to provide a snapshot of a rapidly evolving landscape defined by emerging technologies that will eventually transform the way all people interact with the physical world. Given the uncertainty and lack of a comprehensive set of defined standards for TACPS, this research seeks to answer the question: How are autonomous cyber-physical systems (ACPS) tested

    Participatory governance in smart cities: The urbanAPI case study

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    Copyright © 2017 Inderscience Enterprises Ltd. This paper presents some results from an EU FP7 RTD project urbanAPI, in which three ICT applications target different aspects of participatory urban governance. The 3D Scenario Creator allows urban planners to visualise urban development proposals in three dimensions, share them with different stakeholders and obtain their feedback. The Mobility Explorer allows urban land use and transport planners to visualise and analyse population distribution and mobility patterns in the city. Finally, the Urban Development Simulator simulates socio-economic activity in response to alternative planning scenarios. These urbanAPI ICT applications are implemented in four pilot cities; Vienna (Austria), Vitoria-Gasteiz (Spain), Bologna (Italy) and Ruse (Bulgaria), and evaluated with respect to their various requirements. Results show that the applications are useful tools, enhancing spatial planning assessements, and enabling public participation, communicating proposed plans to different stakeholders and identifying key development issues which can provide crucial inputs in planning and decision making processes

    Software quality assurance in Scrum the need for concrete guidance on SQA strategies in meeting user expectations

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    Includes abstract.Includes abstract.The purpose of this study is to identify and present the concerns of project stakeholders in relation to Software Quality Assurance (SQA) in a Scrum environment. Guided by the tenets of Classic Grounded Theory Methodology, this exploratory and inductive case study presents a broad range of SQA concepts related to the main concern of “Meeting User Expectations”. In trying to resolve the main concern, the Scrum project stakeholders alluded to lack of “Concrete Guidance” on SQA strategies, tools, and techniques in Scrum. The lack of concrete guidance in Scrum requires a development team to devise “Innovations” which may include “Adopting Practices” from other methodologies and carefully designing the “Process Structure” to accommodate the “Adopted Practices”, ensure “Continuous Improvement” of the process, and provide an environment for “Collaborative Ownership”. In addition to the “Need for Concrete Guidance”, the study reveals two other important concepts necessary for “Meeting User Expectations”: the “Need for Solid User Representation” and the “Need for Dedicated Testing”. While some Agile proponents claim that the Agile SQA practices are adequate on their own, the study reveals a number of challenges that impact on a team’s ability to meet user expectations when there is no dedicated tester in a Scrum environment

    Sustainability and Trust for Artificial Intelligence Technologies

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    Hammer B, van der Aalst W, Bauckhage C, et al. Sustainability and Trust for Artificial Intelligence Technologies.; 2020

    A Domain Specific Graphical User Interface Framework

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    Since the early days of software development, there has been an ongoing trend towards higher-order or higher level abstractions in programming languages, software libraries and application frameworks. Some of the arguments for software development tools with higher levels of abstraction include simpler software development, improved portability and better maintainability. Higher level abstractions can however lead to reduced performance. This thesis presents an innovative graphical user interface software solution that mixes high-level and low-level approaches to achieve acceptable performance while retaining good maintainability. The solution is an extension to a graphical application framework called JavaFX. The scope of this thesis is defined by a software development project which goal is to create a graphical user interface framework. The framework is used in the creation of customer specific user interfaces for an accompanying intralogistics system. The resulting user interfaces must be able to visualize possibly thousands of objects moving on a factory floor. The views must simultaneously support user-initiated zooming, panning, and tilting of the two-dimensional view. Meeting these requirements while maintaining acceptable performance, requires an unconventional solution and a deviation from idiomatic JavaFX. The user interface framework in question is developed using a high-level graphical user interface application framework called JavaFX. JavaFX is the most recent graphical user interface toolkit included in the official Java Development Kit. It has many reactive traits and other modern high-level properties. Overcoming performance challenges with JavaFX when producing views with thousands of animated items was the key research challenge in this research. Some attention is also given to replacing JavaFX built-in dependency injection system with Spring framework to improve JavaFX suitability to the task at hand. This thesis presents a hybrid solution that overcomes JavaFX’s performance challenges in the problem domain, while retaining as much as possible of the usefulness of the high-level features present in the JavaFX framework. The key innovation is a mechanism that enables automated rendering of sprite-bitmaps from JavaFX scene-graph nodes. The solution includes a system that draws the automatically generated bitmaps to a lower-level JavaFX component called Canvas. The solution enables layered mixing of regular JavaFX views with the custom high-performance views, including seamless resizing and event handling between the two types of views. The solution enables the developers of customer specific user interfaces to choose an appropriate graphics rendering type, such that only objects that cause performance issues, typically items which number exceeds dozens, need to use the more complex high-performance system
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