443 research outputs found

    CPT341 – Software Architecture and Design (Senibina dan Rekabentuk perisian)

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    First Semester Examination 2020/2021 Academic Session February 202

    Serious Game for learning about Software Architecture and Design

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    Arquitetura e Design de Software (ADS) pode ser percebido como um subtópico do domínio de sabedoria conhecido como "Engenharia de Software" (ES) e também como uma área com uma variedade ampla de conceitos e sabedoria com várias aplicações. Jogos sérios são feitos com a intenção clara de chamar assuntos sérios à atenção sem perder o factor de "diversão" e são frequentemente aplicados a experiências educacionais. Existem jogos sérios para algumas áreas de ES, no entanto, não foram encontrados jogos digitais educacionais até agora. A filosofia de design de um jogo eficaz para um tópico ES é baseada em funções de aprendizagem e ensino (FAEs) que podem ser convertidas em padrões de design de jogos (PDJs). Um subconjunto dessas mesmas FAEs são dedicadas a tópicos ES que, por sua vez, conduzem a certos PDJs. Com isto em mente, é possível provar que os PDJs previamente mencionados funcionam para o tópico de Arquitetura e Design de Software ao usá-los para desenvolver e implementar um jogo sério à volta desse tópico com êxito. O jogo em questão é um jogo com 5 níveis chamado Codebase Escape, onde o objetivo é completar os níveis ao desbloquear e depois responder a um quiz relacionado com ADS no fim de cada nível com êxito. O jogo foi validado através de um estudo empírico com estudantes com, supostamente, nenhum conhecimento do tópico de ADS. Os estudantes em questão foram divididos em dois grupos de tamanho semelhante, onde o primeiro grupo jogou o jogo e o segundo grupo não jogou o jogo. Depois, os dois grupos responderam um questionário sobre o tópico, onde a diferença de conhecimento entre os grupos foi medida. No contexto da experiência, o desfecho ideal é o primeiro grupo obter um desempenho melhor no questionário que o segundo grupo. Os resultados esperados do projeto é que um jogo educativo eficaz para ADS seja desenvolvido e o subconjunto existente de PDJs para educação de ES seja propriamente validado.Software Architecture and Design (SAD) can be understood as a subtopic of the "Software Engineering" (SE) domain of knowledge and also as a domain area with a wide range of concepts and knowledge with various applications. Serious games are made with the clear intention of addressing serious issues without losing the "fun" factor and are often applied to educational experiences. There are serious games for some SE fields, however, no educational digital games have been found for SAD thus far. The design philosophy of an effective game for a SE topic is based on learning and teaching functions (LTFs) that are able to be converted to game design patterns (GDPs). A subset of these same LTFs are dedicated to SE topics which, in turn, translate to certain GDPs. With this in mind, it is possible to prove that the aforementioned GDPs work for the topic of Software Architecture and Design by using them to successfully design and implement a serious game revolving around that topic. The game in question is a game with 5 levels named Codebase Escape, where the goal is to clear the levels by successfully unlocking and then answering a quiz related to SAD at the end of each level. The game was validated through an empirical study with students with, supposedly, no knowledge on the topic of SAD. The students in question were divided into two groups of similar size, where the first group played the game and the second group did not. The two groups then answered a questionnaire about the topic, where the knowledge gap between the groups was measured. In the context of the experiment, the preferred outcome is that the first group performs better at the questionnaire than the second group. The expected results of the project are that an effective educational game for SAD is designed and the existing subset of GDPs for SE education is properly validated

    CSE341 – Software Architecture And Design (Seni Bina Dan Reka Bentuk Perisian)

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    First Semester Examination 2022/2023 Academic Sessio

    Software Architecture of the Spitzer Space Telescope Uplink/Archive

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    The Spitzer Science Center (SSC) provides a set of science user tools to support planning and archive access via the Internet. We will present the software architecture and design principles that underlie the Uplink/Archive subsystem of the SSC. Included in the discussion will be a review of the original Uplink architecture as presented in P1-59 ADASS 1999 and the evolutionary changes for the current deployment. The Archive subsystem is based on the same set of core components used in the Uplink subsystem but is based on Web services technology to allow open access to the Archive. Web services technology provides a basis for searching the archive and retrieving data products

    Abstraction of an object-oriented vocabulary by providing a standardized interface

