156 research outputs found

    Specification and Animation of Reactive Systems

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    SOLVE (Specification using an Object-based, LOTOS-defined, Visual language) is designed to allow formal requirements capture, particularly for reactive systems. The SOLVE language is object-based, and formally defined using LOTOS (Language Of Temporal Ordering Specification). SOLVE is supported by tools that allow direct visual animation of systems specified in this language. Animation is supported by translating a SOLVE specification automatically into a LOTOS specification, and then graphically simulating this. A further application is embodied in the XDILL tool that supports requirements specification and visual animation of digital logic circuits. Several illustrative SOLVE examples are given

    Visual animation of LOTOS using SOLVE (extended version)

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    SOLVE (Specification using an Object-based, LOTOS-defined, Visual language) is designed to allow formal requirements capture, particularly for interactive systems. The SOLVE language is object-based, and formally defined using LOTOS (Language Of Temporal Ordering Specification). SOLVE is also a set of software tools that allow direct visual animation of systems specified in this language. Communicating objects control onscreen icons that can be manipulated directly by the user. Animation is supported by translating a SOLVE specification automatically into a LOTOS specification, and then simulating this using standard LOTOS tools. A VCR (Video Cassette Recorder) clock controller is used to illustrate the SOLVE approach. A further application is embodied in the XDILL tool that supports requirements specification and animation of digital logic circuits. The architecture of the SOLVE toolset is described

    University of Helsinki Department of Computer Science Annual Report 1998

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    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

    An Interpretation of Cognitive Theory in Concurrency Theory

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    Theories of concurrent systems have been extensively investigated in the computer science domain. However, these theories are very general in nature and hence, we would argue, are applicable to many disciplines in which concurrency arises. Furthermore, a number of existing theories of cognitive science are formulated in terms of concurrent subsystems interacting in solving cognitive tasks. In this paper we investigate the application of a (process calculi based) concurrency theory to modelling such a (concurrent) cognitive theory. The cognitive theory chosen is ICS (Interacting Cognitive Subsystems), which we interpret using our process calculus and then we verify some simple behavioural properties of the resulting interpretation. These properties concern the capabilities of the cognitive system to realise deictic reference

    Declarative Support for Prototyping Interactive Systems

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    The development of complex, multi-user, interactive systems is a difficult process that requires both a rapid iterative approach, and the ability to reason carefully about system designs. This thesis argues that a combination of declarative prototyping and formal specification provides a suitable way of satisfying these requirements. The focus of this thesis is on the development of software tools for prototyping interactive systems. In particular, it uses a declarative approach, based on the functional programming paradigm. This thesis makes two contributions. The most significant contribution is the presentation of FranTk, a new Graphical User Interface language, embedded in the functional language Haskell. It is suitable for prototyping complex, concurrent, multi-user systems. It allows systems to be built in a high level, structured manner. In particular, it provides good support for specifying real-time properties of such systems. The second contribution is a mechanism that allows a formal specification to be derived from a high level FranTk prototype. The approach allows this to be done automatically. This specification can then be checked, with tool support, to verify some safety properties about a system. To avoid the state space explosion problem that would be faced when verifying an entire system, we focus on partial verification. This concentrates on key areas of a design: in particular this means that we only derive a specification from parts of a prototype. To demonstrate the scalability of both the prototyping and verification approaches, this thesis uses a series of case studies including a multi-user design rationale editor and a prototype data-link Air Traffic Control system

    An Integrated Formal Task Specification Method for Smart Environments

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    This thesis is concerned with the development of interactive systems for smart environments. In such scenario different interaction paradigms need to be supported and according methods and development strategies need to be applied to comprise not only explicit interaction (e.g., pressing a button to adjust the light) but also implicit interactions (e.g., walking to the speaker’s desk to give a talk) to assist the user appropriately. A task-based modeling approach is introduced allowing basing the implementing of different interaction paradigms on the same artifact

    Using formal methods in safety-critical interactive system design : from architecture-based approaches to tool-based development

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    10p.International audienceAlthough formal methods are increasingly used by researchers in HCI, their usage in actual interactive developments has not been put in practice. In this article, we describe our experience with a specific formal method -the B method- from two viewpoints. On the one hand, we demonstrate how it is possible to use formal methods on real development, from specification to actual code. Our case study concerns a real-time functional core. Doing so, we notice that some HCI concepts, such as architecture models, may have to be adapted or recreated. On the other hand, we show how it is possible to make formal methods easier to use by the way of a complete integration into HCI tools. We conclude in eliciting the lessons learned from this experience

    Extensions to the SMIL multimedia language

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    The goal of this work has been to extend the Synchronized Multimedia Integration Language (SMIL) to study the capabilities and possibilities of declarative multimedia languages for the World Wide Web (Web). The work has involved design and implementation of several extensions to SMIL. A novel approach to include 3D audio in SMIL was designed and implemented. This involved extending the SMIL 2D spatial model with an extra dimension to support a 3D space. New audio elements and a listening point were positioned in the 3D space. The extension was designed to be modular so that it was possible to use it in conjunction with other XML languages, such as XHTML and Scalable Vector Graphics (SVG) language. Web forms are one of the key features in the Web, as they offer a way to send user data to a server. A similar feature is therefore desirable in SMIL, which currently lacks forms. The XForms language, due to its modular approach, was used to add this feature to SMIL. An evaluation of this integration was carried out as part of this work. Furthermore, the SMIL player was designed to play out dynamic SMIL documents, which can be modified at run-time and the result is immediately reflected in the presentation. Dynamic SMIL enables execution of scripts to modify the presentation. XML Events and ECMAScript were chosen to provide the scripting functionality. In addition, generic methods to extend SMIL were studied based on the previous extensions. These methods include ways to attach new input and output capabilities to SMIL. To experiment with the extensions, a Synchronized Multimedia Integration Language (SMIL) player was developed. The current final version can play out SMIL 2.0 Basic profile documents with a few additional SMIL modules, such as event timing, basic animations, and brush media modules. The player includes all above-mentioned extensions. The SMIL player has been designed to work within an XML browser called X-Smiles. X-Smiles is intended for various embedded devices, such as mobile phones, Personal Digital Assistants (PDA), and digital television set-top boxes. Currently, the browser supports XHTML, SMIL, and XForms, which are developed by the current research group. The browser also supports other XML languages developed by 3rd party open-source projects. The SMIL player can also be run as a standalone player without the browser. The standalone player is portable and has been run on a desktop PC, PDA, and digital television set-top box. The core of the SMIL player is platform-independent, only media renderers require platform-dependent implementation.reviewe
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