5,671 research outputs found

    Early aspects: aspect-oriented requirements engineering and architecture design

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    This paper reports on the third Early Aspects: Aspect-Oriented Requirements Engineering and Architecture Design Workshop, which has been held in Lancaster, UK, on March 21, 2004. The workshop included a presentation session and working sessions in which the particular topics on early aspects were discussed. The primary goal of the workshop was to focus on challenges to defining methodical software development processes for aspects from early on in the software life cycle and explore the potential of proposed methods and techniques to scale up to industrial applications

    Transputer Neuro-Fuzzy Controlled Behaviour-Based Mobile Robotics System

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    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Mapping customer needs to engineering characteristics: an aerospace perspective for conceptual design

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    Designing complex engineering systems, such as an aircraft or an aero-engine, is immensely challenging. Formal Systems Engineering (SE) practices are widely used in the aerospace industry throughout the overall design process to minimise the overall design effort, corrective re-work, and ultimately overall development and manufacturing costs. Incorporating the needs and requirements from customers and other stakeholders into the conceptual and early design process is vital for the success and viability of any development programme. This paper presents a formal methodology, the Value-Driven Design (VDD) methodology that has been developed for collaborative and iterative use in the Extended Enterprise (EE) within the aerospace industry, and that has been applied using the Concept Design Analysis (CODA) method to map captured Customer Needs (CNs) into Engineering Characteristics (ECs) and to model an overall ‘design merit’ metric to be used in design assessments, sensitivity analyses, and engineering design optimisation studies. Two different case studies with increasing complexity are presented to elucidate the application areas of the CODA method in the context of the VDD methodology for the EE within the aerospace secto

    ABOUT THE COMPLEXITY OF LIVING SYSTEMS MODELS

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    In this paper we attempt an overview of the philosophical implications of complex systems thought, and investigate how this alternative viewpoint affects our attempts to design and utilise models for living systems. We classify the types of complex system that relate to self-organisation. The overall requirements for self-organising modeling are considered and some alternative ways of looking at some specific problems that may arise are explored. As a novelty, the paper proposes various ways of moving forward in the area of practical model design.complex systems, models, practical desing

    Fuzzy linear assignment problem: an approach to vehicle fleet deployment

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    This paper proposes and examines a new approach using fuzzy logic to vehicle fleet deployment. Fleet deployment is viewed as a fuzzy linear assignment problem. It assigns each travel request to an available service vehicle through solving a linear assignment matrix of defuzzied cost entries. Each cost entry indicates the cost value of a travel request that "fuzzily aggregates" multiple criteria in simple rules incorporating human dispatching expertise. The approach is examined via extensive simulations anchored in a representative scenario of taxi deployment, and compared to the conventional case of using only distances (each from the taxi position to the source point and finally destination point of a travel request) as cost entries. Discussion in the context of related work examines the performance and practicality of the proposed approach

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Implementation Of Various Types Of Fuzzy Controls On A Mobile Robot Using Sonar Sensors [QA9.64. N438 2008 f rb].

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    Dalam penyelidikan ini, sebuah robot bergerak telah digunakan untuk mengimplementasikan kawalan fuzzy jenis ‘Non-Singleton Type-2’ untuk kawalan pergerakan pengemudian dan tepian dinding dengan bantuan penderia sonar. In this work, non-singleton type-2 fuzzy control has been implemented on a mobile robot for steering and sidewall movement control with the aid of ultrasonic sensors to compare its performances with the singleton type-2 and type-1 fuzzy control
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