13,037 research outputs found
Dependability Analysis of Control Systems using SystemC and Statistical Model Checking
Stochastic Petri nets are commonly used for modeling distributed systems in
order to study their performance and dependability. This paper proposes a
realization of stochastic Petri nets in SystemC for modeling large embedded
control systems. Then statistical model checking is used to analyze the
dependability of the constructed model. Our verification framework allows users
to express a wide range of useful properties to be verified which is
illustrated through a case study
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Application of Advanced Early Warning Systems with Adaptive Protection
This project developed and field-tested two methods of Adaptive Protection systems utilizing synchrophasor data. One method detects conditions of system stress that can lead to unintended relay operation, and initiates a supervisory signal to modify relay response in real time to avoid false trips. The second method detects the possibility of false trips of impedance relays as stable system swings “encroach” on the relays’ impedance zones, and produces an early warning so that relay engineers can re-evaluate relay settings. In addition, real-time synchrophasor data produced by this project was used to develop advanced visualization techniques for display of synchrophasor data to utility operators and engineers
Formal Verification of Probabilistic SystemC Models with Statistical Model Checking
Transaction-level modeling with SystemC has been very successful in
describing the behavior of embedded systems by providing high-level executable
models, in which many of them have inherent probabilistic behaviors, e.g.,
random data and unreliable components. It thus is crucial to have both
quantitative and qualitative analysis of the probabilities of system
properties. Such analysis can be conducted by constructing a formal model of
the system under verification and using Probabilistic Model Checking (PMC).
However, this method is infeasible for large systems, due to the state space
explosion. In this article, we demonstrate the successful use of Statistical
Model Checking (SMC) to carry out such analysis directly from large SystemC
models and allow designers to express a wide range of useful properties. The
first contribution of this work is a framework to verify properties expressed
in Bounded Linear Temporal Logic (BLTL) for SystemC models with both timed and
probabilistic characteristics. Second, the framework allows users to expose a
rich set of user-code primitives as atomic propositions in BLTL. Moreover,
users can define their own fine-grained time resolution rather than the
boundary of clock cycles in the SystemC simulation. The third contribution is
an implementation of a statistical model checker. It contains an automatic
monitor generation for producing execution traces of the
model-under-verification (MUV), the mechanism for automatically instrumenting
the MUV, and the interaction with statistical model checking algorithms.Comment: Journal of Software: Evolution and Process. Wiley, 2017. arXiv admin
note: substantial text overlap with arXiv:1507.0818
Interoperability between a dynamic reliability modeling and a Systems Engineering process – Principles and Case Study
International audienceIndustrial systems are often large, and complex, in terms of structure, dynamic interactions between subsystems and components, dynamic operational environment, ageing, etc. The dynamic reliability approach is a convenient framework to model the behavior of such systems. However, there is a price to pay, e.g. in terms of amount of data, size of state graphs, volume of reliability calculations, and combination of various engineering activities. A sound Systems Engineering process, benefiting from the improvement of most recent tools, may be a fruitful approach to decrease these difficulties. Although feasibility demonstrations have been done for conventional, static, approaches of dependability, interoperability between dynamic reliability modeling and Systems Engineering has not the same maturity level. The article explains how, on the basis of Systems Engineering (SE) process definitions, a Meta-model defines a framework for integrating the safety into SE processes. It supports a "hub automaton", that is the key element for interoperability with the tools and activities required for a dynamic reliability assessment. The case study is the dynamic assessment of availability of a feed-water control system in a power plant steam generator, presented in previous articles
Dynamic selection of redundant web services
In the domain of Web Services, it is not uncommon to find redundant services that provide functionalities to the clients. Services with the same functionality can be clustered into a group of redundant services. Respectively, if a service offers different functionalities, it belongs to more than one group. Having various Web Services that are able to handle the client's request suggests the necessity of a mechanism that selects the most appropriate Web Service at a given moment of time. This thesis presents an approach, Virtual Web Services Layer, for dynamic service selection based on virtualization on the server side. It helps managing redundant services in a transparent manner as well as allows adding services to the system at run-time. In addition, the layer assures a level of security since the consumers do not have direct access to the Web Services. Several selection techniques are applied to increase the performance of the system in terms of load-balancing, dependability, or execution time. The results of the experiments show which selection techniques are appropriate when different QoS criteria of the services are known and how the correctness of this information influences on the decision-making process
Requirements engineering for computer integrated environments in construction
A Computer Integrated Environment (CIE) is the type of innovative integrated information system that helps to reduce fragmentation and enables the stakeholders to collaborate together in business. Researchers have observed that the concept of CIE has been the subject of research for many years but the uptake of this technology has been very limited because of the development of the technology and its effective implementation. Although CIE is very much valued by both industrialists and academics, the answers to the question of how to develop and how to implement it are still not clear.
The industrialists and researchers conveyed that networking, collaboration, information sharing and communication will become popular and critical issues in the future, which can be managed through CIE systems. In order for successful development of the technology, successful delivery, and effective implementation of user and industry-oriented CIE systems, requirements engineering seems a key parameter. Therefore, through experiences and lessons learnt in various case studies of CIE systems developments, this book explains the development of a requirements engineering framework specific to the CIE system.
