84,369 research outputs found

    Load Rating for Standard Bridges – Final Report for TR-785

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    In this report, seventeen Iowa secondary and primary bridge standards for three types of bridges are rated utilizing the Load and Resistance Factor methodology and AASHTO BrR Bridge Rating software, Version 6.8.4.3001. Load ratings in this report are in compliance with the AASHTO Manual for Bridge Evaluation, 3rd Edition, with Interim Specifications through 2019, and the AASHTO LRFD Bridge Design Specifications, 8th Edition. All standards were rated as multilane structures with full impact load for design and legal trucks. Permit trucks were rated as Routine or Annual permits, >5000 ADTT in accordance with MBE Table B6A-45. Conducted in cooperation with the U.S. Department of Transportation, Federal Highway Administration. Project TR-785 was sponsored by the Iowa Highway Research Board and the Iowa Department of Transportation. The Iowa Highway Research Board approved expenditures to conduct the engineering study. The engineering determinations for this project were conducted by HGM Associates Inc

    Historical roots of Agile methods: where did “Agile thinking” come from?

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    The appearance of Agile methods has been the most noticeable change to software process thinking in the last fifteen years [16], but in fact many of the “Agile ideas” have been around since 70’s or even before. Many studies and reviews have been conducted about Agile methods which ascribe their emergence as a reaction against traditional methods. In this paper, we argue that although Agile methods are new as a whole, they have strong roots in the history of software engineering. In addition to the iterative and incremental approaches that have been in use since 1957 [21], people who criticised the traditional methods suggested alternative approaches which were actually Agile ideas such as the response to change, customer involvement, and working software over documentation. The authors of this paper believe that education about the history of Agile thinking will help to develop better understanding as well as promoting the use of Agile methods. We therefore present and discuss the reasons behind the development and introduction of Agile methods, as a reaction to traditional methods, as a result of people's experience, and in particular focusing on reusing ideas from histor

    Software Engineering Timeline: major areas of interest and multidisciplinary trends

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    IngenierĂ­a del software. EvolucionSociety today cannot run without software and by extension, without Software Engineering. Since this discipline emerged in 1968, practitioners have learned valuable lessons that have contributed to current practices. Some have become outdated but many are still relevant and widely used. From the personal and incomplete perspective of the authors, this paper not only reviews the major milestones and areas of interest in the Software Engineering timeline helping software engineers to appreciate the state of things, but also tries to give some insights into the trends that this complex engineering will see in the near future

    Gamification in higher education and stem : a systematic review of literature

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    In recent years, gamification, the use of game elements in non-game contexts, has drawn the attention of educators due to the possibility of making learning more motivating and engaging; this led to an increase of research in the field. Despite the availability of literature reviews about gamification and its effects, no work to this date has focused exclusively on Higher Education (HE). Next, worldwide there is an increasing demand for skilled Science, Technology, Engineering and Mathematics (STEM) professionals that meet the challenges related to scientific and technological innovations of the 21st Century. This lead to the need of strengthening STEM Higher Education. This brings us to the purpose of this work: presenting a systematic literature review of empirical studies about gamification STEM related Higher Education. This review study started from a systematic mapping design of 'Web of Science' articles, with following inclusion criteria: empirical gamification studies set up in HE, published between 2000 and 2016; focusing on undergraduate or graduate students; in the STEM knowledge field, and set up in authentic settings. An initial search resulted in 562 potentially relevant articles. After applying all selection criteria, only 18 studies could be retained. 12 additional articles were included by analyzing references from earlier literature reviews, resulting in 30 studies to be included. Analysis results show how a combination of game elements (e.g. leaderboards, badges, points and other combinations) positively affects students' performance, attendance, goal orientation and attitude towards mostly computer science related subjects. The analysis results also point at a lack of studies in certain STEM areas, a lack of studies that identify the particular game element associated with the positive differential impact on student performance; a lack of validated psychometric measurements, and lack of focus on student variables that could/should be taken into account as mediating/moderating variables clarifying the impact of gamification in the HE focus on STEM learning and teaching

    FogGIS: Fog Computing for Geospatial Big Data Analytics

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    Cloud Geographic Information Systems (GIS) has emerged as a tool for analysis, processing and transmission of geospatial data. The Fog computing is a paradigm where Fog devices help to increase throughput and reduce latency at the edge of the client. This paper developed a Fog-based framework named Fog GIS for mining analytics from geospatial data. We built a prototype using Intel Edison, an embedded microprocessor. We validated the FogGIS by doing preliminary analysis. including compression, and overlay analysis. Results showed that Fog computing hold a great promise for analysis of geospatial data. We used several open source compression techniques for reducing the transmission to the cloud.Comment: 6 pages, 4 figures, 1 table, 3rd IEEE Uttar Pradesh Section International Conference on Electrical, Computer and Electronics (09-11 December, 2016) Indian Institute of Technology (Banaras Hindu University) Varanasi, Indi

    Plyades: A Python Library for Space Mission Design

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    Plyades: A Python Library for Space Mission Design Designing a space mission is a computation-heavy task. Software tools that conduct the necessary numerical simulations and optimizations are therefore indispensable. The usability of existing software, written in Fortran and MATLAB, suffers because of high complexity, low levels of abstraction and out-dated programming practices. We propose Python as a viable alternative for astrodynamics tools and demonstrate the proof-of-concept library Plyades which combines powerful features with Pythonic ease of use

    Analysis of printing parameters for metal additive manufactured parts through Direct Ink Writing process

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    Direct Ink Writing is an Additive Manufacturing process in which a metal ink is continuously extruded to built-up a green metal part. Therefore, a debinding and sintering process is required to obtain the final metal part. This thermal process produces a shrinkage of the green printed part according to several material and printing parameters. In this paper, the influence of printing process planning on the width of printed rods for a copper ink is analyzed by means of a Design of Experiments procedure to optimize the printing and equipment parameters and characterize the shrinkage after the sintering processPeer ReviewedPostprint (published version

    <i>Trace++</i>: A Traceability Approach for Agile Software Engineering

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    Agile methodologies have been introduced as an alternative to traditional software engineering methodologies. However, despite the advantages of using agile methodologies, the transition between traditional and agile methodologies is not an easy task. There are several problems associated with the use of agile methodologies. Examples of these problems are related to (i) lack of metrics to measure the amount of rework that occurs per sprint, (ii) interruption of a project after several iterations, (iii) changes in the requirements, (iv) lack of documentation, and (v) lack of management control. In this paper we present Trace++, a traceability technique that extends traditional traceability relationships with extra information in order to support the transition between traditional and agile software development. The use of Trace++ has been evaluated in two real projects of different software development companies to measure the benefits of using Trace++ to support agile software development
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