41 research outputs found

    A Petri Nets-based Scheduling Methodology forMultipurpose Batch Plants.

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    This article presents an optimization methodology of batch production processes assembled by shared resources which rely on a mapping of state-events into time-events allowing in this way the straightforward use of a well consolidated scheduling policies developed for manufacturing systems. A technique to generate the timed Petri net representation from a continuous dynamic representation (Differential-Algebraic Equations systems (DAEs)) of the production system is presented together with the main characteristics of a Petri nets-based tool implemented for optimization purposes. This paper describes also how the implemented tool generates the coverability tree and how it can be pruned by a general purpose heuristic. An example of a distillation process with two shared batch resources is used to illustrate the optimization methodology proposed

    Verifying UML/OCL operation contracts

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    In current model-driven development approaches, software models are the primary artifacts of the development process. Therefore, assessment of their correctness is a key issue to ensure the quality of the final application. Research on model consistency has focused mostly on the models' static aspects. Instead, this paper addresses the verification of their dynamic aspects, expressed as a set of operations defined by means of pre/postcondition contracts. This paper presents an automatic method based on Constraint Programming to verify UML models extended with OCL constraints and operation contracts. In our approach, both static and dynamic aspects are translated into a Constraint Satisfaction Problem. Then, compliance of the operations with respect to several correctness properties such as operation executability or determinism are formally verified

    A hybrid algorithm combining heuristics with Monte Carlo simulation for solving the Stochastic Flow Shop Problem

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    In this paper a hybrid simulation-based algorithm is proposed for the Stochastic Flow Shop Problem. The main idea of the methodology is to transform the stochastic problem into a deterministic problem and then apply simulation. To achieve this goal we use Monte Carlo simulation and a modified version of the well-known NEH heuristic. This approach aims to provide flexibility and simplicity due to the fact that it is not constrained by any previous assumption and relies in well-tested heuristics.Postprint (published version

    Generación de visitas virtuales a museos 3D para la inclusión en páginas web

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    Aquest document conté originàriament altre material i/o programari només consultable a la Biblioteca de Ciència i Tecnologia.Las páginas web junto a la animación 3D son dos grandes atractivos hoy en día en el mundo de Internet. Una interfaz web agradable e interactiva por la que navegar cómodamente; junto a una herramienta en dos dimensiones fácil de manejar, para diseñar y obtener un resultado en tres dimensiones. Esas han sido las bases de mi aplicación, la cual consiste en una página web dedicada al arte, donde cualquier persona podrá registrarse y dibujar mediante una paleta cómo sería un museo a su gusto. Visitando el museo virtual resultante, donde admirar las obras junto a su autor y título.Les pàgines web, al costat de l'animació 3D són dos grans atractius avui dia en el món d'Internet. Una interfície web agradable i interactiva per la qual navegar còmodament, al costat d'una eina en dues dimensions fàcil de manegar, per dissenyar i obtenir un resultat en tres dimensions. Aquestes han estat les bases del meva aplicació, la qual consisteix en una aplicació webWeb pages and 3D animation are two major attractions nowadays on Internet. An enjoyable and interactive web interface to navigate comfortably, with a two-dimensional easy-to-use tool to design and explore the result in three dimensions. Those have been the basis for my application, which is a website dedicated to art, where anyone can register and draw, using a paddle, a museum to his taste. Visiting the resulting virtual museum to admire the paintings with its author and title

    QUADRIVIA: A quiz-based serious game app to train university degrees knowledge

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    QUADRIVIA is a mobile app oriented to give university students a tool to learn while playing. It is a quiz serious game, where questions are defined by teachers/experts following a methodology defined by experts in learning, serious games and gamification. Questions are generated from academical resources and lectures used in real university official courses. In its current version, the game counts with more than 30; 000 questions from 16 different degrees (e.g. Computing, Laws, Management, Psicology, Anthropology, etc.) It has been developed over a set of social-based features which allow players to interact with the rest of the community (e.g. challenges, leaderboards, etc.) The app is free and available for iOS and Android systems, and allows users to play alone or compete in specific subjects, degrees or with the complete set of questions. This work presents the tool, the content generation methodology, the current analytics on the tool and, finally, shows a few ideas on how this is going to be evolved and used in the academical scope

    A hybrid algorithm combining path scanning and biased random sampling for the Arc Routing Problem

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    The Arc Routing Problem is a kind of NP-hard routing problems where the demand is located in some of the arcs connecting nodes and should be completely served fulfilling certain constraints. This paper presents a hybrid algorithm which combines a classical heuristic with biased random sampling, to solve the Capacitated Arc Routing Problem (CARP). This new algorithm is compared with the classical Path scanning heuristic, reaching results which outperform it. As discussed in the paper, the methodology presented is flexible, can be easily parallelised and it does not require any complex fine-tuning process. Some preliminary tests show the potential of the proposed approach as well as its limitationsPostprint (published version

    A simulation-based algorithm for solving the Vehicle Routing Problem with Stochastic Demands