The requirements engineering process that has been developed in the research is targeted at computer integrated environments with a particular interest in the construction industry as the implementation field. The key features of the requirements engineering framework are the following: (1) ready-to-use, (2) simple, (3) domain specific, (4) adaptable and (5) systematic, (6) integrated with the legacy systems. The method has three key constructs: i) techniques for requirements development, which includes the requirement elicitation, requirements analysis/modelling and requirements validation, ii) requirements documentation and iii) facilitating the requirements management. It focuses on system development methodologies for the human driven ICT solutions that provide communication, collaboration, information sharing and exchange through computer integrated environments for professionals situated in discrete locations but working in a multidisciplinary and interdisciplinary environment. The overview for each chapter of the book is as follows;
Chapter 1 provides an overview by setting the scene and presents the issues involved in requirements engineering and CIE (Computer Integrated Environments). Furthermore, it makes an introduction to the necessity for requirements engineering for CIE system development, experiences and lessons learnt cumulatively from CIE systems developments that the authors have been involved in, and the process of the development of an ideal requirements engineering framework for CIE systems development, based on the experiences and lessons learnt from the multi-case studies.
Chapter 2 aims at building up contextual knowledge to acquire a deeper understanding of the topic area. This includes a detailed definition of the requirements engineering discipline and the importance and principles of requirements engineering and its process. In addition, state of the art techniques and approaches, including contextual design approach, the use case modelling, and the agile requirements engineering processes, are explained to provide contextual knowledge and understanding about requirements engineering to the readers.
After building contextual knowledge and understanding about requirements engineering in chapter 2, chapter 3 attempts to identify a scope and contextual knowledge and understanding about computer integrated environments and Building Information Modelling (BIM). In doing so, previous experiences of the authors about systems developments for computer integrated environments are explained in detail as the CIE/BIM case studies.
In the light of contextual knowledge gained about requirements engineering in chapter 2, in order to realize the critical necessity of requirements engineering to combine technology, process and people issues in the right balance, chapter 4 will critically evaluate the requirements engineering activities of CIE systems developments that are explained in chapter 3. Furthermore, to support the necessity of requirements engineering for human centred CIE systems development, the findings from semi-structured interviews are shown in a concept map that is also explained in this chapter.
In chapter 5, requirements engineering is investigated from different angles to pick up the key issues from discrete research studies and practice such as traceability through process and product modelling, goal-oriented requirements engineering, the essential and incidental complexities in requirements models, the measurability of quality requirements, the fundamentals of requirements engineering, identifying and involving the stakeholders, reconciling software requirements and system architectures and barriers to the industrial uptake of requirements engineering. In addition, a comprehensive research study measuring the success of requirements engineering processes through a set of evaluation criteria is introduced. Finally, the key issues and the criteria are comparatively analyzed and evaluated in order to match each other and confirm the validity of the criteria for the evaluation and assessment of the requirements engineering implementation in the CIE case study projects in chapter 7 and the key issues will be used in chapter 9 to support the CMM (Capability Maturity Model) for acceptance and wider implications of the requirements engineering framework to be proposed in chapter 8.
Chapter 6 explains and particularly focuses on how the requirements engineering activities in the case study projects were handled by highlighting strengths and weaknesses. This will also include the experiences and lessons learnt from these system development practices. The findings from these developments will also be utilized to support the justification of the necessity of a requirements engineering framework for the CIE systems developments. In particular, the following are addressed.
• common and shared understanding in requirements engineering efforts,
• continuous improvement,
• outputs of requirement engineering
• reflections and the critical analysis of the requirements engineering approaches in these practices.
The premise of chapter 7 is to evaluate and assess the requirements engineering approaches in the CIE case study developments from multiple viewpoints in order to find out the strengths and the weaknesses in these requirements engineering processes. This evaluation will be mainly based on the set of criteria developed by the researchers and developers in the requirements engineering community in order to measure the success rate of the requirements engineering techniques after their implementation in the various system development projects. This set of criteria has already been introduced in chapter 5. This critical assessment includes conducting a questionnaire based survey and descriptive statistical analysis.
In chapter 8, the requirements engineering techniques tested in the CIE case study developments are composed and compiled into a requirements engineering process in the light of the strengths and the weaknesses identified in the previous chapter through benchmarking with a Capability Maturity Model (CMM) to ensure that it has the required level of maturity for implementation in the CIE systems developments. As a result of this chapter, a framework for a generic requirements engineering process for CIE systems development will be proposed.
In chapter 9, the authors will discuss the acceptance and the wider implications of the proposed framework of requirements engineering process using the CMM from chapter 8 and the key issues from chapter 5.
