1,735 research outputs found

    A cross-linguistic database of phonetic transcription systems

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    Contrary to what non-practitioners might expect, the systems of phonetic notation used by linguists are highly idiosyncratic. Not only do various linguistic subfields disagree on the specific symbols they use to denote the speech sounds of languages, but also in large databases of sound inventories considerable variation can be found. Inspired by recent efforts to link cross-linguistic data with help of reference catalogues (Glottolog, Concepticon) across different resources, we present initial efforts to link different phonetic notation systems to a catalogue of speech sounds. This is achieved with the help of a database accompanied by a software framework that uses a limited but easily extendable set of non-binary feature values to allow for quick and convenient registration of different transcription systems, while at the same time linking to additional datasets with restricted inventories. Linking different transcription systems enables us to conveniently translate between different phonetic transcription systems, while linking sounds to databases allows users quick access to various kinds of metadata, including feature values, statistics on phoneme inventories, and information on prosody and sound classes. In order to prove the feasibility of this enterprise, we supplement an initial version of our cross-linguistic database of phonetic transcription systems (CLTS), which currently registers five transcription systems and links to fifteen datasets, as well as a web application, which permits users to conveniently test the power of the automatic translation across transcription systems

    Comparing general-purpose and domain-specific languages: an empirical study

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    Many domain-specific languages, that try to bring feasible alternatives for existing solutions while simplifying programming work, have come up in recent years. Although, these little languages seem to be easy to use, there is an open issue whether they bring advantages in comparison to the application libraries, which are the most commonly used implementation approach. In this work, we present an experiment, which was carried out to compare such a domain-specific language with a comparable application library. The experiment was conducted with 36 programmers, who have answered a questionnaire on both implementation approaches. The questionnaire is more than 100 pages long. For a domain-specific language and the application library, the same problem domain has been used – construction of graphical user interfaces. In terms of a domain-specific language, XAML has been used and C# Forms for the application library. A cognitive dimension framework has been used for a comparison between XAML and C# Forms

    Exploiting model morphology for event-based testing

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    Model-based testing employs models for testing. Model-based mutation testing (MBMT) additionally involves fault models, called mutants, by applying mutation operators to the original model. A problem encountered with MBMT is the elimination of equivalent mutants and multiple mutants modeling the same faults. Another problem is the need to compare a mutant to the original model for test generation. This paper proposes an event-based approach to MBMT that is not fixed on single events and a single model but rather operates on sequences of events of length k ≥ 1 and invokes a sequence of models that are derived from the original one by varying its morphology based on k. The approach employs formal grammars, related mutation operators, and algorithms to generate test cases, enabling the following: (1) the exclusion of equivalent mutants and multiple mutants; (2) the generation of a test case in linear time to kill a selected mutant without comparing it to the original model; (3) the analysis of morphologically different models enabling the systematic generation of mutants, thereby extending the set of fault models studied in related literature. Three case studies validate the approach and analyze its characteristics in comparison to random testing and another MBMT approach

    Graph layout for applications in compiler construction

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    We address graph visualization from the viewpoint of compiler construction. Most data structures in compilers are large, dense graphs such as annotated control flow graph, syntax trees, dependency graphs. Our main focus is the animation and interactive exploration of these graphs. Fast layout heuristics and powerful browsing methods are needed. We give a survey of layout heuristics for general directed and undirected graphs and present the browsing facilities that help to manage large structured graph