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    This paper proposes a flexible solution methodology for solving the Vehicle Routing Problem with Stochastic Demands (VRPSD). The logic behind this methodology is to transform the issue of solving a given VRPSD instance into an issue of solving a small set of Capacitated Vehicle Routing Problem (CVRP) instances. Thus, our approach takes advantage of the fact that extremely efficient metaheuristics for the CVRP already exists. The CVRP instances are obtained from the original VRPSD instance by assigning different values to the level of safety stocks that routed vehicles must employ to deal with unexpected demands. The methodology also makes use of Monte Carlo Simulation (MCS) to obtain estimates of the expected costs associated with corrective routing actions (recourse actions) after a vehicle runs out of load before completing its route.Postprint (published version

    Casi le dimos la vuelta a la enseñanza del desarrollo del software

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    En las XIII JENUI de 2007 presentamos la ponencia “¿Podemos darle la vuelta a la enseñanza del desarrollo del software?” en la que proponíamos una reorganización curricular descendente del ámbito del Desarrollo del Software, a partir del trabajo colectivo de los profesores del área y una vez analizados los motivos por los que el planteamiento habitual era el ascendente (de la programación al proceso de la ingeniería del software). Desde entonces, muchos de los profesores implicados en ese trabajo hemos contribuido al diseño e implantación de nuestro nuevo Grado en Informática, lo que nos ha permitido ver si aquella propuesta (planteada libre e independientemente de un contexto) se ha podido adaptar al (finalmente rígido) marco de este Grado en España. Las conclusiones que presentamos en cuanto al diseño demuestran que, como era de esperar, nos hemos dejado cosas en el camino de la adaptación pero que el resultado final encaja suficientemente con nuestra propuesta de 2007. Por otro lado, dado que la implantación de la propuesta se inició en 2010, hoy ya tenemos suficiente información histórica que nos permite también, en esta contribución, un primer análisis de su implementación real y de su impacto en el aprendizaje de los estudiantes y en la docencia del profesorado.In JENUI XIII (2007) we presented the paper “¿Podemos darle la vuelta a la enseñanza del desarrollo del software?)” proposing a top-down curricular reorganization of the software development area. The proposal was the result of the collective work of the faculty of the area, and the analysis of the reasons why the traditional approach was bottom-up (from programming to software engineering). Since then, the faculty involved has contributed to the design of the new Bachelor in Computer Science. This allowed us to see if the proposal (developed freely and independently of the context) could be adapted to the (finally rigid) legal framework for this Bachelor in Spain. The conclusions presented show that, as expected, we have lost some things on the way, but that the final result fits enough with our 2007 proposal. Furthermore, given that the implementation of the proposal began in 2010, today we have enough historical information to also present in this paper an initial analysis of its current implantation and impact on student learning and faculty teaching.Este trabajo ha sido parcialmente apoyado por la Secretaria d'Universitats i Recerca de la Generalitat de Catalunya (2014 SGR 1534)

    Casi le dimos la vuelta a la enseñanza del desarrollo del software

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    In JENUI XIII (2007) we presented the paper “¿Podemos darle la vuelta a la enseñanza del desarrollo del software?)” proposing a top-down curricular reorganization of the software development area. The proposal was the result of the collective work of the faculty of the area, and the analysis of the reasons why the traditional approach was bottom-up (from programming to software engineering). Since then, the faculty involved has contributed to the design of the new Bachelor in Computer Science. This allowed us to see if the proposal (developed freely and independently of the context) could be adapted to the (finally rigid) legal framework for this Bachelor inSpain. The conclusions presented show that, as expected, we have lost some things on the way, but that the final result fits enough with our 2007 proposal. Furthermore, given that the implementation of the proposal began in 2010, today we have enough historical information to also present in this paper an initial analysis of its current implantation and impact on student learning and faculty teaching.En las XIII JENUI de 2007 presentamos la ponencia “¿Podemos darle la vuelta a la enseñanza del desarrollo del software?” en la que proponíamos una reorganización curricular descendente del ámbito del Desarrollo del Software, a partir del trabajo colectivo de los profesores del área y una vez analizados los motivos por los que el planteamiento habitual era el ascendente (de la programación al proceso de la ingeniería del software). Desde entonces, muchos de los profesores implicados en ese trabajo hemos contribuido al diseño e implantación de nuestro nuevo Grado en Informática, lo que nos ha permitido ver si aquella propuesta (planteada libre e independientemente de un contexto) se ha podido adaptar al (finalmente rígido) marco de este Grado en España. Las conclusiones que presentamos en cuanto al diseño demuestran que, como era de esperar, nos hemos dejado cosas en el camino de la adaptación pero que el resultado final encaja suficientemente con nuestra propuesta de 2007. Por otro lado, dado que la implantación de la propuesta se inició en 2010, hoy ya tenemos suficiente información histórica que nos permite también, en esta contribución, un primer análisis de su implementación real y de su impacto en el aprendizaje de los estudiantes y en la docencia del profesorado

    CUCKOO: una plataforma web para la verificación de modelos UML

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    En este artículo presentamos CUCKOO (QUality cheCKing of Object Oriented designs) una plataforma web para la verificación de diagramas de clases UML. Esta plataforma está orientada a facilitar el aprendizaje de las fases de análisis y diseño dentro de las asignaturas de Ingeniería del Software.Peer Reviewe
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