150,276 research outputs found

    Integrating intelligent methodological and tutoring assistance in a CASE platform: The PANDORA experience

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    Database Design discipline involves so different aspects as conceptual and logical modelling knowledge or domain understanding. That implies a great effort to carry out the real world abstraction task and represent it through a data model. CASE tools emerge in order to automating the database development process. These platforms try to help to the database designer in different database design phases. Nevertheless, this tools are frequently mere diagrammers and do not carry completely out the design methodology that they are supposed to support; furthermore, they do not offer intelligent methodological advice to novice designers. This paper introduces the PANDORA tool (acronym of Platform for Database Development and Learning via Internet) that is being developed in a research project which tries to mitigate some of the deficiencies observed in several CASE tools, defining methods and techniques for database development which are useful for students and practitioners. Specifically, this work is focused on two PANDORA components: Conceptual Modelling and Learning Support subsystems

    Metainformation scenarios in Digital Humanities: Characterization and conceptual modelling strategies

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    Requirements for the analysis, interpretation and reuse of information are becoming more and more ambitious as we generate larger and more complex datasets. This is leading to the development and widespread use of information about information, often called metainformation (or metadata) in most disciplines. The Digital Humanities are not an exception. We often assume that metainformation helps us in documenting information for future reference by recording who has created it, when and how, among other aspects. We also assume that recording metainformation will facilitate the tasks of interpreting information at later stages. However, some works have identified some issues with existing metadata approaches, related to 1) the proliferation of too many “standards” and difficulties to choose between them; 2) the generalized assumption that metadata and data (or metainformation and information) are essentially different, and the subsequent development of separate sets of languages and tools for each (introducing redundant models); and 3) the combination of conceptual and implementation concerns within most approaches, violating basic engineering principles of modularity and separation of concerns. Some of these problems are especially relevant in Digital Humanities. In addition, we argue here that the lack of characterization of the scenarios in which metainformation plays a relevant role in humanistic projects often results in metainformation being recorded and managed without a specific purpose in mind. In turn, this hinders the process of decision making on issues such as what metainformation must be recorded in a specific project, and how it must be conceptualized, stored and managed. This paper presents a review of the most used metadata approaches in Digital Humanities and, taking a conceptual modelling perspective, analyses their major issues as outlined above. It also describes what the most common scenarios for the use of metainformation in Digital Humanities are, presenting a characterization that can assist in the setting of goals for metainformation recording and management in each case. Based on these two aspects, a new approach is proposed for the conceptualization, recording and management of metainformation in the Digital Humanities, using the ConML conceptual modelling language, and adopting the overall view that metainformation is not essentially different to information. The proposal is validated in Digital Humanities scenarios through case studies employing real-world datasetsThis work was partially supported by Spanish Ministry of Economy, Industry and Competitiveness under its Competitive Juan de la Cierva Postdoctoral Research Programme (FJCI-2016-28032)S

    Requirements modelling and formal analysis using graph operations

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    The increasing complexity of enterprise systems requires a more advanced analysis of the representation of services expected than is currently possible. Consequently, the specification stage, which could be facilitated by formal verification, becomes very important to the system life-cycle. This paper presents a formal modelling approach, which may be used in order to better represent the reality of the system and to verify the awaited or existing system’s properties, taking into account the environmental characteristics. For that, we firstly propose a formalization process based upon properties specification, and secondly we use Conceptual Graphs operations to develop reasoning mechanisms of verifying requirements statements. The graphic visualization of these reasoning enables us to correctly capture the system specifications by making it easier to determine if desired properties hold. It is applied to the field of Enterprise modelling

    Mediating Cognitive Transformation with VR 3D Sketching during Conceptual Architectural Design Process

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    Communications for information synchronization during the conceptual design phase require designers to employ more intuitive digital design tools. This paper presents findings of a feasibility study for using VR 3D sketching interface in order to replace current non-intuitive CAD tools. We used a sequential mixed method research methodology including a qualitative case study and a cognitive-based quantitative protocol analysis experiment. Foremost, the case study research was conducted in order to understand how novice designers make intuitive decisions. The case study documented the failure of conventional sketching methods in articulating complicated design ideas and shortcomings of current CAD tools in intuitive ideation. The case study’s findings then became the theoretical foundations for testing the feasibility of using VR 3D sketching interface during design. The latter phase of study evaluated the designers’ spatial cognition and collaboration at six different levels: “physical-actions”, “perceptualac ons”, “functional-actions”, “conceptual-actions”, “cognitive synchronizations”, and “gestures”. The results and confirmed hypotheses showed that the utilized tangible 3D sketching interface improved novice designers’ cognitive and collaborative design activities. In summary this paper presents the influences of current external representation tools on designers’ cognition and collaboration as well as providing the necessary theoretical foundations for implementing VR 3D sketching interface. It contributes towards transforming conceptual architectural design phase from analogue to digital by proposing a new VR design interface. The paper proposes this transformation to fill in the existing gap between analogue conceptual architectural design process and remaining digital engineering parts of building design process hence expediting digital design process
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