21,232 research outputs found

    Checking Computations of Formal Method Tools - A Secondary Toolchain for ProB

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    We present the implementation of pyB, a predicate - and expression - checker for the B language. The tool is to be used for a secondary tool chain for data validation and data generation, with ProB being used in the primary tool chain. Indeed, pyB is an independent cleanroom-implementation which is used to double-check solutions generated by ProB, an animator and model-checker for B specifications. One of the major goals is to use ProB together with pyB to generate reliable outputs for high-integrity safety critical applications. Although pyB is still work in progress, the ProB/pyB toolchain has already been successfully tested on various industrial B machines and data validation tasks.Comment: In Proceedings F-IDE 2014, arXiv:1404.578

    Army-NASA aircrew/aircraft integration program (A3I) software detailed design document, phase 3

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    The capabilities and design approach of the MIDAS (Man-machine Integration Design and Analysis System) computer-aided engineering (CAE) workstation under development by the Army-NASA Aircrew/Aircraft Integration Program is detailed. This workstation uses graphic, symbolic, and numeric prototyping tools and human performance models as part of an integrated design/analysis environment for crewstation human engineering. Developed incrementally, the requirements and design for Phase 3 (Dec. 1987 to Jun. 1989) are described. Software tools/models developed or significantly modified during this phase included: an interactive 3-D graphic cockpit design editor; multiple-perspective graphic views to observe simulation scenarios; symbolic methods to model the mission decomposition, equipment functions, pilot tasking and loading, as well as control the simulation; a 3-D dynamic anthropometric model; an intermachine communications package; and a training assessment component. These components were successfully used during Phase 3 to demonstrate the complex interactions and human engineering findings involved with a proposed cockpit communications design change in a simulated AH-64A Apache helicopter/mission that maps to empirical data from a similar study and AH-1 Cobra flight test

    Discovery and Selection of Certified Web Services Through Registry-Based Testing and Verification

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    Reliability and trust are fundamental prerequisites for the establishment of functional relationships among peers in a Collaborative Networked Organisation (CNO), especially in the context of Virtual Enterprises where economic benefits can be directly at stake. This paper presents a novel approach towards effective service discovery and selection that is no longer based on informal, ambiguous and potentially unreliable service descriptions, but on formal specifications that can be used to verify and certify the actual Web service implementations. We propose the use of Stream X-machines (SXMs) as a powerful modelling formalism for constructing the behavioural specification of a Web service, for performing verification through the generation of exhaustive test cases, and for performing validation through animation or model checking during service selection

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    SCAN: Learning Hierarchical Compositional Visual Concepts

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    The seemingly infinite diversity of the natural world arises from a relatively small set of coherent rules, such as the laws of physics or chemistry. We conjecture that these rules give rise to regularities that can be discovered through primarily unsupervised experiences and represented as abstract concepts. If such representations are compositional and hierarchical, they can be recombined into an exponentially large set of new concepts. This paper describes SCAN (Symbol-Concept Association Network), a new framework for learning such abstractions in the visual domain. SCAN learns concepts through fast symbol association, grounding them in disentangled visual primitives that are discovered in an unsupervised manner. Unlike state of the art multimodal generative model baselines, our approach requires very few pairings between symbols and images and makes no assumptions about the form of symbol representations. Once trained, SCAN is capable of multimodal bi-directional inference, generating a diverse set of image samples from symbolic descriptions and vice versa. It also allows for traversal and manipulation of the implicit hierarchy of visual concepts through symbolic instructions and learnt logical recombination operations. Such manipulations enable SCAN to break away from its training data distribution and imagine novel visual concepts through symbolically instructed recombination of previously learnt concepts
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