33,284 research outputs found

    Towards correct-by-construction product variants of a software product line: GFML, a formal language for feature modules

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    Software Product Line Engineering (SPLE) is a software engineering paradigm that focuses on reuse and variability. Although feature-oriented programming (FOP) can implement software product line efficiently, we still need a method to generate and prove correctness of all product variants more efficiently and automatically. In this context, we propose to manipulate feature modules which contain three kinds of artifacts: specification, code and correctness proof. We depict a methodology and a platform that help the user to automatically produce correct-by-construction product variants from the related feature modules. As a first step of this project, we begin by proposing a language, GFML, allowing the developer to write such feature modules. This language is designed so that the artifacts can be easily reused and composed. GFML files contain the different artifacts mentioned above.The idea is to compile them into FoCaLiZe, a language for specification, implementation and formal proof with some object-oriented flavor. In this paper, we define and illustrate this language. We also introduce a way to compose the feature modules on some examples.Comment: In Proceedings FMSPLE 2015, arXiv:1504.0301

    Categorisation of visualisation methods to support the design of Human-Computer Interaction systems

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    During the design of Human-Computer Interaction (HCI) systems, the creation of visual artefacts forms an important part of design. On one hand producing a visual artefact has a number of advantages: it helps designers to externalise their thought and acts as a common language between different stakeholders. On the other hand, if an inappropriate visualisation method is employed it could hinder the design process. To support the design of HCI systems, this paper reviews the categorisation of visualisation methods used in HCI. A keyword search is conducted to identify a) current HCI design methods, b) approaches of selecting these methods. The resulting design methods are filtered to create a list of just visualisation methods. These are then categorised using the approaches identified in (b). As a result 23 HCI visualisation methods are identified and categorised in 5 selection approaches (The Recipient, Primary Purpose, Visual Archetype, Interaction Type, and The Design Process).Innovate UK, EPSRC, Airbus Group Innovation

    Structural Material Property Tailoring Using Deep Neural Networks

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    Advances in robotics, artificial intelligence, and machine learning are ushering in a new age of automation, as machines match or outperform human performance. Machine intelligence can enable businesses to improve performance by reducing errors, improving sensitivity, quality and speed, and in some cases achieving outcomes that go beyond current resource capabilities. Relevant applications include new product architecture design, rapid material characterization, and life-cycle management tied with a digital strategy that will enable efficient development of products from cradle to grave. In addition, there are also challenges to overcome that must be addressed through a major, sustained research effort that is based solidly on both inferential and computational principles applied to design tailoring of functionally optimized structures. Current applications of structural materials in the aerospace industry demand the highest quality control of material microstructure, especially for advanced rotational turbomachinery in aircraft engines in order to have the best tailored material property. In this paper, deep convolutional neural networks were developed to accurately predict processing-structure-property relations from materials microstructures images, surpassing current best practices and modeling efforts. The models automatically learn critical features, without the need for manual specification and/or subjective and expensive image analysis. Further, in combination with generative deep learning models, a framework is proposed to enable rapid material design space exploration and property identification and optimization. The implementation must take account of real-time decision cycles and the trade-offs between speed and accuracy

    Early aspects: aspect-oriented requirements engineering and architecture design

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    This paper reports on the third Early Aspects: Aspect-Oriented Requirements Engineering and Architecture Design Workshop, which has been held in Lancaster, UK, on March 21, 2004. The workshop included a presentation session and working sessions in which the particular topics on early aspects were discussed. The primary goal of the workshop was to focus on challenges to defining methodical software development processes for aspects from early on in the software life cycle and explore the potential of proposed methods and techniques to scale up to industrial applications

    The Ribbon of Love: Fuzzy-Ruled Agents in Artificial Societies

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    The paper brings two motivations to the theoretical explorations of social analysis. The first is to enrich the agent based computational sociology by incorporating the fuzzy set theory in to the computational modeling. This is conducted by showing the importance to include the fuzziness into artificial agent’s considerations and her way acquiring and articulate information. This is continued with the second motives to bring the Darwinian sexual selection theory – as it has been developed broadly in evolutionary psychology – into the analysis of social system including cultural analysis and other broad aspects of sociological fields. The two was combined in one computational model construction showing the fuzziness of mating choice, and how to have computational tools to explain broad fields of social realms. The paper ends with some opened further computer program development
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