417 research outputs found

    Tool interoperability using iStarML

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    iStarML is an XML-based format for enabling interoperability among i* tools. Its main design focus was to support data interchange even when involved tools implement different i* variants. In this paper, we present a summary of the format, we briefly describe the ccistarml Java library, and we show an application of it. We finally summarize the requirements for representing new i* concepts in order to generate a revised version of iStarML.Postprint (published version

    Bibliographic Review on Distributed Kalman Filtering

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    In recent years, a compelling need has arisen to understand the effects of distributed information structures on estimation and filtering. In this paper, a bibliographical review on distributed Kalman filtering (DKF) is provided.\ud The paper contains a classification of different approaches and methods involved to DKF. The applications of DKF are also discussed and explained separately. A comparison of different approaches is briefly carried out. Focuses on the contemporary research are also addressed with emphasis on the practical applications of the techniques. An exhaustive list of publications, linked directly or indirectly to DKF in the open literature, is compiled to provide an overall picture of different developing aspects of this area

    The notion of specialization in the i*framework

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    This thesis provides a formal proposal for the specialization relationship in the i* framework that allows its use in a well-defined manner. I root my proposal over existing works in different areas that are interested in representing knowledge: knowledge representation from Artificial Intelligence and conceptual modeling and object-oriented programming languages from Software Development. Also, I use the results of a survey conducted in the i* community that provides some insights about what i* modelers expect from specialization. As a consequence of this twofold analysis, I identify three specialization operations: extension, refinement and redefinition. For each of them, I: - motivate its need and provide some rationale; - distinguish the several cases that can occur in each operation; - define the elements involved in each of these cases and the correctness conditions that must be fulfilled; - demonstrate by induction the fulfilment of the conditions identified for preserving satisfaction; - provide some illustrative examples in the context of an exemplar about travel agencies and travelers. The specialization relationship is offered by the i* framework through the is-a construct defined over actors (a subactor is-a superactor) since it was first released. Although the overall meaning of this construct is highly intuitive, its effects at the level of intentional elements and dependencies are not always clear, hampering seriously its appropriate use. In order to be able to reason about correctness and satisfaction, I define previously the conditions that must be preserved when a specialization takes place. In addition, I provide a methodology with well-defined steps that contextualize the formal aspects of this thesis in a development process. As a conclusion, this thesis is making possible the use of the specialization relationship in i* in a precise, non-ambiguous manner

    Towards Understanding Motivation in Software Engineering

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    ABSTRACT Understanding motivation of software engineers has important implications for industrial practice. Motivation is a complex construct that seems to be affected by diverse environmental conditions and is likely to be moderated by personality and individual values, beliefs, and needs. Although research on motivation in software engineering has made important scientific progress, the majority of the methods adopted quantitative approaches, towards generalizable statements. Given the complexity of the human behavior, contextualized and explanatory theories are needed to account for this diversity. This article describes a research agenda of a PhD project that aims to build explanatory theories of motivation in software organizations. As research approach, it brings together qualitative evidence-based empirical methods such as systematic literature review, case studies and meta-ethnography. Research phases, current status, threats to validity and future plans are described in details but, since it is an ongoing work, it claims for feedback from the community in order to improve the general research consistency and credibility

    A Model-Driven Framework to Support Games Development: An Application to Serious Games

