12 research outputs found

    Real-time and Probabilistic Temporal Logics: An Overview

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    Over the last two decades, there has been an extensive study on logical formalisms for specifying and verifying real-time systems. Temporal logics have been an important research subject within this direction. Although numerous logics have been introduced for the formal specification of real-time and complex systems, an up to date comprehensive analysis of these logics does not exist in the literature. In this paper we analyse real-time and probabilistic temporal logics which have been widely used in this field. We extrapolate the notions of decidability, axiomatizability, expressiveness, model checking, etc. for each logic analysed. We also provide a comparison of features of the temporal logics discussed

    Natural Interpretation of UML/MARTE Diagrams for System Requirements Specification

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    International audienceTo verify embedded systems early in the design stages, we need formal ways to requirements specification which can be as close as possible to natural language interpretation, away from the lower ESL/RTL levels. This paper proposes to contribute to the FSL (Formal Specification Level) by specifying natural language requirements graphically in the form of temporal patterns. Standard modeling artifacts like UML and MARTE are used to provide formal semantics of these graphical models allowing to eliminate ambiguity in specifications and automatic design verification at different abstraction levels using these patterns

    SoccER: Computer graphics meets sports analytics for soccer event recognition

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    Automatic event detection from images or wearable sensors is a fundamental step towards the development of advanced sport analytics and broadcasting software. However, the collection and annotation of large scale sport datasets is hindered by technical obstacles, cost of data acquisition and annotation, and commercial interests. In this paper, we present the Soccer Event Recognition (SoccER) data generator, which builds upon an existing, high quality open source game engine to enable synthetic data generation. The software generates detailed spatio-temporal data from simulated soccer games, along with fine-grained, automatically generated event ground truth. The SoccER software suite includes also a complete event detection system entirely developed and tested on a synthetic dataset including 500 minutes of game, and more than 1 million events. We close the paper by discussing avenues for future research in sports event recognition enabled by the use of synthetic data

    A Framework to Specify System Requirements using Natural interpretation of UML/MARTE diagrams

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    International audienceThe ever-increasing design complexity of embedded systems is constantly pressing the demand for more abstract design levels and possible methods for automatic verification and synthesis. Transforming a text-based user requirements document into semantically sound models is always difficult and error-prone as mostly these requirements are vague and improperly documented. This paper presents a framework to specify textual requirements graphically in standard modeling formalisms like uml and marte in the form of temporal and logical patterns. The underlying formal semantics of these graphical models allow to eliminate ambiguity in specifications and automatic design verification at different abstraction levels using these patterns. The semantics of these operators/patterns are presented formally as state automatons and a comparison is made to the existing ccsl relational operators. To reap the benefits of mde, a software plugin TemLoPAC is presented as part of the framework to transform the graphical patterns into ccsl and Verilog-based observers

    UML/MARTE pour la spécicationd'exigences systèmes (version étendue)

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    To verify embedded systems early in the design stages, we need formal ways to requirements specification which can be as close as possible to natural language interpretation, away from the lower ESL/RTL levels. This paper proposes to contribute to the FSL (Formal Specification Level) by specifying natural language requirements graphically in the form of temporal patterns. Standard modeling artifacts like UML and MARTE are used to provide formal semantics of these graphical models allowing to eliminate ambiguity in specifications and automatic design verification at different abstraction levels using these patterns.Pour vérifier des systèmes embarqués tôt dans le cycle de conception, il est nécessaire de disposerde langages d'exigences aussi proche que possible de l'expression des besoins en langage naturel. Ce papier s'inscrit dans l'initiative FSL (Formal Specification Level) et propose un langage graphique, s'appuyant sur UML pour décrire des exigences formelles basées sur un ensemble de patrons temporels. Il réutilise très largement des constructions UML et MARTE et s'appuie sur la sémantique du langage CCSL pour éliminer les ambiguïtés dans les spécifications, exécuterles modèles et permettre la vérification de ces modèles au niveau système

    Dyretiva: um método para a verificação das restrições temporais em sistemas embarcados