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    Controlled vocabularies are ubiquitous in varied application fields. They are particularly helpful in the medical field since they can unify disparate terminologies and provide information in a compact, comprehensible manner. In this thesis, we present a mechanism to efficiently retrieve and update knowledge stored in a controlled vocabulary modeled as an Object-Oriented Database (OODB) system. We aim to provide a standardized interface to the vocabulary, such that the implementation details of the vocabulary are transparent to all users. The user of this standardized interface will typically be an application programmer who is trying to provide the vocabulary\u27s knowledge-base to end users. We first describe our approach to creating the standardized interface. We then present the software architecture and design for it. We conclude by describing the implementation of this standardized interface

    LEARNING THROUGH PLAYING: DEVELOPMENT OF SOFTWARE ARCHITECT’S SKILLS WITH BUILDING BLOCKS

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    Software Architecture and Design is a course introduced in the curriculum of Computer Science Bachelor Degree. It is a part of the software engineering body of knowledge to instill good practice in software development. The teaching and learning method of delivering competence in a high level abstraction is challenging in way to obtain knowledge appreciation among students. The experience of deploying learning through playing in a tutorial session encourages students’ engagement, focus and appreciation of the teaching and learning process. The knowledge is delivered, experienced and actively discussed among students to discover more. This paper presents the design and implementation of the learning through playing building blocks for the purpose of understanding software architect’s roles and responsibilities. The analysis based on the observation of the conduct is discussed and lessons learnt are elaborated

    Interactive and batch creation of OODB medical vocabularies

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    Controlled vocabularies are becoming popular for knowledge representation and querying. They are particularly helpful in the medical field since they can unify disparate terminologies and provide information in a compact, comprehensible manner. In this thesis, we present a mechanism to create OODB controlled medical vocabularies from flat-file format. We also describe a tool by which a user can interactively create, edit and browse the vocabulary. For better understanding of the structure of the vocabulary we designed our interface as a graphical editor and browser. The user of this interface will typically be a medical expert who either wants to add new concepts to the vocabulary or create a new vocabulary from scratch. We first describe our approach for creating the vocabulary from an existing flat-file format by batch processing. We then present the software architecture and design of an interactive vocabulary creator (IVC)

    A Meta Model for Software Architecture Conformance and Quality Assessment

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    Software architecture and design suffer from a lack of documented knowledge on how different architectural styles influence software quality. Existing software quality models do not allow engineers to evaluate whether a given software system adequately implements the basic principles of the chosen architectural style, and which architectural properties and best practices beyond these principles contribute to the system's quality. In this paper, I present a meta quality model for software architectures, which can be used not only as a knowledge-base to easily compare architectural styles based on their impact on software quality, but also to increase efficiency of architectural quality analysis by leveraging existing modeling concepts and tools. An experiment performing an architecture assessment using a quality model for the SOA architectural style not only showed that the approach is applicable in practice, but also indicated a reduction of manual effort compared to other architecture assessment approaches

    Mouse Simulation Using Two Coloured Tapes

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    In this paper, we present a novel approach for Human Computer Interaction (HCI) where, we control cursor movement using a real-time camera. Current methods involve changing mouse parts such as adding more buttons or changing the position of the tracking ball. Instead, our method is to use a camera and computer vision technology, such as image segmentation and gesture recognition, to control mouse tasks (left and right clicking, double-clicking, and scrolling) and we show how it can perform everything as current mouse devices can. The software will be developed in JAVA language. Recognition and pose estimation in this system are user independent and robust as we will be using colour tapes on our finger to perform actions. The software can be used as an intuitive input interface to applications that require multi-dimensional control e.g. computer games etc.Comment: 5 page

    Software architecture and design of task deduction and task planning components for a multiple robot simulation system

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    Visual simulations of industrial processes (e.g. welding, assembling etc.) involving multiple robots, are part of the overall design process for such systems. A 3D simulation and visualization software tool has been developed named MRS, for Multiple Robot Simulation system. Experiences in this area of industrial robotic applications have shown that there is a great concern about operability and supervision efforts. The goal is to give user confidence in operating such a system in an intuitive manner. In order to reach that, a Virtual Reality (VR) interface is integrated in the existing MRS. In addition, user must be provided with convincing information concerning the conduct of the tasks to be performed. Moreover, the system must demonstrate a certain degree of autonomy regarding the planning of these tasks. In this thesis, we present a software architecture for two components that we believe satisfy these functional requirements that are posed by the specific robotic system
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