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    Model Driven Engineering (MDE) is a software development approach which focuses on the creation of models to represent a domain with the aim of automatically generating software artefact using a set of software tools. This approach enables practitioners to produce a variation of software in by reusing the concepts in the domain model without worrying about the technical intricacies of software development. Therefore, this approach can help to increases productivity and it makes software design easier for the practitioners. The application of this approach into games development domain presents an interesting proposition and could help to simplify production of computer games.Computer games are interactive entertainment software designed and developed to engage users to participate in goal-directed play. Many find computer gaming to be persuasive and engaging, and they believe that through the application of game design and game technology in non-entertainment domains can create a positive impact. Computer games designed primarily for non-entertainment purpose are generally known as serious games. The development of games software, in no relation to the intended purpose of it, is technically complex and it requires specialist skills and knowledge. This is the major barrier that hinders domain experts who intend to apply computer gaming into their respective domains. Much research is already underway to address this challenge, whereby many of which have chosen to use readily available commercial-off-the-shelf games while others have attempted to develop serious games in-house or collaboratively with industry expertise. However, these approaches present issues including appropriateness of the serious game content and its activities, reliability of serious games developed and the financial cost involved. The MDE approach promises new hopes to the domain experts, especially to those with little or no technical knowledge who intend produce their own computer games. Using this approach, the technical aspects of games development can be hidden from the domain experts through the automated generation of software artefact. This simplifies the production of computer games and could provide the necessary support to help non-technical domain experts to realise their vision on serious gaming.This thesis investigates the development of a model-driven approach and technologies to aid non-technical domain experts in computer games production. It presents a novel model-driven games development framework designed to aid non-technical domain experts in producing computer games. A prototype based on the model-driven games development framework has been implemented to demonstrate the applicability of this solution. The framework has been validated through the prototypical implementations and these have been evaluated. A case study has been conducted to present a use-case scenario and to examine if this approach can help non-technical domain experts in producing computer games and also to find out if it would lower the barrier towards adoption of game-based learning as an alternative teaching and learning approach.The work in this thesis contributes to the area of software engineering in games. The contributions made in this research includes (1) a blueprint for model-driven engineering for games development, (2) a reusable formalised approach to document computer game design and (3) a model of game software that is independent of implementation platform

    The application of jazz methods to Brazilian drum kit improvisatory techniques in choro, samba and bossa nova

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    There are a number of excellent books currently available that address Brazilian drum kit playing, but across all these books, there is a general lack of ideas for further development and advanced applications, particularly improvisation. Meanwhile, there are many excellent texts that deal with improvisation and the development of improvising skills, but they are largely within the realms of jazz drumming. As a drummer with a long interest in jazz and Brazilian styles, I came to a point where an in-depth look at the methodology for practicing improvisation within the framework of Brazilian music was a clear next step. It is something I felt the need for as a performer and as an educator. The first section of this thesis provides: a background to the characteristic sounds of choro, samba and bossa; background information on the development of Brazilian drum kit playing; a look at Brazilian phrasing concepts; and a discussion of rhythmic frameworks in these styles. The second section addresses practice and performance methodology based within the framework laid out by the earlier chapters. A significant part of this is the outlining of a graduated process for the development of three- and four{u00AD}way co-ordination. It also includes analysis of rhythmic tension-and-release devices and discussion of some of the subtler aspects of Brazilian drum kit performance. The final part addresses the development of solo ideas, primarily through motivic development. The ideas presented throughout are focused on the concepts of fluent and responsive drumming

    Räumliche Gerechtigkeit und Eigentumssicherheit. Erkenntnisse aus städtebaulichen Entwicklungen in Kigali, Ruanda

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    The research ascertains the potential of spatial justice to promote land tenure security and develops indicators measuring trends of spatial justice and land tenure security for the poor and low-income urban dwellers. Using the related indicators, these trends are investigated in Kigali City re-development processes. These trends are well portrayed in rules governing these processes, but deficient in their implementation and related outcomes. Policy and practical options for these processes to result in spatially just outcomes are suggested.Die Forschung beschäftigt sich mit den Potentialen der räumlichen Gerechtigkeit, um Eigentumssicherheit zu stärken, weshalb Indikatoren entwickelt wurden, um diese für Siedler in den unteren Einkommensschichten sichtbar zu machen. Diese Indikatoren werden anschließend auf städtebauliche Sanierungsmaßnehmen in Kigali Stadt angewendet. Obwohl der Prozess als solcher bereits gut in den Richtlinien dargestellt ist, mangelt es an Wissen über dessen Anwendung und deren Konsequenzen. Deshalb werden einige praktische Anwendungen vorgeschlagen, welche die räumliche Gerechtigkeit unterstützen sollen
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