    Physically based mechanical metaphors in architectural space planning

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    Physically based space planning is a means for automating the conceptual design process by applying the physics of motion to space plan elements. This methodology provides for a responsive design process, allowing a designer to easily make decisions whose consequences propagate throughout the design. It combines the speed of automated design methods with the flexibility of manual design methods, while adding a highly interactive quality and a sense of collaboration with the design. The primary assumption is that a digital design tool based on a physics paradigm can facilitate the architectural space planning process. The hypotheses are that Newtonian dynamics can be used 1) to define mechanical metaphors to represent the elements in an architectural space plan, 2) to compute architectural space planning solutions, and 3) to interact with architectural space plans. I show that space plan elements can be represented as physical masses, that design objectives can be represented using mechanical metaphors such as springs, repulsion fields, and screw clamps, that a layout solution can be computed by using these elements in a dynamical simulation, and that the user can interact with that solution by applying forces that are also models of the same mechanical objects. I present a prototype software application that successfully implements this approach. A subjective evaluation of this prototype reveals that it demonstrates a feasible process for producing space plans, and that it can potentially improve the design process because of the quality of the manipulation and the enhanced opportunities for design exploration it provides to the designer. I found that an important characteristic of this approach is that representation, computation, and interaction are all defined using the same paradigm. This contrasts with most approaches to automated space planning, where these three characteristics are usually defined in completely different ways. Also emerging from this work is a new cognitive theory of design titled 'dynamical design imagery,' which proposes that the elements in a designer's mental imagery during the act of design are dynamic in nature and act as a dynamical system, rather than as static images that are modified in a piecewise algorithmic manner

    Tools for the co-designing of housing transformations: A study on interaction and visualization modes

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    In this paper we present and assess tools for visualizing architectonic modifications of existing housing in co-design projects with inhabitants. These tools should enable inhabitants to explore and understand design variations of alterations of their houses. This contribution is part of ongoing research on the use of artificial realities for supporting the transformations of existing housing in architectonically responsible ways. Such transformations may be needed after the delivery of housing, say after five years or later, due to changed regulation, the need of updates or changed living conditions of inhabitants. For arriving at architectonically responsible transformations, we use shape grammar system for defining possible modifications of the housing. For empowering inhabitants to understand and explore these modifications to their housing, we develop a transformation grammar tool—MyChanges—to visualize the modifications by three visualization modes, from fully immersive to non-immersive. Interviews and tests with real inhabitants were performed, and preliminary conclusions show that a tool like the MyChanges would have a good acceptance among inhabitants.info:eu-repo/semantics/acceptedVersio

    Holistic recommender systems for software engineering

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    The knowledge possessed by developers is often not sufficient to overcome a programming problem. Short of talking to teammates, when available, developers often gather additional knowledge from development artifacts (e.g., project documentation), as well as online resources. The web has become an essential component in the modern developer’s daily life, providing a plethora of information from sources like forums, tutorials, Q&A websites, API documentation, and even video tutorials. Recommender Systems for Software Engineering (RSSE) provide developers with assistance to navigate the information space, automatically suggest useful items, and reduce the time required to locate the needed information. Current RSSEs consider development artifacts as containers of homogeneous information in form of pure text. However, text is a means to represent heterogeneous information provided by, for example, natural language, source code, interchange formats (e.g., XML, JSON), and stack traces. Interpreting the information from a pure textual point of view misses the intrinsic heterogeneity of the artifacts, thus leading to a reductionist approach. We propose the concept of Holistic Recommender Systems for Software Engineering (H-RSSE), i.e., RSSEs that go beyond the textual interpretation of the information contained in development artifacts. Our thesis is that modeling and aggregating information in a holistic fashion enables novel and advanced analyses of development artifacts. To validate our thesis we developed a framework to extract, model and analyze information contained in development artifacts in a reusable meta- information model. We show how RSSEs benefit from a meta-information model, since it enables customized and novel analyses built on top of our framework. The information can be thus reinterpreted from an holistic point of view, preserving its multi-dimensionality, and opening the path towards the concept of holistic recommender systems for software engineering

