61,926 research outputs found
A knowledge based software engineering environment testbed
The Carnegie Group Incorporated and Boeing Computer Services Company are developing a testbed which will provide a framework for integrating conventional software engineering tools with Artifical Intelligence (AI) tools to promote automation and productivity. The emphasis is on the transfer of AI technology to the software development process. Experiments relate to AI issues such as scaling up, inference, and knowledge representation. In its first year, the project has created a model of software development by representing software activities; developed a module representation formalism to specify the behavior and structure of software objects; integrated the model with the formalism to identify shared representation and inheritance mechanisms; demonstrated object programming by writing procedures and applying them to software objects; used data-directed and goal-directed reasoning to, respectively, infer the cause of bugs and evaluate the appropriateness of a configuration; and demonstrated knowledge-based graphics. Future plans include introduction of knowledge-based systems for rapid prototyping or rescheduling; natural language interfaces; blackboard architecture; and distributed processin
What influences the speed of prototyping? An empirical investigation of twenty software startups
It is essential for startups to quickly experiment business ideas by building
tangible prototypes and collecting user feedback on them. As prototyping is an
inevitable part of learning for early stage software startups, how fast
startups can learn depends on how fast they can prototype. Despite of the
importance, there is a lack of research about prototyping in software startups.
In this study, we aimed at understanding what are factors influencing different
types of prototyping activities. We conducted a multiple case study on twenty
European software startups. The results are two folds, firstly we propose a
prototype-centric learning model in early stage software startups. Secondly, we
identify factors occur as barriers but also facilitators for prototyping in
early stage software startups. The factors are grouped into (1) artifacts, (2)
team competence, (3) collaboration, (4) customer and (5) process dimensions. To
speed up a startups progress at the early stage, it is important to incorporate
the learning objective into a well-defined collaborative approach of
prototypingComment: This is the author's version of the work. Copyright owner's version
can be accessed at doi.org/10.1007/978-3-319-57633-6_2, XP2017, Cologne,
German
Object-oriented modelling with unified modelling language 2.0 for simple software application based on agile methodology
Unified modelling language (UML) 2.0 introduced in 2002 has been developing
and influencing object-oriented software engineering and has become a standard
and reference for information system analysis and design modelling. There are
many concepts and theories to model the information system or software
application with UML 2.0, which can make ambiguities and inconsistencies for a
novice to learn to how to model the system with UML especially with UML 2.0.
This article will discuss how to model the simple software application by using
some of the diagrams of UML 2.0 and not by using the whole diagrams as
suggested by agile methodology. Agile methodology is considered as convenient
for novices because it can deliver the information technology environment to
the end-user quickly and adaptively with minimal documentation. It also has the
ability to deliver best performance software application according to the
customer's needs. Agile methodology will make simple model with simple
documentation, simple team and simple tools.Comment: 15 pages, 30 figure
A requirements engineering framework for integrated systems development for the construction industry
Computer Integrated Construction (CIC) systems are computer environments through which
collaborative working can be undertaken. Although many CIC systems have been developed to demonstrate the
communication and collaboration within the construction projects, the uptake of CICs by the industry is still
inadequate. This is mainly due to the fact that research methodologies of the CIC development projects are
incomplete to bridge the technology transfer gap. Therefore, defining comprehensive methodologies for the
development of these systems and their effective implementation on real construction projects is vital.
Requirements Engineering (RE) can contribute to the effective uptake of these systems because it drives the
systems development for the targeted audience. This paper proposes a requirements engineering approach for
industry driven CIC systems development. While some CIC systems are investigated to build a broad and deep
contextual knowledge in the area, the EU funded research project, DIVERCITY (Distributed Virtual Workspace
for Enhancing Communication within the Construction Industry), is analysed as the main case study project
because its requirements engineering approach has the potential to determine a framework for the adaptation of
requirements engineering in order to contribute towards the uptake of CIC systems
Product Focused Freeform Fabrication Education
Presented in this paper is our experience of teaching freeform fabrication to students at
the Missouri University of Science and Technology, and to high school students and
teachers. The emphasis of the curriculum is exposing students to rapid product
development technologies with the goal of creating awareness to emerging career
opportunities in CAD/CAM. Starting from solid modeling, principles of freeform
fabrication, to applications of rapid prototyping and manufacturing in industry sponsored
product development projects, students can learn in-depth freeform fabrication
technologies. Interactive course content with hands-on experience for product
development is the key towards the success of the program.Mechanical Engineerin
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Anthropometrics without numbers!
(Anthropometrics without Numbers!
An Investigation of Designers' Use and Preference of People Data
By Nickpour F and Dong H)
There is still missing knowledge to encourage and support designers in adoption and implementation of inclusive design. Some of this missing knowledge comes in the form of anthropometric data which provides accessible information on users' capabilities and limitations. Support and resources for designers on this type of data seems to be limited and exclusive. This study focuses on evaluating the existing use of anthropometric data by professional designers, aiming to explore means of presenting such data more effectively. Ten UK-based design consultancies were interviewed and completed questionnaires collecting information on designer’s current use of anthropometric data, their suggestions on presentation of that data and their preferences on data tools. It is concluded that the use of anthropometric data sources by designers is very limited and minimal; experienced designers tend to rely mainly on experimental methods such as physical prototyping and engagement with people. The results provide insights into designers' existing approaches to data collection and use. This study highlights the need for development of a highly visual, simple and intuitive data tool based on the interviewed designers’ preferences and suggestions. This has to be done by carefully adopting the designers’ existing approaches to data collection and use and by adapting existing data into that
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