59,912 research outputs found

    An Adaptive Design Methodology for Reduction of Product Development Risk

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    Embedded systems interaction with environment inherently complicates understanding of requirements and their correct implementation. However, product uncertainty is highest during early stages of development. Design verification is an essential step in the development of any system, especially for Embedded System. This paper introduces a novel adaptive design methodology, which incorporates step-wise prototyping and verification. With each adaptive step product-realization level is enhanced while decreasing the level of product uncertainty, thereby reducing the overall costs. The back-bone of this frame-work is the development of Domain Specific Operational (DOP) Model and the associated Verification Instrumentation for Test and Evaluation, developed based on the DOP model. Together they generate functionally valid test-sequence for carrying out prototype evaluation. With the help of a case study 'Multimode Detection Subsystem' the application of this method is sketched. The design methodologies can be compared by defining and computing a generic performance criterion like Average design-cycle Risk. For the case study, by computing Average design-cycle Risk, it is shown that the adaptive method reduces the product development risk for a small increase in the total design cycle time.Comment: 21 pages, 9 figure

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step towards an iterative design that considers the user interaction a central point. The paper discusses how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the developments that followed that first experience: our findings seem still valid despite the passed time

    Marking complex assignments using peer assessment with an electronic voting system and an automated feedback tool

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    The work described in this paper relates to the development and use of a range of initiatives in order to mark complex masters' level assignments related to the development of computer web applications. In the past such assignments have proven difficult to mark since they assess a range of skills including programming, human computer interaction and design. Based on the experience of several years marking such assignments, the module delivery team decided to adopt an approach whereby the students marked each other's practical work using an electronic voting system (EVS). The results of this are presented in the paper along with statistical comparison with the tutors' marking, providing evidence for the efficacy of the approach. The second part of the assignment related to theory and documentation. This was marked by the tutors using an automated feedback tool. It was found that the time to mark the work was reduced by more than 30% in all cases compared to previous years. More importantly it was possible to provide good quality individual feedback to learners rapidly. Feedback was delivered to all within three weeks of the test submission datePeer reviewe

    Prototype of Fault Adaptive Embedded Software for Large-Scale Real-Time Systems

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    This paper describes a comprehensive prototype of large-scale fault adaptive embedded software developed for the proposed Fermilab BTeV high energy physics experiment. Lightweight self-optimizing agents embedded within Level 1 of the prototype are responsible for proactive and reactive monitoring and mitigation based on specified layers of competence. The agents are self-protecting, detecting cascading failures using a distributed approach. Adaptive, reconfigurable, and mobile objects for reliablility are designed to be self-configuring to adapt automatically to dynamically changing environments. These objects provide a self-healing layer with the ability to discover, diagnose, and react to discontinuities in real-time processing. A generic modeling environment was developed to facilitate design and implementation of hardware resource specifications, application data flow, and failure mitigation strategies. Level 1 of the planned BTeV trigger system alone will consist of 2500 DSPs, so the number of components and intractable fault scenarios involved make it impossible to design an `expert system' that applies traditional centralized mitigative strategies based on rules capturing every possible system state. Instead, a distributed reactive approach is implemented using the tools and methodologies developed by the Real-Time Embedded Systems group.Comment: 2nd Workshop on Engineering of Autonomic Systems (EASe), in the 12th Annual IEEE International Conference and Workshop on the Engineering of Computer Based Systems (ECBS), Washington, DC, April, 200

    Narrative Generation in Entertainment: Using Artificial Intelligence Planning

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    From the field of artificial intelligence (AI) there is a growing stream of technology capable of being embedded in software that will reshape the way we interact with our environment in our everyday lives. This ‘AI software’ is often used to tackle more mundane tasks that are otherwise dangerous or meticulous for a human to accomplish. One particular area, explored in this paper, is for AI software to assist in supporting the enjoyable aspects of the lives of humans. Entertainment is one of these aspects, and often includes storytelling in some form no matter what the type of media, including television, films, video games, etc. This paper aims to explore the ability of AI software to automate the story-creation and story-telling process. This is part of the field of Automatic Narrative Generator (ANG), which aims to produce intuitive interfaces to support people (without any previous programming experience) to use tools to generate stories, based on their ideas of the kind of characters, intentions, events and spaces they want to be in the story. The paper includes details of such AI software created by the author that can be downloaded and used by the reader for this purpose. Applications of this kind of technology include the automatic generation of story lines for ‘soap operas’

    Computer hardware and software for robotic control

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    The KSC has implemented an integrated system that coordinates state-of-the-art robotic subsystems. It is a sensor based real-time robotic control system performing operations beyond the capability of an off-the-shelf robot. The integrated system provides real-time closed loop adaptive path control of position and orientation of all six axes of a large robot; enables the implementation of a highly configurable, expandable testbed for sensor system development; and makes several smart distributed control subsystems (robot arm controller, process controller, graphics display, and vision tracking) appear as intelligent peripherals to a supervisory computer coordinating the overall systems
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