    IM-sgi an interface model for shape grammar implementations

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    This research arises from the interest in computing as offering new paradigms in the design practice. Information technologies are the driving force for progress in the processes of design, enabling new forms of creativity. The increasing sophistication of computer applications, their easier access, and lower cost have had a significant impact on design practices and can be regarded as a paradigm shift. The invention and creativity are thus seen as knowledge processing activities and can, at least partially, be carried out with the support of computer applications. In this context Shape Grammars (SG) as production systems of designs through rules have the potential to create designs with variable user input and the ability to evaluate a large number of alternatives that may lead to innovative designs. Most architects and designers use computers on their daily practice as a representation tool for their projects, but not as a facilitator or increaser of the creative process. SG computational implementations have the potential to enhance creativity with the test of a wide range of design options, helping the appearance of new solutions, either through the emergence of new shapes or by stimulating the designer’s creativity with the possibilities presented. As Architects and Designers haven't adopted existing SG computational implementations, that take advantage of computation to facilitate and enhance their work, could the problem be on the communication between the applications and the user? If the interface of the SG implementation does not allow the user to understand how to use it or how to control and make use of its results, it can’t be successfully used. With interest in SG implementations as creative partners in the creative process, our research starts with the analysis of existing SG implementations, trying to understand if they had the potential to be adopted by architects and designers in their practice and, if not, what could be done to lead to that objective. User Interface Inspection Methods were used to perform this analysis and allowed us to understand that there are interactions and communication issues that need to be addressed for SG implementations to be adopted by designers. Taking this direction, we understood that models of interaction between the user and SG implementations have already been developed. The present research proposal started from the analysis of the interaction model of Scott Chase, where he defines the different levels of interaction between the user and SG implementation, with more or less input from the user, establishing different ways to combine synergies to obtain new creative solutions. Taking this interaction model as a starting point, next, we must assure the correct communication between user and implementation occurs. The means of communication between these two agents is the computational interface. Understanding the importance of the interface to allow the user to know how to use the computational implementation and be able to produce results, our research presents the development of an interface model for SG implementations to help to take a step towards the adoption of SG for creative projects. For this, we used methods from Human-Computer Interaction discipline, and we also took Bastien & Scapin's "List of Ergonomic Criteria Guidelines" as guiding lines to define the Criteria of our interface model, called IM-sgi, Interface Model for Shape Grammar Implementations. Thus, IM-sgi, an interface model for SG Implementations, has the purpose of helping SG implementations developers to address the interface on the right path to a correct communication with the particular type of user that architects and designers are. Interface prototypes following IM-sgi criteria are finally developed and presented to test the suitability of the IM-sgi Model to SG implementations and validate the objectives we propose.A presente pesquisa surge do interesse na computação por oferecer novos paradigmas na prática do design. As tecnologias da informação são a força motriz para o progresso nos processos de design, permitindo novas formas de criatividade. A crescente sofisticação das aplicações computacionais, o acesso mais fácil às mesmas e menor custo associado tiveram um grande impacto nas práticas de projeto e podemos considerar estar perante uma mudança de paradigma. A invenção e a criatividade são, portanto, vistas como atividades de processamento de conhecimento e podem, pelo menos parcialmente, ser realizadas com o suporte do computador. Nesse contexto, As Gramáticas de Forma, como sistemas de produção de designs através de regras, têm o potencial de criar projetos com entradas com níveis variáveis de intervenção do utilizador e apresentam a capacidade de avaliar um grande número de alternativas que podem levar a designs inovadores. A maioria dos arquitetos e designers usa o computador na sua prática diária como uma ferramenta de representação para seus projetos, mas não como um facilitador ou potenciador do processo criativo. As implementações computacionais de Gramáticas de Forma têm o potencial de aumentar a criatividade com o teste de uma ampla gama de opções de design, ajudando no surgimento de novas soluções, seja pela emergência de novas formas ou estimulando a criatividade do designer com as opções desenvolvidas. Uma vez que as implementações computacionais de Gramáticas de Forma existentes não foram adotadas por Arquitetos e Designers, que claramente tiram proveito de aplicações computacionais para facilitar e aperfeiçoar o seu trabalho, poderá o problema estar na comunicação entre as implementações e o utilizador? Se a interface da implementação não permitir que o utilizador entenda como usá-la ou como controlar e utilizar os seus resultados, ela não poderá ser utilizada com sucesso. Com interesse nas implementações de Gramáticas de Forma como parceiros criativos no processo criativo, a nossa investigação começa com a análise das implementações de Gramáticas de Forma existentes, tentando entender se estas têm potencial para ser adotadas pelos criativos na sua prática e, se não, o que poderia ser feito para chegar a este objetivo. Foram usados métodos de inspeção para realizar esta análise para nos permitir compreender que há interações e problemas de comunicação que precisam de ser resolvidos para que as implementações de Gramáticas de Forma sejam adotadas pelos projetistas. Seguindo essa direção de investigação, percebemos que foram já desenvolvidos modelos de interação entre o utilizador e as implementações de Gramáticas de Forma. A presente proposta de pesquisa surgiu a partir da análise do modelo de interação de Scott Chase, onde este define os diferentes níveis de interação entre utilizador e implementação de Gramáticas de Forma, com maior ou menor input do utilizador, estabelecendo diferentes formas de combinar sinergias para obter novas soluções criativas. Tomando esse modelo de interação como ponto de partida, devemos assegurar que a comunicação correta entre o utilizador e a implementação ocorra. O meio de comunicação desses dois agentes é o interface computacional. Entendendo a importância do interface para permitir que o utilizador entenda como usar a implementação computacional e seja capaz de produzir resultados, a nossa pesquisa apresenta o desenvolvimento de um modelo de interface para implementações de Gramáticas de Forma para ajudar a dar um passo na direção da adoção das Gramáticas de Forma para projetos criativos. Deste modo, aplicámos métodos da disciplina de HCI e também adotámos a Lista de Diretrizes e Critérios Ergonómicos de Bastien & Scapin como linhas de orientação para definir os Critérios do nosso modelo de interface, denominado IM-sgi. O IM-sgi, um modelo de interface para Implementações de Gramática de Forma, tem a finalidade de ajudar programadores de implementações de Gramáticas de Forma a endereçar a interface no sentido de atingir uma comunicação correta com o tipo particular de utilizador que são os arquitetos e designers. Protótipos de interface seguindo os critérios IM-sgi são finalmente desenvolvidos e apresentados para testar a adequação do modelo IM-sgi e validar os objetivos que propomos