Chapter 10 is the concluding chapter and it summarizes the findings and brings the book to a close with recommendations for the implementation of the Proposed RE framework and also prescribes a guideline as a way forward for better implementation of requirements engineering for successful developments of the CIE systems in the future
Integrating security and usability into the requirements and design process
According to Ross Anderson, 'Many systems fail because their designers protect the wrong things or protect the right things in the wrong way'. Surveys also show that security incidents in industry are rising, which highlights the difficulty of designing good security. Some recent approaches have targeted security from the technological perspective, others from the human–computer interaction angle, offering better User Interfaces (UIs) for improved usability of security mechanisms. However, usability issues also extend beyond the user interface and should be considered during system requirements and design. In this paper, we describe Appropriate and Effective Guidance for Information Security (AEGIS), a methodology for the development of secure and usable systems. AEGIS defines a development process and a UML meta-model of the definition and the reasoning over the system's assets. AEGIS has been applied to case studies in the area of Grid computing and we report on one of these
Gesture Recognition Based on Computer Vision on a Standalone System
Our project uses computer vision methods gesture recognition in which a camera interfaced to a system captures real time images and after further processing able to recognize the gesture shown to be interpreted. Our project mainly aims at hand gestures and after extracting information we try to produce it as an audio or in some visual form. We have used adaptive background subtraction with Haar classifiers to implement segmentation then we used convex hull and convex defects along with other feature extraction algorithms to interpret the gesture. First, this is implemented on a PC or laptop and then to produce a standalone system, we have to perform all this steps on a system which is dedicated to perform only the given specified task. For this we have chosen Beaglebone Black as a platform to implement our idea. The development comes with ARM Cortex A8 processor supported by NEON processor for video and image processing. It works on a clock frequency of maximum 1 GHz. It is 32 bit processor but it can be used in thumb mode i.e. it can work in 16 bit mode. This board supports Ubuntu, Android with some modification. Our first task is to interface a camera to the board so that it can capture images and store those as matrices followed by our steps to modify the installed Operating System to our purpose and implement all the above processes so that we can come up with a system which can perform gesture recognition
Multi-domain comparison of safety standards
International audienceThis paper presents an analysis of safety standards and their implementation in certification strategies from different domains such as aeronautics, automation, automotive, nuclear, railway and space. This work, performed in the context of the CG2E ("Club des Grandes Entreprises de l'Embarqué"), aims at identifying the main similarities and dissimilarities, for potential cross-domain harmonization. We strive to find the most comprehensive 'trans-sectorial' approach, within a large number of industrial domains. Exhibiting the 'true goals' of their numerous applicable standards, related to the safety of system and software, is a first important step towards harmonization, sharing common approaches, methods and tools whenever possible
Solving key design issues for massively multiplayer online games on peer-to-peer architectures
Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and
scale on the Internet and are predominantly implemented by Client/Server architectures.
While such a classical approach to distributed system design offers many benefits, it suffers
from significant technical and commercial drawbacks, primarily reliability and scalability
costs. This realisation has sparked recent research interest in adapting MMOGs
to Peer-to-Peer (P2P) architectures.
This thesis identifies six key design issues to be addressed by P2P MMOGs, namely
interest management, event dissemination, task sharing, state persistency, cheating mitigation,
and incentive mechanisms. Design alternatives for each issue are systematically
compared, and their interrelationships discussed. How well representative P2P MMOG
architectures fulfil the design criteria is also evaluated. It is argued that although P2P
MMOG architectures are developing rapidly, their support for task sharing and incentive
mechanisms still need to be improved.
The design of a novel framework for P2P MMOGs, Mediator, is presented. It employs a
self-organising super-peer network over a P2P overlay infrastructure, and addresses the
six design issues in an integrated system. The Mediator framework is extensible, as it
supports flexible policy plug-ins and can accommodate the introduction of new superpeer
roles. Key components of this framework have been implemented and evaluated
with a simulated P2P MMOG.
As the Mediator framework relies on super-peers for computational and administrative
tasks, membership management is crucial, e.g. to allow the system to recover from
super-peer failures. A new technology for this, namely Membership-Aware Multicast
with Bushiness Optimisation (MAMBO), has been designed, implemented and evaluated.
It reuses the communication structure of a tree-based application-level multicast
to track group membership efficiently. Evaluation of a demonstration application shows
i
that MAMBO is able to quickly detect and handle peers joining and leaving. Compared
to a conventional supervision architecture, MAMBO is more scalable, and yet incurs
less communication overheads. Besides MMOGs, MAMBO is suitable for other P2P
applications, such as collaborative computing and multimedia streaming.
This thesis also presents the design, implementation and evaluation of a novel task
mapping infrastructure for heterogeneous P2P environments, Deadline-Driven Auctions
(DDA). DDA is primarily designed to support NPC host allocation in P2P MMOGs, and
specifically in the Mediator framework. However, it can also support the sharing of computational
and interactive tasks with various deadlines in general P2P applications. Experimental
and analytical results demonstrate that DDA efficiently allocates computing
resources for large numbers of real-time NPC tasks in a simulated P2P MMOG with approximately
1000 players. Furthermore, DDA supports gaming interactivity by keeping
the communication latency among NPC hosts and ordinary players low. It also supports
flexible matchmaking policies, and can motivate application participants to contribute
resources to the system
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