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    The Dyretiva is a method used for verifying the time constraints of embedded realtime systems. The verification is performed by monitoring the embedded software when it is running in an embedded hardware. The Dyretiva method takes into account the resource constrained nature of embedded systems and the time bounded nature of real-time systems. The method is comprised by a monitoring approach and a fault model. The monitoring approach defines the physical and the logical interfaces used in the observation of the system under test, as well as the strategies used for an optimized trace data collection. The fault model identifies relationships and components of the system under test that are most likely to have time faults. To demonstrate Dyretiva concepts, a set of support tools called SoftScope has been developed. SoftScope is comprised of a source code pre-instrumentation tool, a source code instrumentation tool, a hybrid monitor, a program for controlling the hybrid monitor, programs for filtering and analyzing trace data, and a graphical presentation tool. The Dyretiva method and the SoftScope tool set are an integral part of the work-inprogress PERF project, which is under development in the LIT (Laboratory of Embedded Systems Innovation and Technology), at the UTFPR (Federal Technological University of Paraná State). The objective of the PERF project is to build a complete environment suitable for the development of embedded and real-time systems.O Dyretiva é um método desenvolvido para utilização na fase de testes de sistemas embarcados operando em tempo real e, em especial, na verificação das restrições temporais do sistema. Como a fase de testes situa-se no final do processo de desenvolvimento, quando o hardware está disponível e o software codificado, a verificação temporal é feita por meio de monitoração do sistema sob teste. As principais premissas do Dyretiva são considerar a limitação de recursos dos sistemas embarcados e as características intrínsecas dos sistemas em tempo real. O método é definido por uma abordagem de monitoração e por um modelo de falta. A abordagem de monitoração define a interface física e lógica necessárias para observar o sistema sob teste, bem como as estratégias de utilização que permitem otimizar a coleta de dados. O modelo de falta identifica as relações e componentes do sistema onde existe maior probabilidade de encontrar os erros procurados. Para demonstrar os conceitos do Dyretiva, um conjunto de ferramentas de apoio a aplicação do método foi construído. Este conjunto, chamado de SoftScope, é composto por seis ferramentas: um pré-instrumentador de código, um instrumentador de código, um monitor, um programa de controle do monitor, programas para filtragem e análise dos dados capturados e um programa de visualização dos resultados. O Dyretiva e o SoftScope são parte integrante do projeto PERF, que está em andamento no LIT (Laboratório de Inovação e Tecnologia em Sistemas Embarcados) da UTFPR (Universidade Tecnológica Federal do Paraná), cujo objetivo é construir um ambiente completo para o desenvolvimento de sistemas embarcados operando em tempo real

    Interaction and interest management in a scripting language.

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    Interaction management is concerned with the protocols that govern interactive activities among multiple users or agents in networked collaborative environments. Interest management is concerned with the relevance-based data filtering in networked collaborative environments. The main objective of the former is to structure interactive activities according to the requirements of the application concerned, while the main objective of the latter is to provide secured data transmission of a subset of information relevant to each recipient. The research in these two important aspects of networked software has largely been carried out in specific application domains such as online meetings, online groupware and online games. This thesis is concerned with the design and implementation of high-level language constructs for interaction and interest management. The work that has been undertaken includes: an abstract study of interactive activities and data transmission in networked collaborative environments through a large number of variations of the noughts and crosses game; the design of a set of language constructs for specifying a variety of interaction protocols; the design of a set of language constructs for specifying secured data sharing with relevance-based filtering; the implementation of these language constructs in the form of a major extension of a scripting language JACIE (Java-based Authoring Language for Collaborative Interactive Environments); the development of two demonstration applications, namely e-leaming on Simulation of Network Trouble Shooting and online Bridge, using the extended JACIE for demonstrating the technical feasibility and usefulness of the design. These high-level language constructs support a class of complicated software features in networked collaborative applications, such as turn management, interaction timing, group formation, dynamic protocol changes, distributed data sharing, access control, authentication and information filtering. They enable programmers to implement such features in an intuitive manner without involving low-level system programming directly, which would otherwise require the knowledge and skills of experienced network programmers
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