    Model-Driven Engineering in the Large: Refactoring Techniques for Models and Model Transformation Systems

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    Model-Driven Engineering (MDE) is a software engineering paradigm that aims to increase the productivity of developers by raising the abstraction level of software development. It envisions the use of models as key artifacts during design, implementation and deployment. From the recent arrival of MDE in large-scale industrial software development – a trend we refer to as MDE in the large –, a set of challenges emerges: First, models are now developed at distributed locations, by teams of teams. In such highly collaborative settings, the presence of large monolithic models gives rise to certain issues, such as their proneness to editing conflicts. Second, in large-scale system development, models are created using various domain-specific modeling languages. Combining these models in a disciplined manner calls for adequate modularization mechanisms. Third, the development of models is handled systematically by expressing the involved operations using model transformation rules. Such rules are often created by cloning, a practice related to performance and maintainability issues. In this thesis, we contribute three refactoring techniques, each aiming to tackle one of these challenges. First, we propose a technique to split a large monolithic model into a set of sub-models. The aim of this technique is to enable a separation of concerns within models, promoting a concern-based collaboration style: Collaborators operate on the submodels relevant for their task at hand. Second, we suggest a technique to encapsulate model components by introducing modular interfaces in a set of related models. The goal of this technique is to establish modularity in these models. Third, we introduce a refactoring to merge a set of model transformation rules exhibiting a high degree of similarity. The aim of this technique is to improve maintainability and performance by eliminating the drawbacks associated with cloning. The refactoring creates variability-based rules, a novel type of rule allowing to capture variability by using annotations. The refactoring techniques contributed in this work help to reduce the manual effort during the refactoring of models and transformation rules to a large extent. As indicated in a series of realistic case studies, the output produced by the techniques is comparable or, in the case of transformation rules, partly even preferable to the result of manual refactoring, yielding a promising outlook on the applicability in real-world settings
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